HudBot 0.5 - Rules for Replacements

!!! IMPORTANT !!!

PATHS IN "REPLACEMENTS/" & ZIP FILES ARE IGNORED, YOU MAY USE ANY DIRECTORY 
STRUCTURE YOU LIKE. 

ALL TGAS ARE LOADED BEFORE ANY ZIPS ARE LOADED, AND TGAS FOUND INSIDE ZIPS
THAT HAVE ALREADY BEEN LOADED WILL BE REJECTED

!!! IMPORTANT !!!



RULES FOR REPLACEMENTS

A list of supported texture replacements is in 
"Tribes/HudBot/Supported Replacements.txt". Not all of these are guaranteed to 
work 100%, but enough should that it won't matter. Default textures that have
a width/height that are NOT POWERS OF 2 will be a little tricky to replace.

For example, h_reticle.bmp is 9x9 pixels. Tribes internally resizes this to 
16x16 pixels and only references the topleft area of the texture, so if you
made a custom reticle, you would have to center it in the top left.

Example 3x3 Texture:
111
1X1
111

Tribes will resize this to 4x4 (closest power of 2, searching up):
111.
1X1.
111.
....

But will NOT reference the extra area, so you will not be able to use it
for your replacements.


HudBot searches in "HudBot/Replacements" for replacement textures/zips.
First every .TGA is loaded, then every .ZIP is loaded, this means you can
override skins inside a .ZIP by putting a .TGA in the Replacements directory,
much like you override Tribes files inside .VOLs by putting them in 
"Tribes/base", etc..


!!!! SUGGESTION !!!!

It is suggested your store a single replacement "set" per ZIP, such as 
Bliss.Rollercoaster.Sky.Blue.ZIP, BadBilly.Weapons.ZIP, etc, so players
can easily see what a ZIP contains. This will save us from having a 15mb
"skins.ZIP" that makes it impossible to easily remove/replace individual 
elements of the pack.

!!!! SUGGESTION !!!!