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The time now is Thu Apr 30, 2026 2:59 pm
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About [E1.shp] -- A graphics tweak for Infantry.
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Anubis_Atomicus
Civilian


Joined: 17 Feb 2026

PostPosted: Sun Apr 26, 2026 12:59 am    Post subject:  About [E1.shp] -- A graphics tweak for Infantry.
Subject description: A novice question regarding unit customization (and other side-specific weirdness).
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https://online-image-share.com/4n89m6fi
Shared pic as a simple visual aid.

As a test case, attempting to add a user-made MIX file containing a downloaded third-party SHP unit skin. This is intended as a global tweak to TSClient v.7.06 overriding skirmish AND campaign missions.
¦» Goal is to change the Light Infantry so that GDI and Nod have side-specific aesthetics.

I need someone experienced to help me understand how the Client handles separating the (e1.shp) file so that - if simply renaming a custom skin to match existing Rules.ini parameters - the appropriate unit spawns from its side-specific barracks. We want to avoid a mishap where the custom skin (e1.shp) is accidentally assigned to GDI as well when it's intended as a Nod-specific unit.

Both GDI and Nod already have coded rules which govern unique units - but I can't seem to find where those rules reside. (ie. You can't spawn a Cyborg from a GDI Barracks even if the player controls both production buildings)

The Rules.ini used to have a section that defined them as [GDIE1] and [NODE1] respectively, but I guess that's since been made irrelevant with patches.

¦» Is there a reason why those faction SHP files wouldn't best be integrated into the (Side01/Side02) mix containers alongside the cameo icons? Easier to separate and modify, no?

Thanks for any and all insight provided.

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Pandaprewmaster325
Light Infantry


Joined: 14 May 2025
Location: Syria

PostPosted: Today, at 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Interested in this

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