Rebuild the generic target-MFD tile from the cameraship armour doll
The tile I authored earlier was wrong in kind, not just in detail: I composed it from the generic damage-doll zone sheet, which yielded a flat white silhouette rather than a shaded greyscale paper doll, and mirrored the arms while assembling it. The game already ships a proper generic doll. hsh/mr_texture.bmp holds a shaded, articulated mech -- head, centre and side torsos, both arms with gun ports, both legs -- in its top-left corner, with hsh/mr_texturea.bmp as the greyscale mask companion. render.cpp:1276-1277 loads both into CMR_Device, which is the cameraship Map/Armour screen. mr_texture carries 126 grey levels against mr_texturea's 29, so the former is the shaded art and is used here. The doll occupies columns 0-55; the shield glyph at 66-78 is excluded. Scaled to fill 120x120 with a 4px margin. Header now matches the shipped tiles exactly: 8bpp, 1078-byte data offset, same size as annihilator.bmp. Note hudchat.cpp:853 claims "there is no actual image on mr_texture.bmp & mr_texturea.bmp". That is wrong, and is probably why this asset stayed unnoticed. The in-cockpit doll Content/textures/HUD/generic.tga is deliberately left alone. Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com> Co-authored-by: GitHub Copilot <copilot@github.com>
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