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CCCP84

Is it possible to change a cameo?

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I used Hornet to make new unit. But it has damaged cameo.

Is it possible to change or disable it?

eeeeeeeeeee.jpg

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no it is not. the damaged cameos happen because some units which are never buildable have cameo= tags in art.ini for... literally no reason.  if you make a new unit thats exactly the same as the one you made from the hornet and make a new name for it and give it an entry in the [Aircrafttypes] list, it will have the red "MISSING CAMEO" icon instead. (or the cameo of the image= of the modded unit)

mappers cant touch art.ini, so sadly there is no way to give units a specific cameo like that and they will always appear broken. i think that adding some cameos for the unused voxels into the cncnet client would be an good move on their part.

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Thanks

there seems to be no way to get a red cameo. When using the line image=,  in-game image of the unit in a tight bundle with a cameo.

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AFAIK the cameo is based on the art.ini entry in this order of precedence...

1. The technotypes [NAME].Cameo=xyz  entry, if it exists

...or... 

2. The technotypes (Image=[NAME]).Cameo=xyz, if it exists

...or... 

3. The red missing cameo.

So, for example, if you make a new tank unit using the [BEAG] entry but Image=HTNK, you will get the Black Eagle cameo (regardless of the Image=xyz used).

If you make a new tank unit using your own entry [NEWTANK] (don't for get to add to relevant unit list) with Image=HTNK, you will get the Rhino Tank cameo.

There are several unused [NAME] entries in art.ini with a Cameo=x that can be used. This way,  you can have a few new units with distinctive cameos, for easier recognition in game and hence a better UI experience, rather than  having all with red missing cameo icons which can get confusing especially if new construction options become available. 

Lastly,  the cameos for some things are in the wrong palette (e.g. HIND) hence why they look corrupted in game (they are still in Tiberiun Sun etc,  not Yuri Revenge palettes).

😃

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you can change it when you make your own mod, but if you just want to make a map for RA2 YR you cannot change it, but you can use camoes of other units.

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Bobble, what i have to write in map file?

; Heavy Tank
[HTNK]
UIName=Name:HTNK
Name=Rhino Heavy Tank
Cameo=BEAG
Primary=120mm
Strength=400
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=6

    I tryed. It doesnt work.. Nothing changes.

Can you post example?

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4 hours ago, cypher said:

but you can use camoes of other units.

How?

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Posted (edited)

Cameo=xxx is a art.ini NOT rules.ini tag.

1. Look in art.ini for the Cameo you want. As McPwny said, mod mappers  cannot edit art.ini,  hence we must use what's already there.

2.

[BEAG]

Image=HTNK

will give black eagle cameo but a rhino voxel. 

 

[HTNK]

Image=BEAG

will give rhino cameo but a black eagle voxel.

 

[NEWTANK]

Image=HTNK

will give rhino tank cameo and rhino voxel.

 

[NEWTANK]

Image=BEAG

will give black eagle cameo and black eagle voxel.

 

[NEWTANK]

Image=PDPLANE

will give a orcabomber cameo (in wrong palette so will look corrupted), and a paradrop plane voxel.

 

You are limited to to the cameo available in art.ini,  hence why,  like McPwny said, if cncnet put a few dummy entries in art.ini and added some cameos (eg even coloured squares with A..Z  or 1..9 would allow for a few extra mod units to each have a distinctive individual cameo for GUI reasons, albeit not of the actual mod unit they made, with little effort and resources (but then one could say why not add a few extra projectiles with trailers, or a library of spare SHP/VXL too etc, so where does it stop lol)), people could make mod maps less confusing. 

😁

Edited by Bobble
Misspelling voxel
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Modify an existing unit, f.e. [LTNK] (=lasher tank) - change the image to the voxel you want , f.e. Image=HTNK, and change the stats...then you have a new unit with the cameo of Lasher Tank.

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