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Civ 3 Unit FLCs to be converted Part 2

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  • #61
    The fact that the Civ3 images are smaller then what is required for CTP2 sprites and tgas is also a bad thing. This could get even worse if the images have to be cleaned up. Cleaning up a large image and then downscaling it can be done fast, the reverse is very slow and tedious work. And nothing guarantees that the ensuing sprites and tga's will look good in CTP2.
    Ain't that the truth I have done one though, at its normal size, and it doesn't look too bad. I think if all the units are done then the size difference won't matter, and it will take ludicrously long to do if you want to upscale each frame.
    That would not be worth it, unless there was one unit that really deserved it.
    Concrete, Abstract, or Squoingy?
    "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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    • #62
      Ok, at least technically I can do this. I am now working to manually convert the bowman (Babylonian) flic from CIV3 to a CTP2 sprite. But this is very slow progress. So far I have only completed 15 frames with shadow (that is 15 finished frames or 30 tiff files). A CTP2 sprite without loss of data (reducing the number of frames) should have 180 frames and 360 tiff files. Once I get the hang of this I can certainly increase speed, but it will always remain a slow task.

      What would be useful would be a program to do at least part of the work (it is very repetetive). Things that have to be done for every frame are: reduce file size to 96 x 72 pixels (yes this can cut some info off in some files, this is not scaling but cropping), change file settings from 256 colours to RGB, split the file in two (animation and shadow), change the shadow to black on white and create an empty alpha channel, change the pink and red colours in the animation to pure black, save as a TIFF.

      All of that an be done manually, but it's a pain. I hope all Civ3 flics have the same number of frames and structure, then at least creating the sprite script should be easy.

      This conversion is of course still much easier then creating an entirely new sprite

      I will continue on this sprite later tonight and hopefully will have it completed by tommorrow.

      Marc aka Caran...

      P.S.: Attached the first 15 frames (these are attack frames). Unlike usually I used a Mac ZIP program, so if you can't open it that may be the reason (had no time to go back to the emulation and ZIP it there).
      Attached Files

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      • #63
        Downloaded it, these units are going look great in CtP2

        And im so glad Canranorn is working on it too
        great going
        Oxygen should be considered a drug
        Tiberian Sun Retro
        My Mod for Tiberian Sun Webmaster of
        http://www.tiberiumsun.com

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        • #64
          It really is a pain. but as you said the secret is keep the structure of the txt and only change the tiff names. Even if you have to repeat some gaphics to do so. After all the slic compress them so much that the amount of KB added because of this repeatition will be insignificant.
          Although sea and air units probably uses much less gaphics so it is good to have another txt standard to them.

          Great Work. The abbudance of sprite will give the modders and specially scenario makers so much more freendom. I am already thinking of what to do with these sprites
          "Kill a man and you are a murder.
          Kill thousands and you are a conquer.
          Kill all and you are a God!"
          -Jean Rostand

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          • #65
            Took me only some 10 minutes to do the next 15 complete frames. So now that I have the hang of it it should go faster. Though I can't guarantee anything till teh first full sprite is done and CTP2 can use it.

            Marc aka Caran...

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            • #66
              Ok, I have all the TIFF files ready for the first sprite, but unfortunatelly the script I planned to use won't work with makespr. So if anyone has a script for a real unit (not that darn cow without attack and iddle animations)), please post it here. Once I have all the data I should have no trouble to modify a script to fit the TIFF files etc.

              For the rest, this bowman sprite should use 255 frames (multiply by 2 for the shadows). I used the attack animations twice, once as attack, second time as special. Once I get a full sprite to work I will probably make some adjustments (I might not have taken the best frames from the Civ3 flics, I wish we could get CTP2 to use 8 directions instead of the current 5). I managed to automate almost all tasks within Photoshop so that I should be able to finish future sprites quite fast.

              Marc aka Caran...

              P.S.: I will also create the targa files for each sprite as I go along, most likely I will scale those up (I assume Civ3 does not have any high quality graphics in addition to the flics).

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              • #67
                What animations are you using, and how many frames does each one have? I'll make the script file up for you.
                Concrete, Abstract, or Squoingy?
                "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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                • #68
                  I plan to include all types of animation in all sprites (that way the sprite can be used for any purpouse).

                  So Move, Attack, Iddle, Death (can there be a death and victory?) and Special.

                  The bowman has 15 frames for each type of animation, with the usual 5 directions (except for those animations requiring only 1). No frames are repeated.

                  And thanks, I'll continue downloading the Civ3 flics so I can get back to work on them tommorrow (night to down and upload, day to work on them, rated phone lines can be a pain

                  Marc aka Caran...

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                  • #69
                    Oof, I just tried to fix the script file some more (having found one of your (Immortal Wombat) earliercomments about these) and thought I got it all right. Now the makespr program finds a problem with my shadow files (I should probably run it once without, but too tired now). I am no longer sure whether these should have an alpha channel or not (the cow sprite seems to have alpha channels for the sprites), when I remove them makespr has a fatal error and has to be closed, with the alphas it encounters another problem.

                    What exact format should the shadow files be in? I have them as RGB TIFF with an white alpha channel.

                    I'll get some sleep now, if I still don't get it to work tommorrow I will first try to create that sprite without shadow, if that works I will simply restart all the work on the shadow files (as I must have created some error when I made them).

                    Marc aka Caran...

                    P.S.: Attached some shadow TIFFs as I have them now.
                    Attached Files

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                    • #70
                      Does the alpha channel have to black on both the shadow and normal figure tiff?
                      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                      CtP2 AE Wiki & Modding Reference
                      One way to compile the CtP2 Source Code.

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                      • #71
                        I guess you didnt enlarge the civ3 flcs for the bowman? Ive started converting the Russian Cossack, and enlarging it to CtP size, alot of work, but its gonna look great ... i hope
                        Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                        CtP2 AE Wiki & Modding Reference
                        One way to compile the CtP2 Source Code.

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                        • #72
                          alpha should be all the non-black pixels in the main animation, and all the black pixels in the shadow animation.
                          Concrete, Abstract, or Squoingy?
                          "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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                          • #73
                            Originally posted by Immortal Wombat
                            alpha should be all the non-black pixels in the main animation, and all the black pixels in the shadow animation.
                            ah okay, that sounds more logical, i seemed to have misinterpreted your guide there
                            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                            CtP2 AE Wiki & Modding Reference
                            One way to compile the CtP2 Source Code.

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                            • #74
                              Okay having inspected all the other sprites and factored in the amount of time i have i think the cossack would be too much work. Some of the sprites are too small, which makes it a real pain to add borders to. I like the English UU, Man-O-War so ill see how i get on with that.
                              Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                              CtP2 AE Wiki & Modding Reference
                              One way to compile the CtP2 Source Code.

                              Comment


                              • #75
                                I have some questions and comments,

                                1) Should we scale these Civ3 flics up (120% seems about right) or not. I think we'll have to do this for every sprite, either at original scale or CTP scale. Otherwise the sprites will be mismatched. Scaling up may also place parts of some flics out of bounds (arrows from the attack animation of the bowman as an example, though I had to cut some anyhow) .
                                2) It might be interesting to get the Civ3 flics in different colours (the bowman, as a mostly Mesopotamian-Persian unit is fine in blue, but others won't, having all blue sprites will be boring as well). I for one have no easy way to modify the palets of downloaded flics (though I might find one if I dig deep enough). So if we want different colours we'll have to use either the flics from Civ3 direct (don't have a copy but am thinking to buy one just for this), or someone needs to start fresh posting the flics in appropriate colours. Some sprites could be done in multiple colours as well.
                                3) What Flics to use for the sprites, in general I plan a) attack for attack and work AA and WA, b) run for move MA, c) default for iddle IA, d) death for victory.
                                4) What exact directions to use. N = 1 and S = 5 is obvious. But from flic to flic we have to chose whether to use NW, W and SW for 2, 3 and 4 or use NE, E and SE instead (chose the one that looks best I'd say). If the NW, W and SW frames are used, the images will have to be flipped horizontally (else your sprite will move backwards;-).
                                5) I will need someone else's complete sprite script after all, mine still has errors. As long as all animations are included I can manage from there. Alternatively I could send finished TIFF files to someone to make into sprites, but the test-bowman takes up some 20 MB of space (compression would reduce thsi somewhat but would still leave a huge zip file).
                                6) Having got the hang of general work with these files I have now started work on the actual bowman (I decided to use different facings and animations then before) and will continue with the chariot (which is also fine in blue). After that I planned to do the cavalry (which would be better in red, white or yellow) and cossack (Maquiladora if you are still planning to work on that I'll leave it to you).
                                7) Without errors I think I'll take maybe 10 minutes to get all the relevant files out of a flic, another 10 minutes to convert them to RGB and TIFF format. No idea how long scaling will take if required. Duplicating the files and renaming all the files will take 10-20 minutes (duplicating goes fast, renaming is slow). Pink, red and green to black for Animations will take another 10 minutes. All but red or green to white and red or green to black another 10 minutes. Creating alpha channels for all files 20 minutes. Duplicating and renaming Attack files for Work files probably 20 minutes. So if all goes well I'll have a complete sprite done in 1.5-2 hours. Which means I could probably do 2-3 on an average day. Actually all of that does not count creating of tga files, but that shouldn't take long (on black background). If scripts have to be greatly modified that will also increase the time.

                                Off for a break from the computer now,

                                Marc aka Caran...

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