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2. Instead of blaming the underlying logic, maybe check your settings first... why does your bike use the setting "Turret=yes"? If you remove the turret setting the transparent icon will disappear.
I added these units in example mod. Example below.
[TDBIKE]
Prerequisite=dome
Primary=Redeye
Strength=150
Armor=light
TechLevel=3
Sight=9
Speed=13
Owner=soviet,allies
Cost=500
Points=20
ROT=10
Crewed=yes
Explosion=FRAG1
CrateGoodie=no
Turret=yes
TurretROT=11
VoiceSelect=VehicleSelect
VoiceMove=VehicleMove
VoiceAttack=VehicleAttack
PickWeight=20
ShapeSize=24,24
ShapeFrames=32
When created, it looks just fine, except for being covered by a layer of square shadows. I have adjusted the values of ShapeFrames (16, 32, 64, 128 and 256) but not work.
For Orca the helicopter, the shadow appeared when the frame was 64, and it disappeared when I adjusted this value to 128. Yesterday I adjusted the value back to 64, and the shadow didn't appear.
I used to believe that I can solve it if the values are correct. But now I am uncertain. Maybe it is just because there are some issues in the underlying logic.
I added some C&C vehicles in RA, but some of them have been covered by semi-transparent white squares, like recon bike and stealth tank.
I have adjusted the ShapeFrames values of these units according to your "thread" file to remove the square and only some of them work, like Orca.
Would I need to adjust the ART files of these units?
There is no matching shape in RA for Nod's Hand so you must set the dimensions (width, height) manually. You also must set the buildup animation, the foundation and in this case also a shape offset for the damaged state. The following works for me.
; nod hand
[TDHAND]
ExitCoord=36,63
ExitList=ExitPyle
Regulated=yes
Remap=2
ShapeSize=48,72 ; Pixel size of the graphic (width, heigth).
ShapeFrames=3
Foundation=2x3 ; Size of the foundation in cells (this often is ShapeSize * 24).
FoundationRow1=o,o ; If the building doesn't occupy all of its foundation cells
FoundationRow2=x,x ; we need to set the rows manually.
FoundationRow3=x,x ; o = Overlap, x = Occupy
Buildup=0,20,3 ; Construction animation (StartFrame,FrameCount,Rate).
DamageShapeOffset=1 ; Tells the game which shape to display when damaged.