Contents-	GACOMM graphics and control file instructions
Author-		Blade
E-mail-		blade@mysanctuary.demon.co.uk
ICQ-		27537648
Last altered-07/9/2000

Information:
This zip contains graphics for the removed TS structure GACOMM, which was an upgradable version of the GDI radar tower, along with control file information (what to add to art.ini and rules.ini to get it working right). The graphics are not only the complete structure (derived from the GTCOMMMK.shp file and GTRADR.shp file), but are also the theatre specific graphics (GA or GT specifies which theater uses which graphics) so that you get the appearance of snow on the structure in the snow theatre. To get these graphics to work, it is recommended that you make a mix file for them using the XCC mix editor(see credits for where to obtain). Now also included is an icon for the structure and icons to use for the plugins (though the art and rules instructions have not been updated to include the new files and method for adding them, consider their use an advanced use of this packages if you know what you are doing). The zip now includes a new icon for the structure and for its upgrades (special thanks to DeeZire). This is likely to be the last revision of the zip for this structure and has better looking 3rd stage damages frames which you can have a look at in XCC. They are there for completeness only since currently it is impossible to use them in game.

Where to put new TS files (Revised 30/6/2000):
For .vxl and their associated .hva files, they can be put straight into the TS directory, but this tends to clutter up the folder. The best bet is to just put them directly into an expandXX.mix file.

For .shp files, I recomend you put them into a new ecacheXX.mix and them put that into an expandXX.mix where XX is a number between 02 and 99. There are other mixes that you can put them into, but this involves messing with the already existing TS files.

For .aud files you should currently put them into an extracted version of sounds.mix or sounds01.mix since TS will not read soundsXX.mix files other than the 2 mentioned. However I have read rumours about being able to put .aud files into ecacheXX.mix files and still have them work, though I have yet to test or otherwise confirm this.

Other TS file formats will be added as the ability to edit them becomes readily available, please E-mail me with any formats you would like to know where to put them.

What these files DON'T contain:
Non of the files contain detailed information on coverting unit graphics, editing TS .ini files or information on how to make/edit .mix files. Try looking at the sites mentioned below and following the links from them for such information.

Acknowedgements:
Olaf van der Spek for his XCC utilities suite, without which, very little TS editing could be conducted.
http://xcc.tiberian.com/

ZTXjim for his excellent guides on how to edit TS.
http://members.aol.com/ztxjim/glowmain.htm

The Tiberium Rising mod website for being the first site I know of that hosts new TS graphics and the only one to host .shp files so far.
<site down at time of writing>

Akmetra from TR for providing me with the RA style dinosaur icons

The Tiberiansun factory for hopefully providing a site to host all things related to TS editing (like the RedAlertSource was for RA) when it gets going.
http://www.tiberiansunfactory.com

DeeZire for providing me with icons in prerelease versions of TS that were removed from the final release and for his quest to elucidate every last feature of the TS engine that was not used.

Will for making a working voxel editor along with normal editing (voxels don't look good in game without normal info).