CTPEd will (should!) allow you to edit many of the various CTP2 data files (advance.txt, etc.) through a graphical interface to speed mod development, decrease the chance of errors and help in any other way I could think of and have had time to code.
Other features of note:
- A Great Library (GL) tool which allows use of templates to quickly generate many GL entries.
- The ability to quickly make mass changes to entries in a data file.
- A sorting tool to rearrange the entries of a file
- A means to easily generate repetitive SLIC code
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.
.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.
Slic Template PRocessor
I guess it can mass edit .slc files using pre-scripted rules...
I have yet to figure it out, pulled from weplayciv
SpriteEdit v0.2.0.12 (Unstable)
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.
SpriteEdit v0.2.0.9 (Stable)
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.
TileEdit v1.0.0.31
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 + 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).
Unit Creation Tools and Documentation
How to create units and the sprite creating tool. Note some info is for CTP and is no longer valid for CTP2
UnitCSV
I am not the author
great tool for exporting unit .txt files to csv