Re: "Rusty Nickel" at the Gateway of Tears
as I understand it:
the shp file has an "extra" placeholder type picture (usually 2 tank silhouettes and MBT) in first position visually. The first actual position is number 0 (zero). Therfore every picture counted visually through the shp is 2 numbers lower in the identification number.
Place holder, 0 , 1 , 2, 3, 4, etc (4 in this example is the 6th image)
The entry in the file "WINSPMBT_MasterIconList.txt" in the design sub directory of the game data directory gives = {icon, turret}, // icon id "description so for example:
{18409, 6976}, // 7809 LHD Elevator = {shp184 11th image, "invisible" turret}, // icon7809 (for mobhack) description LHD Elevator.
TBH I have no idea how the game "looks up" this information, I think it is hard coded and therefore new icons must be in the right "kind" of empty shp file (ie turreted, un turreted, invisible turret).
Hope this helps.
(ps to add icon to shp file create .bmp file of right size then add using shpedit utility)
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