Ok, I'm going to just throw the flc into zips in this thread. I've been readingup on the mod tutorial and if I may offer a suggestion I think any sprites generated from Civ3 graphics be given the 300 series numbers for sprites (unless they are already taken).
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Civ 3 Unit FLCs to be converted
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Aegis Cruiser 2
Fidget, default, and Run graphicsAttached Files
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Civ3 archer FLCs (all)Attached Files
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Army Ancient times UnitAttached Files
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I'm going to go out of alphabetical order in this reply to do the Civ3 Helicopter because they did a great job on the Chinook (and beats the hell out of the CTP red cargo heli)Attached Files
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Civ3 Heli final animAttached Files
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Civ 3 Industrial age Army unitAttached Files
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Nuclear Sub. I'm throwing this one up now because
1) they did a good job making it look underwater (i remember old CTP2 levianth graphics just looked out of water).
2) the whole back ground is a sea color, not pink! which might be a prob.Attached Files
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could use some new settler graphicsAttached Files
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Middle Age Army UnitAttached Files
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Modern Army UnitAttached Files
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Point me in the right direction for where to read up on how to convert these, and I'll start helping out by doing just that.Orange and Tangerine Juice. More mellow than an orange, more orangy than a tangerine. It's alot like me, but without all the pulp.
~~ Shamelessly stolen from someone with talent.
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I'm not the pro on sprite graphics but check out the Sprite Extractor thread, those guys but some info in there.
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E to make it easier I need to know which these annimations where attack, work and idle animations for instance therefor I would need these *.ini files. Here is an example of BlueO's biker Gyrl.
-Martin
[Speed]
Normal Speed=225
Fast Speed=225
[Animations]
BLANK=
DEFAULT=BikerGyrlDefault.flc
WALK=
RUN=BikerGyrlRun.flc
ATTACK1=BikerGyrlAttackA.flc
ATTACK2=
ATTACK3=
DEFEND=
DEATH=BikerGyrlDeath.flc
DEAD=
FORTIFY=BikerGyrlDefault.flc
FORTIFYHOLD=
FIDGET=BikerGyrlJumpy.flc
VICTORY=BikerGyrlJumpy.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=TankAttackSqueak.wav
ATTACK1=CruiseMissileDeath.wav
ATTACK2=
ATTACK3=
DEFEND=
DEATH=tmadth00.wav
DEAD=
FORTIFY=tmayes03.wav
FORTIFYHOLD=
FIDGET=TankAttackSqueak.wav
VICTORY=TankAttackSqueak.wav
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=
PauseROAD=
PauseMINE=
PauseIRRIGATE=
[Version]
VERSION=1
[Palette]
PALETTE=Civ2 military advisor: "No complaints, Sir!"
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Martin,
the graphic files are broken into death, fidget, default, attack, etc. The default is when its just sitting and fidget is when they move when sitting. death is when its destroyed. attack is the battle anim. victory is when it wins. I'm not sure I answered your question right but i hope this helps.
more units soon.
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