Here is what I did in creating the Dark Trooper unit. First, I downloaded the DRS Viewer, Paint Shop Po, and Flicster. With the DRS Viewer I make sure that the mask, Inner and outer outlines have the color (255 Red, 0 Green, and 255 Blue), Once the Mask, And the two outlines have the same color as the "Pink" background, Then I Saved it as an Image sequence in another folder(Name for example Darktrooperidle and the DRS viewer should automadicly adds ###.bmp) I find out the dimentions using MS Paint( Or just clicking on it if you have Windows 98 or XP, It should show the With X Hight in pixels.) Then I count how many are in one segment(I.E. The Animation of the Unit in one direction). With Flicster. Select New and typed in the frame size(in pixels) and how many frames I want(This is where counting the Unt Segments comes in) For Example, In Darktrooperidle.flc it contains 8 fraimes with the dimentions of 51 X 67 pixels. 
Then I converted the Units#.pcx into a Bitamap file(Dont worry, no harm will be done to the original Units##.bmp). Rember, The Very top, The unit faces the South Western Direction. Here How to Remember. From Top to bottom, SW,S,SE,E,NE,N,NW, and W. Open Units##.Bmp and you will find a grid. Start from the very top left hand corner. Using MS Paint I used Paste From.. Command. Using The DRS viewer. Select the unit that faces in the south western direction. Now (If you have gathered all of your materials) you can use the DRS Viewer as somewhat of a check list. Keep using Paste From untill you have filled up the top row. 
What if the Unit is facing the other direction? There is a simple solution, You are going to have to use the Flip Horizontaly comand to get the unit facing to the direction you want. What if I have already have the unit, But I am now at the SE,(NW, or W)? You are going to have to copy what ever you have in the SW,(NE, or E) and paste them to the approprieate direction and Individualyu flip each frame horizontaly.( Do not flip the entire row, just each individual frame). Once finished. Save your work.(Incase power goes off, Kids folling with the computer, etc) Now you are ready to use Paint Shop Pro. Retail or Trial version all work the same. Open Up the Unit##.pcx(Remember it is in the same folder as the Bitmap version is.) Depending on the size. In MS Paint, Select and Copy each row and in Paint Shop Pro (Important note: Make sure you use the color picker to select the "Pink" Background. Just Right click on the background.) Once you have color picked the "Pink" as your background color, you are ready to head on to the next. 
Remember that you selected and copied the row in the MS Paint. Now it is time to transfer that ro via pasting it onto PSP. Make sure that you paste it As Transparent Selection. Keep coping from MS paint and pasting (Do you remember to pase As Transparent Selection) into Paint Shop Pro. Once You have all of your rows in the Unit##.pcx it is time to save (Suggestion: Save each time you paste in a row(Incase power goes off, Kids folling with the computer, etc) Now you are ready for Flicster. 
In Flicster the window should be open with the Unit##.pcx you are working on. If not, use open and go to the folder named unit##. It should be in the Flicster sub-directory. Open the file that says Unit##_Storyboard.FXM. Select each compas point to see if your unit come out correctly. If it does then you are ready for the next part. 
Using the export button it should create a Unit##.Flc file. That file is not ready yet. Whay do you ask "Its not ready?". The current version of flicster does not do anything with the offset. You are going to have to do the offset manualy. someone at Civfanatics forum gave me this set of instructions.quote:

Open your .flc in FLICster and export it as 8 individual .flc files. Where you exported it, there should be an .ini file. Open the .ini file, and you should see a value called "y_offset." If your unit is below the center of the tile, you want to change this value to something lower than what it was. If your unit is above the center, make it a higher value. Save your changes and open the .ini file with FLICster, and it will recompile your unit into a single .flc file. Now replace your old .flc witht the new one that you just created and test it in the game. You may have to repeat the process through trial and error until your unit is in the center of the circle. -TedG at: Civfanatics.com
 

Once you have changed the Y_offset value. With Flicster open the unit##.ini. (dont worry about the messages just click on the yeses and okays. Then export and export again in the new window that is created. Testing Time. copy the Unit##.flc (The one with the edited offset, dont worry it is already in the file) into a unit file that you are creating( If you are not at the point of creating a .Ini i have included it in this tutoral) For now just place it in thw warrior unit and go into the warrior.ini and rename Warriordefault.flc to Unit##.flc. Open up civ III and start a new game. If the new unit look ok to you then you are ready for the next part. If id does not look right. then you are going to have to go back to the Unit##.ini and changing the Y_offset value. 

Creating a new unit: 
Here are some important files you need folder with a units name on it(Just create a new folder and rename it to your custom units name), A .ini (This can be found in other unit's folders, just copy one into your new folder.), *.flc files, and *.wav files. To get the unit working properly (using the Warrior's ini file) You need rename this 

quote:

[Speed] 
Normal Speed=225 
Fast Speed=225 

[Animations] 
BLANK= 
DEFAULT=warriorDefault.flc 
WALK= 
RUN=WarriorRun.flc 
ATTACK1=WarriorAttackA.flc 
ATTACK2=WarriorAttackB.flc 
ATTACK3= 
DEFEND= 
DEATH=WarriorDeath.flc 
DEAD= 
FORTIFY=WarriorFortify.flc 
FORTIFYHOLD= 
FIDGET=warriorFidget.flc 
VICTORY=WarriorVictory.flc 
TURNLEFT= 
TURNRIGHT= 
BUILD= 
ROAD= 
MINE= 
IRRIGATE= 
FORTRESS= 
CAPTURE= 
STOP_AT_LAST_FRAME= 
PauseROAD= 
PauseMINE= 
PauseIRRIGATE= 

[Timing] 
BLANK=0.500000 
DEFAULT=0.500000 
WALK=0.500000 
RUN=0.500000 
ATTACK1=0.500000 
ATTACK2=0.500000 
ATTACK3=0.500000 
DEFEND=0.500000 
DEATH=0.500000 
DEAD=0.500000 
FORTIFY=0.500000 
FORTIFYHOLD=0.500000 
FIDGET=0.500000 
VICTORY=0.500000 
TURNLEFT=0.500000 
TURNRIGHT=0.500000 
BUILD=0.500000 
ROAD=0.500000 
MINE=0.500000 
IRRIGATE=0.500000 
FORTRESS=0.500000 
CAPTURE=0.500000 
STOP_AT_LAST_FRAME=0.500000 
PauseROAD=0.500000 
PauseMINE=0.500000 
PauseIRRIGATE=0.500000 

[Sound Effects] 
BLANK= 
DEFAULT= 
WALK= 
RUN=WarriorRun.amb 
ATTACK1=WarriorAttackA.amb 
ATTACK2=WarriorAttackB.amb 
ATTACK3= 
DEFEND= 
DEATH=WarriorDeath.wav 
DEAD= 
FORTIFY=WarriorFortify.wav 
FORTIFYHOLD= 
FIDGET=WarriorFidget.wav 
VICTORY=WarriorVictory.wav 
TURNLEFT= 
TURNRIGHT= 
BUILD= 
ROAD= 
MINE= 
IRRIGATE= 
FORTRESS= 
CAPTURE= 
STOP_AT_LAST_FRAME= 
PauseROAD= 
PauseMINE= 
PauseIRRIGATE= 
[Version] 
VERSION=1 
[Palette] 
PALETTE= 
warrior.ini
 


to this 
(Note I am using the Dark Trooper.ini file as an example) 


quote:

[Speed] 
Normal Speed=225 
Fast Speed=225 

[Animations] 
BLANK= 
DEFAULT=DarkTrooperidle.flc 
WALK= 
RUN=DarktrooperRun.flc 
ATTACK1=DarktrooperAttackA.flc 
ATTACK2= 
ATTACK3= 
DEFEND= 
DEATH=DarkTrooperDeath.flc 
DEAD= 
FORTIFY=DarktrooperIdle.flc 
FORTIFYHOLD=DarktrooperIdle.flc 
FIDGET=DarktrooperIdle.flc 
VICTORY=DarktrooperIdle.flc 
TURNLEFT= 
TURNRIGHT= 
BUILD= 
ROAD= 
MINE= 
IRRIGATE= 
FORTRESS= 
CAPTURE= 
STOP_AT_LAST_FRAME= 
PauseROAD= 
PauseMINE= 
PauseIRRIGATE= 

[Timing] 
BLANK=0.500000 
DEFAULT=0.500000 
WALK=0.500000 
RUN=0.500000 
ATTACK1=0.500000 
ATTACK2=0.500000 
ATTACK3=0.500000 
DEFEND=0.500000 
DEATH=0.500000 
DEAD=0.500000 
FORTIFY=0.500000 
FORTIFYHOLD=0.500000 
FIDGET=0.500000 
VICTORY=0.500000 
TURNLEFT=0.500000 
TURNRIGHT=0.500000 
BUILD=0.500000 
ROAD=0.500000 
MINE=0.500000 
IRRIGATE=0.500000 
FORTRESS=0.500000 
CAPTURE=0.500000 
STOP_AT_LAST_FRAME=0.500000 
PauseROAD=0.500000 
PauseMINE=0.500000 
PauseIRRIGATE=0.500000 

[Sound Effects] 
BLANK= 
DEFAULT= 
WALK= 
RUN=DTWalk.wav 
ATTACK1=DTAttackA.wav 
ATTACK2= 
ATTACK3= 
DEFEND= 
DEATH=DTDeath.wav 
DEAD= 
FORTIFY=DTFortify.wav 
FORTIFYHOLD= 
FIDGET= 
VICTORY= 
TURNLEFT= 
TURNRIGHT= 
BUILD= 
ROAD= 
MINE= 
IRRIGATE= 
FORTRESS= 
CAPTURE= 
STOP_AT_LAST_FRAME= 
PauseROAD= 
PauseMINE= 
PauseIRRIGATE= 
[Version] 
VERSION=1 
[Palette] 
PALETTE= 
-Dark Trooper.ini
 


Removing or adding file names to each section. Let me explain what each one does. 

[Speed] 
Normal Speed=225 } Dont Change 
Fast Speed=225 } 

[Animations] 
BLANK= 
DEFAULT= <- Unit standing 
WALK= <- Unit Walking (Possibly Alternative to running) 
RUN= <-Default (Unit Running) 
ATTACK1= <-First Attack Animation 
ATTACK2= <-Second 
ATTACK3= <-third 
DEFEND= <-Same as attack(unless jet fighter) 
DEATH= <-unit killed 
DEAD= <-No Animations (Possibly decay animations) 
FORTIFY= <-Geting Ready to fortify 
FORTIFYHOLD= <-"Holding The Fort" 
FIDGET= <-Bored Unit, Not moved in a while 
VICTORY= <-Unit's victory Dance 
TURNLEFT= <-unknown 
TURNRIGHT= <-Unknown 
BUILD= <-Workers animation 
ROAD= <-Workers animation (also for air drop) 
MINE= <-Workers animation 
IRRIGATE= <-Workers animation 
FORTRESS= <-Workers animation 
CAPTURE= <-Workers animation 
STOP_AT_LAST_FRAME= <-Unknown 
PauseROAD= <-Workers animation 
PauseMINE= <-Workers animation 
PauseIRRIGATE= <-Workers animation 

[Timing]<- Timeing of each event (Dont touch if you dont 
BLANK=0.500000 know what it does) 
DEFAULT=0.500000 
WALK=0.500000 
RUN=0.500000 
ATTACK1=0.500000 
ATTACK2=0.500000 
ATTACK3=0.500000 
DEFEND=0.500000 
DEATH=0.500000 
DEAD=0.500000 
FORTIFY=0.500000 
FORTIFYHOLD=0.500000 
FIDGET=0.500000 
VICTORY=0.500000 
TURNLEFT=0.500000 
TURNRIGHT=0.500000 
BUILD=0.500000 
ROAD=0.500000 
MINE=0.500000 
IRRIGATE=0.500000 
FORTRESS=0.500000 
CAPTURE=0.500000 
STOP_AT_LAST_FRAME=0.500000 
PauseROAD=0.500000 
PauseMINE=0.500000 
PauseIRRIGATE=0.500000 

[Sound Effects] <- Same discription as animatons but 
BLANK= are sound follies( Dont know if I 
DEFAULT= Spelt it correctly. the word has to 
WALK= do with added sound effects in 
RUN=DTWalk.wav movies) 
ATTACK1=DTAttackA.wav 
ATTACK2= 
ATTACK3= 
DEFEND= 
DEATH=DTDeath.wav 
DEAD= 
FORTIFY=DTFortify.wav 
FORTIFYHOLD= 
FIDGET= 
VICTORY= 
TURNLEFT= 
TURNRIGHT= 
BUILD= 
ROAD= 
MINE= 
IRRIGATE= 
FORTRESS= 
CAPTURE= 
STOP_AT_LAST_FRAME= 
PauseROAD= 
PauseMINE= 
PauseIRRIGATE= 
[Version] 
VERSION=1 <- Your version Number here (Optional) 
[Palette] 
PALETTE= <- Unknown 

At last know you know how to create a unit. Amase your friends, Co-Workers, or bosses 

Remember the old saying 
quote:

If you dont know what it does, then Dont touch it. -Civilizatin II: The official strategy guide Prima
 




