Image
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| 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.
- AircraftTypes Image and Cameo will be displayed blank.
- BuildingTypes Cameo will be displayed blank.
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 Image= 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 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.
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.





