Jump to content

Image: Difference between revisions

From ModEnc²
en>DCoder
m Added category art(md).ini flags
ATHSE (talk | contribs)
 
(28 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{Flag
{{Flag
|name={{PAGENAME}}
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}, {{Categ|Art(md).ini}}
|files={{Categ|ini=rules}}
|values=Strings (References to art(md).ini sections) or unsigned integers
|values={{values|Strings|art(md).ini sections}}
|special=None
|default=same as section name
|default=same as section name
|types= Depending on the file:
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|Projectile|Projectiles}}, {{Categ|ParticleSystems}}, {{Categ|Particles}}, {{Categ|OverlayTypes}}, {{Categ|VoxelAnims}}
;{{TTL|Rules(md).ini}}
|ra=yes
: {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|Projectile|Projectiles}}, {{Categ|ParticleSystems}}, {{Categ|Particles}}, {{Categ|OverlayTypes}}, {{Categ|Tiberiums}}, {{Categ|VoxelAnims}}
|cs=yes
;{{TTL|Art(md).ini}}
|am=yes
: {{Categ|Animations}}
|ts=yes
|games=[[RA]] (where applicable), [[TS]], [[RA2]], [[YR]]
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
}}
}}
Specifies the section from {{ini|art}} which contains this object's graphical parameters such as cameos, firing offsets, attached animations, movement sequence, etc. When not specified, the object art used is that of its own name, so having <tt>Image=CAWS01DM</tt> in [CAWS01DM] is redundant.


<!-- whytf is that header glued to the box? -->
The exception to this is Tiberium in TS (and Ore/Gems in RA2) which uses a lookup table of values. See [[Tiberiums]] for details.
This flag has several meanings:


== On {{TTL|Tiberiums}} ==
==In {{ini|rules}}==
The substitute art requested by <tt>Image=</tt> must have a valid {{ini|art}} entry, and where appropriate, specifies what type of art, such as a voxel. This is especially important when specifying substitute voxel art, as the game assumes art is in [[Shape|sprite]] format, unless specified in its art section, and without it bad things can happen. Therefore referencing voxel turret art directly in [[VoxelAnims]], requires first creating a section for it in {{ini|art}} with {{f|Voxel|yes|link}}.


{{NeedsTesting}}
In {{ra}}, setting <tt>Image=none</tt> for [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] will give the following results:
*[[VehicleTypes]] Image and [[Cameo]] will be displayed blank. When built, there will be a continuous <b>READY</b> message over its [[Cameo]] slot.


The comments say
*[[AircraftTypes]] Image and [[Cameo]] will be displayed blank.
'';image to use &#91;1=small, 2=large, 3=vine&#93;''
, but little more is known.  


== On all other objects ==
*[[BuildingTypes]] only the [[Cameo]] will be displayed blank.


Specifies the section from {{Tt|[[Art|art(md).ini]]}} contains this object's graphical representation parameters such as cameos, firing offsets, and the like.
==In {{ini|art}}==
(See also [[How The Engine Uses Files]].)
When used in art(md).ini, this acts like a redirect. Image therefore instructs the game to use another object for the art, but it retains many or all of the traits of the first object with the <tt>Image=</tt> tag. Many [[BuildingTypes|building]] animations, especially for damaged states, reuse the undamaged artwork this way, instructing the virtual damaged art object to use the real undamaged art.


''Note:'' This flag does not work on InfantryTypes, VehicleTypes and most likely AircraftTypes and BuildingTypes in art(md).ini sections. This is evident by looking at the following code snippets from unmodded artmd.ini:
Image is also ignored when added to the various unit types. One example of this is the [CAML] infantry in YR has Image=JOSH, and yet it correctly displays CAML.SHP anyway. [[Projectile]] and [[Particles|particle]] art is handled similarly, the art can only be selected from {{ini|rules}}.
[CAML]
 
Image=JOSH
==See Also==
[[AltImage]]
[BFRT]
 
Image=SREF
[[AlternateArcticArt]]
 
[[NoSpawnAlt]]
 
[[How The Engine Uses Files]]

Latest revision as of 12:59, 11 April 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: Image
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: art(md).ini sections)
Default: same as section name
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes, Projectiles, ParticleSystems, Particles, OverlayTypes, VoxelAnims


Specifies the section from art(md).ini which contains this object's graphical parameters such as cameos, firing offsets, attached animations, movement sequence, etc. When not specified, the object art used is that of its own name, so having Image=CAWS01DM in [CAWS01DM] is redundant.

The exception to this is Tiberium in TS (and Ore/Gems in RA2) which uses a lookup table of values. See Tiberiums for details.

In rules(md).ini

The substitute art requested by Image= must have a valid art(md).ini entry, and where appropriate, specifies what type of art, such as a voxel. This is especially important when specifying substitute voxel art, as the game assumes art is in sprite format, unless specified in its art section, and without it bad things can happen. Therefore referencing voxel turret art directly in VoxelAnims, requires first creating a section for it in art(md).ini with Voxel=yes.

In Red Alert, setting Image=none for VehicleTypes, AircraftTypes, BuildingTypes will give the following results:

  • VehicleTypes Image and Cameo will be displayed blank. When built, there will be a continuous READY message over its Cameo slot.

In art(md).ini

When used in art(md).ini, this acts like a redirect. Image therefore instructs the game to use another object for the art, but it retains many or all of the traits of the first object with the Image= tag. Many building animations, especially for damaged states, reuse the undamaged artwork this way, instructing the virtual damaged art object to use the real undamaged art.

Image is also ignored when added to the various unit types. One example of this is the [CAML] infantry in YR has Image=JOSH, and yet it correctly displays CAML.SHP anyway. Projectile and particle art is handled similarly, the art can only be selected from rules(md).ini.

See Also

AltImage

AlternateArcticArt

NoSpawnAlt

How The Engine Uses Files