From a6165387ede9d82b9aac804df8e43a5ce3f8f308 Mon Sep 17 00:00:00 2001 From: RT Date: Sun, 9 Aug 2026 20:17:24 -0500 Subject: [PATCH] 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) Co-authored-by: GitHub Copilot --- Gameleap/mw4/hsh/MFD/generic.bmp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Gameleap/mw4/hsh/MFD/generic.bmp b/Gameleap/mw4/hsh/MFD/generic.bmp index 47ea3468..1d973911 100644 --- a/Gameleap/mw4/hsh/MFD/generic.bmp +++ b/Gameleap/mw4/hsh/MFD/generic.bmp @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:90ed2e2de3c31dcb388b08d8e7f715a1556bdd822a5b982a3ed067244c896f0f +oid sha256:63f13e1ab6261e123eac9ae52e42d08d1a3017a316e1d663ddcb79ff25cb6b1a size 15478