Anyway, I realize that Rare Resources are probably not high on the mod community's priority lists, but I was just wondering if any experimentation has been done with them before I go and re-invent the wheel. The first question I had was: can new ones be added? I think I've managed to activate the "scenario-specific" ones like Salmon and Gold by adding the < The main question here is: I can see the tgas for each of the resources, but not where the tgas are called from. For example, I can see aluminum.tga and so on, but haven't found which file calls those (it may be hard-coded). Has anyone else found the call file? If that's found, new skins could be made for a wide variety of rare resources. If anyone else has attempted to tackle this, and had a bit of advice, it would be appreciated. If not, I'm still plugging away myself, since I can think of more than a few specialized resources that would be of value to specific mods and time periods, so I'd like to crack the nut on this, if possible. Also... if anyone hasn't looked at this before, but is interested in doing so, the pertinent files I've found so far are: resourcerules.xml in the data folder (T&P is the one I'm working on) [This message has been edited by Baryonyx (edited 07-24-2004 @ 06:31 PM).]
iface_specialresource.tga in the art folder (original folder)
iface_spec_res.tga in the T&P art folder