ETRLE Image Engine (.STI)

The Jagged Alliance 2 asset engine does not natively support modern alpha channels or true-color RGB formats. Image arrays are compressed into the proprietary .STI format.

Mathematical Dimension Boundaries

The engine requires all character textures to be cropped out of a central canvas, mapped directly to specific aspect ratios utilized by the game's UI containers.

STI Image Crop Boundaries Visualization
Image Container Resolution Engine Function / Usage
BIGFACE 106x122 The primary profile canvas shown on the AIM website. It features a taller vertical aspect ratio, exposing the neck and upper clavicle.
FACES 48x43 The tactical HUD format. It utilizes a wider aspect ratio, omitting the shoulders and the top of the skull. This is the geometry from which the Eyex, Eyey coordinate overrides are derived.
65FACE 31x27 The active squad selection strip at the bottom of the screen. Scaled linearly down from the 48x43 aspect.

Animation Strips & Sub-Frames

A functional Mercenary SmallFace (48x43) is an index containing 8 nested graphic strips:

[0] Base Render (48x43)
[1] Eye Blink - Half (17x6 offset)
[2] Eye Blink - Full (17x6 offset)
[3] Eye Blink - Unused duplicate (17x6 offset)
[4] Eye Squint - Tiny (17x6 offset)
[5] Mouth - Slight parted (14x6 offset)
[6] Mouth - Wide shout (14x6 offset)
[7] Mouth - Mid syllable (14x6 offset)
255-Color P-Mode Index Constraint:
All sub-frames (blinking, talking) must share the exact same 255-color indexed palette as the Base Render. If an animation attempts to use a color that does not exist in the base palette block, the ETRLE compressor will corrupt the frame buffer, resulting in color artifacting across the mercenary's face.