Ok
As I am sure you know.
At the very bottom of a race entity files are these two lines
playerThemeGroupName "PlayerTech"
playerPictureGroupName "PlayerTech"
I’m sure you know that they determine a lot of the icons that the player uses.
These reference back to two places.
The Gsdef file, and a few window files.
The two types of window files they reference too are a playerthemes file, and a playerpictures file.
For the TEC, they both have the same name of PlayerTech.
These two files reference to texture files.
The player pictures file determines the Player portraits. (which are those “head shots” that often show a civilization)
The Player Themes file references the player logos.
Now, the cool pictures found in the load screen can be found in the Startup_Loadscreen 0 texture file.
They are determined by the LoadScreen.brushes window file.
For the exact piece you want…..
brush
name "LoadScreenCharacterTech"
content "Simple"
fileName "Startup_Loadscreen0"
pixelBox [ 1496 , 0 , 441 , 749 ]
brush
name "LoadScreenCharacterPsi"
content "Simple"
fileName "Startup_Loadscreen0"
pixelBox [ 748 , 1059 , 441 , 749 ]
brush
name "LoadScreenCharacterPhase"
content "Simple"
fileName "Startup_Loadscreen0"
pixelBox [ 1190 , 1059 , 441 , 749 ]
This then links back to the first line in the Hudskin data lines in the race file.
loadScreenCharacterBrush "LoadScreenCharacterTech"
Meaning that it is not hardcoded.
Yea, I’ve learned quite a bit about textures.
Since I’ve taught my-self how to handle all 2D art and Particle effects.