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2.2.9

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  BMP to CTP2 Left click: open entry/Right click: save entry 4 *

  Convertor from 8bit bmps to text files for import into ctp2.  
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January 19, 2001
57.05 Kbytes
  CTPEdit Left click: open entry/Right click: save entry
This program is from another user.
J Bytheway

may need vb6 runtime
 
November 13, 2009
223.08 Kbytes
  DB<->CSV v1.3 Left click: open entry/Right click: save entry

  This program can convert many of CTP2's database files
into CSV format for easier viewing and editing in a spreedsheet program. Currently supported files: Units.txt, Buildings.txt, Advance.txt
Many other files will work as well if the user supplies the necessary configuration file.

Discuss it!
 
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May 26, 2009
94.88 Kbytes
  ReadZFSFile v2.2 Left click: open entry/Right click: save entry 5 *

  .zfs unpacker for Civ:CTP and CTP2
This program can be used to:

unpack .zfs-files

extract files from .zfs-files

convert .rim-files found in .zfs-files to three widely used formats. (.tga, .bmp, and .jpg)

search for a specific string in a .zfs-file.
 
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May 12, 2002
292.39 Kbytes
  SpriteEdit v0.2.0.12 (Unstable) Left click: open entry/Right click: save entry

  This is version 0.2.0.12 of SpriteEdit this version has some bugs over v0.2.0.9, but also some additional features. Use it on your own risk if you feel the additional features are worth it, otherwise use v0.0.2.09.

So what can it do?
For now it can view and play sprite files, and Save the frames as images.
The plan is to expand it to a full GUI Sprite Editor, capable of generating and modifying SpriteFiles (including handling the scripts known from the CTPSpritetool)

Implemented Features:

- Display SpriteFiles
Most view options have now been implemented. SpriteEdit can now
open and display the frames and animation information for all
version 1.3 and 2.0 sprites.

- Save Sprite Images
Sprite Edit can now save the following:
- Combined Image: This saves all the graphical data of a given
frame to a 32 bit tga image. The pixel data is
saved as RGB-color values, the transparency mask
is saved to the alpha channel. And the shadow is
saved as the shadow color selected on the shadow
menu.
- Masked Image: Same as Combined Image except the shadow is not
saved.
- Pixels: This will save the pixel data to a 32 bit RGB
tga image, with no shadow or Mask.
- Mask: Saves the Mask to both the alpha channel and as
gray values to a 32 bit RGB tga image.
- Shadow: Save the shadow as a 2 color image, it is
actually saved as a 32 bit RGB tga image.

- Play Animations
The animation sequences can be played, for now only as looped
animations. The Sprite Files can contain both sequential,
back-n-forth, and looped.

- Edit all non-graphical elements in the SpriteFile.

- Save the SpriteFile
For backward compability with Civ:CTP the saved sprite will be
version 1.3.
 
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January 25, 2009
445.86 Kbytes
  SpriteEdit v0.2.0.9 (Stable) Left click: open entry/Right click: save entry

  This is version 0.2.0.9 of SpriteEdit the last known stable version of SpriteEdit.

So what can it do?
For now it can view and play sprite files, and Save the frames as images.
The plan is to expand it to a full GUI Sprite Editor, capable of generating and modifying SpriteFiles (including handling the scripts known from the CTPSpritetool)

Implemented Features:

- Display SpriteFiles
Most view options have now been implemented. SpriteEdit can now
open and display the frames and animation information for all
version 1.3 and 2.0 sprites.

- Save Sprite Images
Sprite Edit can now save the following:
- Combined Image: This saves all the graphical data of a given
frame to a 32 bit tga image. The pixel data is
saved as RGB-color values, the transparency mask
is saved to the alpha channel. And the shadow is
saved as the shadow color selected on the shadow
menu.
- Masked Image: Same as Combined Image except the shadow is not
saved.
- Pixels: This will save the pixel data to a 32 bit RGB
tga image, with no shadow or Mask.
- Mask: Saves the Mask to both the alpha channel and as
gray values to a 32 bit RGB tga image.
- Shadow: Save the shadow as a 2 color image, it is
actually saved as a 32 bit RGB tga image.

- Play Animations
The animation sequences can be played, for now only as looped
animations. The Sprite Files can contain both sequential,
back-n-forth, and looped.

- Edit all non-graphical elements in the SpriteFile.

- Save the SpriteFile
For backward compability with Civ:CTP the saved sprite will be
version 1.3.
 
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January 25, 2009
540.00 Kbytes
  TileEdit v1.0.0.31 Left click: open entry/Right click: save entry 5 *

  Edit existing tile-files or create new ones. TileEdit can view and edit all TileBorders, Terrain Tiles, Rivers, Tile Improvements, TileRules, VariationRules.
When TileEdit starts a blank .til-file is created in memory, this can be edited by adding, deleting, or editing the various elements. It is also possible to open an existing .til-file, and edit that. The result can be saved as two .til-files, one is not used by the game (as far as we know) but uses normal color format as in uncompressed TGA's. The other is the actual file being used in the game. This file uses an alternative color format. Both formats can be opened by TileEdit.

To Change the graphics use any graphics editor to create your image (or edit the ones extracted using TileEdit), then save it as uncompressed RGB tga's (16, 24, or 32 bit). the standard size for Tiles and borders are 94x72 pixel, for Rivers and TileImprovements it's variable, with the same origin as the Tile graphics (upper, left). (The graphics-import can handle 16 (the color depth used in the tile-files), 24, and 32 bit uncompressed RGB TGA-files.) On the load TGA-screen use <Ctrl>+ Left or Right mouse button to select the transparent and shadow color respectively.

It is possible to save the individual graphical elements, and the image in the preview pane, as TGA-files. The format used is 16-bit uncompressed RGB.

An entire .til file may be exported as a script file and a set of images. The images will be stored in a subdirectory with the same name as the script file (excluding the file-extension).

Finally it is possible to import these script files, thereby generating a new .til-file. (note that exporting and subsequently importing the generated script, may result in a slightly different .til file. This is in part due to the color-conversion taking place and in part due to shadow- and/or transparent-color being the same as the color of pixels that are not transparent or shadow in the original .til file).
 
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July 24, 2007
443.91 Kbytes
  Unit Creation Tools and Documentation Left click: open entry/Right click: save entry 4 *

  How to create units and the sprite creating tool. Note some info is for CTP and is no longer valid for CTP2  
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January 23, 2001
1.27 Mbytes
 

 
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The Column
#228 GUIDELINES FOR TECH TREE DESIGN
Maniac tells CivIV modders that when designing a tech tree, have it revolve around key themes.

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