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== On most objects in rules(md).ini ==
{{Flag
{{Flag
|name={{PAGENAME}}
|name={{PAGENAME}}
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|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|rp=yes
}}
}}
Specifies the section from {{Tt|[[Art|art(md).ini]]}} which contains this object's graphical representation parameters such as cameos, firing offsets, and the like.
Specifies the section from {{ini|art}} which contains this object's graphical parameters such as cameos, firing offsets, attached animations, movement sequence, etc.
(See also [[How The Engine Uses Files]].)


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 {{ini|rules}}==
For [[AircraftTypes]]
For [[AircraftTypes]]
if we specify Image=any turret <b>(GTNKTUR,HTNKTUR,LTNKTUR)</b> We need to add tags. {{f|Voxel|yes|Link}} Go to section <b>GTNKTUR,HTNKTUR,LTNKTUR</b>
if we specify Image=any turret <b>(GTNKTUR,HTNKTUR,LTNKTUR)</b> We need to add tags. {{f|Voxel|yes|Link}} Go to section <b>GTNKTUR,HTNKTUR,LTNKTUR</b>
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Even if you didn't specify <b>Image=YAPOWR</b> In-game images will be available automatically.
Even if you didn't specify <b>Image=YAPOWR</b> In-game images will be available automatically.


== On '''{{f|Tiberiums|link}}''' ==
{{Flag
|files={{Categ|ini=rules}}
|values={{values|unsigned integers}}
|default=-1
|types={{Categ|Tiberiums}}
|ts=yes
|fs=yes
|ra2=yes
|yr=yes
}}


See [[Tiberiums#Note|Tiberiums]] for details.
==In {{ini|art}}==
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==}} tag. Many [[BuildingTypes|building]] animations, especially for damaged states, reuse to the undamaged artwork this way, redirecting the virtual damaged art object to use the real undamaged art.


== On Animations and other objects in art(md).ini ==
The substitute art requested by {{Tt|Image=}} 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}}.


{{Flag
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 art is also handled similarly, the art can only be selected from {{ini|rules}}.
|files={{Categ|ini=art}}
|values={{values|Strings|art(md).ini sections}}
|default=same as section name
|types={{Categ|BuildingTypes}}, {{Categ|Animations}}
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}


When used in art(md).ini, this flag also refers to an art(md).ini section as well, but it only uses the referred section to derive a filename of the SHP file to use.
==See Also==
[[AltImage]]


This flag does '''not''' work on InfantryTypes, VehicleTypes and AircraftTypes in art(md).ini sections. This is evident by looking at the following code snippets from unmodded artmd.ini:
[[AlternateArcticArt]]
<pre>[CAML]
Image=JOSH
[BFRT]
Image=SREF</pre>
==Note==
*<b>Image</b> located in the section [[Projectiles]] will ignore file display. <b>voxeltur</b>,<b>voxelbarl</b>,<b>voxelwo</b>.
*<b>Image</b> located in the section [[Projectiles]] Will not be affected by new image changes, such as
'''[Cannon]'''<br>
'''Image=120MM'''<br>


'''[120MM]'''<br>
[[NoSpawnAlt]]
'''Image=YACNST'''<br>


*It's funny for <b>Image</b> located in the section [[Projectiles]] if it's a SHP file, it can have shadows + play animations + remap colors but can't set it to rotate in 32 directions.<br>
[[How The Engine Uses Files]]
Using the tag {{f|Rotates|yes|link}} allows the SHP file to rotate in 32 directions but can't play as animation.<br>
Voxel files can rotate in 32 directions + but can't play as animations + can't remap colors+Images from files with the extensions '''.TUR''' and '''.BRAL''' cannot be displayed.<br>

Revision as of 12:37, 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.

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

For AircraftTypes if we specify Image=any turret (GTNKTUR,HTNKTUR,LTNKTUR) We need to add tags. Voxel=yes Go to section GTNKTUR,HTNKTUR,LTNKTUR

within Artmd.ini even though GTNKTUR,HTNKTUR,LTNKTUR are Voxel files, If you don't do this you will get Internal Error=004145BD.

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

  • VehicleTypes Image and Cameo will be displayed blank. And when it's completed, there will be a continuous READY message in the Cameo section.

File:Image=noe for Ra1.png

If you have SHP file or Voxel file which matches the name TechnoTypes which is written in rules(md).ini such as YAPOWR
Even if you didn't specify Image=YAPOWR In-game images will be available automatically.


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 {{{1}}} tag. Many building animations, especially for damaged states, reuse to the undamaged artwork this way, redirecting the virtual damaged art object to use the real undamaged art.

The substitute art requested by {{{1}}} 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.

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 art is also handled similarly, the art can only be selected from rules(md).ini.

See Also

AltImage

AlternateArcticArt

NoSpawnAlt

How The Engine Uses Files