yes that's what they're supposed to look like, it's not a compression issue it's a zoom issue, if you zoomed into the in-game flags at the same scale they'd look like incomprehensible blurs tooI've downloaded and looked a various flags from other creators to see if I could see what they did, and some just look totally incomprehensible blurs, but are fine in game.
Now I never use Strategic View, but I just checked and you're right, my Lancer replacement defaults to the original Lancer flag when I switch to the Strategic ViewAnd the Strat Flags are different for whatever reason, and are seemingly tied to the model art define.
your element just needs to be white on a transparent blackgroundAlso, it doesn't seem like they need to be colored, I assume the Civ color defines fill those in magically?
INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
VALUES ('ART_DEF_UNIT_HEBREW_SLINGER', 1, 'Archer');
INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
VALUES ('ART_DEF_UNIT_HEBREW_SLINGER', 'ART_DEF_UNIT_MEMBER_HEBREW_SLINGER', 12);
INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_SLINGER', 0.140000000596046, 'hebrew_slinger.fxsxml', 'CLOTH', 'FLESH');
INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat)
VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_SLINGER', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 1, 1, 1);
INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag, MissTargetSlopRadius)
VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_SLINGER', 0, 0, 'ARROW', 'BOULDER', 10.0);
INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_SLINGER', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
VALUES ('ART_DEF_UNIT_HEBREW_SLINGER', 'Unit', 'sv_aw_slinger.dds');
<Row>
<Class>UNITCLASS_SLINGER</Class>
<Type>UNIT_SLINGER</Type>
<Combat>2</Combat>
<RangedCombat>5</RangedCombat>
<Cost>25</Cost>
<FaithCost>50</FaithCost>
<RequiresFaithPurchaseEnabled>true</RequiresFaithPurchaseEnabled>
<Moves>2</Moves>
<Range>1</Range>
<CombatClass>UNITCOMBAT_ARCHER</CombatClass>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_RANGED</DefaultUnitAI>
<Description>TXT_KEY_UNIT_SLINGER</Description>
<Civilopedia>TXT_KEY_CIV5_ANTIQUITY_SLINGER_TEXT</Civilopedia>
<Strategy>TXT_KEY_UNIT_SLINGER_STRATEGY</Strategy>
<Help>TXT_KEY_UNIT_HELP_SLINGER</Help>
<MilitarySupport>true</MilitarySupport>
<MilitaryProduction>true</MilitaryProduction>
<Pillage>true</Pillage>
<ObsoleteTech>TECH_ARCHERY</ObsoleteTech>
<GoodyHutUpgradeUnitClass>UNITCLASS_ARCHER</GoodyHutUpgradeUnitClass>
<AdvancedStartCost>15</AdvancedStartCost>
<XPValueAttack>3</XPValueAttack>
<XPValueDefense>3</XPValueDefense>
<UnitArtInfo>ART_DEF_UNIT_HEBREW_SLINGER</UnitArtInfo>
<UnitFlagAtlas>ANCIENT_WORLD_UNIT_FLAG_ATLAS</UnitFlagAtlas>
<UnitFlagIconOffset>4</UnitFlagIconOffset>
<IconAtlas>ANCIENT_WORLD_UNIT_ATLAS</IconAtlas>
<PortraitIndex>4</PortraitIndex>
</Row>