Image
Selects an Image ID, animation Image ID, Tiberium overlay variant, or building main-shape basename according to scope.
Image ID
- Applies to
ObjectType and derived types
AircraftTypeBuildingTypeBulletTypeInfantryTypeOverlayTypeParticleSystemTypeParticleTypeSmudgeTypeTerrainTypeUnitTypeVoxelAnimType- File
rules.ini- Section
[<ObjectType ID>]- Value
- string
- When omitted
- ComputedUses the ObjectType ID as the Image ID. A BulletType uses it only for its first shape and for Voxel, Theater and NewTheater.
The Image ID names both the type’s artwork file and the art.ini section its art settings are read from. Two types given the same Image ID therefore share both the file and the art settings.
Voxel= in that section decides whether most types load <Image ID>.VXL in place of <Image ID>.SHP. A BuildingType, and a BulletType without Inviso=yes, load the shape either way, and a VoxelAnimType always loads the .VXL. Theater= and NewTheater=, read from the same section, can change the shape file’s name for the current theater.
If the file is missing, the type has no artwork. The engine does not substitute another file.
Set Image= on every BulletType that is drawn. A BulletType without it reads none of Trailer, Rotates, AnimLow, AnimHigh, AnimRate or AnimPalette. In a new game it draws <BulletType ID>.SHP if it is not a voxel projectile, and a voxel projectile gets no model. After a saved game loads, it has no shape either.
Animation Image ID
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- string
- When omitted
- ComputedUses the AnimType ID as the animation Image ID.
The animation draws <Image ID>.SHP when that file exists. If it does not, the animation falls back to <AnimType ID>.SHP, and if neither file exists it draws nothing. After a saved game is loaded there is no fallback, so an animation whose <Image ID>.SHP is missing draws nothing. An animation with DemandLoad=yes loads <Image ID>.SHP the first time it is needed and has no fallback.
An Image= that selects a different shape does not change the frame count; see End.
The theater settings treat this key differently:
Theater=yesnames the artwork after the AnimType ID when the theater differs from the previous scenario’s or a saved game is loaded. When the theater repeats, it uses the Image ID.NewTheater=yesrewrites the theater letter in the name given here.
Tiberium overlay variant
- Applies to
- Tiberium
- File
rules.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
noneThe type has no overlay set, which can crash the game.
on Tiberium definitions this integer selects the overlay variant
Image selects the overlay set that draws this Tiberium type:
| Value | Overlay set |
|---|---|
1, or any value not listed here | The standard Tiberium set |
2 | The large-Tiberium set |
3 | The second Tiberium set |
4 | The third Tiberium set |
-1 | None, the same as leaving the key out |
Every set has twelve growth stages. Only the large-Tiberium set has no slope overlays, so a type that uses it never spreads onto a slope and is not drawn on one.
Building main shape
- Applies to
- BuildingType
- File
art.ini- Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted- Value
- string
- When omitted
- ComputedUses the building's Image ID as the main SHP basename.
Image= in a building’s art section changes only the file name of its main shape. The building keeps its Image ID, and its other art keys are still read from the [<Image ID>] section. This name is adjusted for the theater in the same way as the Image ID would be. Theater= and NewTheater= describe the adjustment. A building with Theater=yes ignores this key in a new game: once the map is read, it draws <Image ID> with the theater’s extension. After a saved game loads, it draws the file this key names again.
History
- Changed0.2.0In development
Fix Tiberium on the large-crystal set and on slopes —
tiberium