Contents -  Tekka Warrior infantry for both TS and RA2.
Author 	- Blade
E-mail 	- blade@mysanctuary.demon.co.uk
Homepage - http://www.mysanctuary.demon.co.uk
ICQ 	- 27537648
Last altered-30/11/2000 (bug fix)

Description:
The Tekka Warrior...An alien bio-integrative battle system that has somehow fallen into the hands of humans. The armour can protect against all but the most powerful high energy attacks and makes the user immune to psychic attacks, radiation and most otehr environmental hazards. Its voltekka energy weapons can level cities in seconds and it is rumoured that some tekka warriors can use an even more powerful version. Its the last word in mobile infantry warfare.

This is now the sole Tekka warrior package for both TS and RA2. The rtekicon and rtekuico are 60x48 opposed to 64x48 as they were for TS and has text pre positioned on the icon while tekkicon is the TS icon. the rtekuico is used fore the alternate icon that displays when a spy enters the opponenets barrack and makes all infantry veteran. Also included is an RA2 base icon without the text in 24 bit so you can create more darkened stripes in PSP (PSP won't darken 256 col images)and add your own text (though you will need to lower the colour depth before trying to convert to .shp). The unit is made from a Q2 model (Quake 2) and is based on the anime character Tekkaman Blade, a human who uses and alien battle armor to kick ass basically :) I decided that the smaller version of tekkaman looks the best in both TS and RA2, so the larger version is included if you want to use it while the smaller one has the file name used in the rules guide. Now also included is the recoloured "dark" tekkaman that you can use as the bad guy version or possibly as the bad guy version if opponent tech is stolen with spy :) It even has its own seperate icons for RA2, dtekicon and dtekuico. Note that in RA2, you will need to edit the ra2.csf file with the string editor to get the names appearing properly in game, and this is not covered with the rules instructions for RA2.

*Bug Fix* I noticed a missing frame in the idle animation that has now been corrected. The result was a disappearing tekka when it did the animatio for a frame and the sequence is also the wrong length by one frame (now corrected in the rules). The fault also affects the large tekka but this has not been fixed (the frame is 96 if you want to fix it yourself) and the dark tekka which has been fixed.

Where to put new RA2 files (Revised 1/11/2000):

For a .csf file (needed to make new unit names display in game)

For .ini files, they can be put straight into the TS directory. If for some reason you want to make a usless effort to hide them (it might fool newbies) or want to stop cluttering up the RA2 folder, put them directly into an expandXX.mix file.

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 or into an elocalXX.mix

For .shp files, I recomend you put them into a new ecacheX.mix where X is a number between 1 and 9 (though 1 will almost certainly be used in an expansion pack).

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.

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.

Acknowedgements:
Olaf van der Spek for his XCC utilities suite, without which, very little TS/RA2 editing could be conducted.
<http://xcc.tiberian.com>

Matze for his Final*** Map editors (Scenario editors) for TS and RA2 and the string editor for RA2 needed to add new names amongst other things.
http://finalsun.wagnerma.de
Or
http://finalsun.gamesmania.de
Or any number of other sub domains work too

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

DMZ for his work on the vxl format and for the vxlutil needed to make multisection voxels such as helicopters, and for making a .hva for the hind voxel
<Get his util from XCC>

ZTXjim for his excellent guides on how to edit TS and upcomming RA2 stuff.
http://members.aol.com/ztxjim/glowmain.htm

The outstanding Eclipse TS mod.
<http://eclipse.tiberian.com>

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

Tiberian sun factory and RA2 factory for being good editing sites and hosting stuff of mine
http://www.tiberiansunfactory.com
RA2 version:
http://ra2.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.

Michael 'Magarnigal' Mellor, the guy who originally created the Q2 model on which this unit is based.