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

Interested in this

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Yesterday, at 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can make a copy of E1 in the rules and then change the Prerequisite= and Owner= of both E1 and the copy so one is used by GDI and the other Nod.

The problem is that there are several special logics in the game that can only use 1 infantry type for both GDI and Nod, such as the infantry that spawn when you sell or destroy a building etc. So if you add a new Nod rifle infantry you'd still get GDI rifle infantry when you sell your buildings.

You'd need to go through the AI.ini and edit every Nod team that uses E1, replacing it with the new Nod version. Otherwise the Nod AI would continue to use the "GDI" rifle infantry.

The same for the missions too, You'd need to edit every single map changing them so Nod will use the new rifle infantry instead of the old one.

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Anubis_Atomicus
Civilian


Joined: 17 Feb 2026

PostPosted: Today, at 12:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for replying.

@Mig Eater
Quote:
You can make a copy of E1 in the rules and then change the Prerequisite= and Owner= of both E1 and the copy so one is used by GDI and the other Nod.

¦» I was thinking likewise with a somewhat inelegant workaround by adding in a new [e1.shp] unit which keeps most of the default characteristics (changing ofcourse the art sprite). And figuring, when choosing the Nod house, players can simply decide manually not to build the original e1 unit, pretending it isn't there. Though, I feel it would be irritating, and the sidebar roster is rather crowded already.


Quote:
The same for the missions too, You'd need to edit every single map changing them so Nod will use the new rifle infantry instead of the old one.

¦» Damn, I was afraid of that.
Even with the new buildable unit, the default Nod e1 infantry would nevertheless be present on each map (still stuck using the original skin/sprite).

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Anubis_Atomicus
Civilian


Joined: 17 Feb 2026

PostPosted: Today, at 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

The Attack Dog units from RA2 are also combined this way but, unlike TSun Infantry, Westwood gave them separate skin sprites tied to their appropriate houses. Same issue remains, if playing as House=Soviet you're never going to get an Allied Dog to spawn - or if you somehow do - it'll only emerge from an Allied Barracks.

These governing parameters are found somewhere (in both TSun and RA2), and it'd be helpful to the modding community if they're revealed and laid out for reference.

¦» The only game rules I've found myself adjacently linked to this behavior is shown below, however it isn't really addressing my question.
https://modenc.renegadeprojects.com/RequiredHouses
"Lists the specific houses which have exclusive rights to build this object. The object cannot be built even if other houses capture the appropriate Prerequisite= and acquire the relevant TechLevel= required to construct it."

So faction identity relies on the RequiredHouses parameters inside rules(md).ini as a restrictive qualifier for unique units. As Germany (Tank Destroyer), you're not suppose to build Russia's (Tesla Tank) units etc.

To me it's weird how they placed the cameo's (and extra side-specific elements) inside distinct mix files Sidec01/Sidec02, but then neglected to make the rifleman units also unique -- which was later corrected with having the Allies (GI) and the Soviets (Conscript). It undoubtedly makes modding of one unit profanity difficult.

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