View Full Version : SBB : storyboard builder
Bluemofia Jan 16, 2006, 01:47 PM I think I figured out the problem.
I can't use 2 different storyboards to make M-units without it getting messed up.
But it still doesn't explain how I managed to create one animation with different storyboards before that happened.
Steph Jan 16, 2006, 01:49 PM I didn't receive your email
Bluemofia Jan 16, 2006, 03:10 PM Ok, sent again.
Steph Jan 16, 2006, 04:05 PM The laser infantry has 10 frames. Not 15.
When you export it with Flicster, change the nb of frames to 15.
You will get 5 empty frames.
Load both storyboards in SBB.
Now, use delay to synchronize both...
Bluemofia Jan 16, 2006, 04:17 PM Wait, so using the wait function won't work?
Ok, testing that...
Bluemofia Jan 16, 2006, 04:38 PM Yay, it worked.
Now to get a better image program to stop images from being excessively civcolored.
Steph Jan 17, 2006, 01:50 AM Yay, it worked.
Now to get a better image program to stop images from being excessively civcolored.
What do you mean by that?
Bluemofia Jan 17, 2006, 02:50 PM Well, nothing right now, but at that time, since I use MS paint for almost everything, the shadows turn civ colored.
Then I figured out how to fix that, so it's not an issue right now.
Huh, I didn't thank you earlier. Oh well, thanks again for helping me with the SBB program.
Plotinus May 02, 2006, 11:37 PM What a great program - I know we wouldn't have nearly so many great units on these fora without it.
Now I've given it a go myself, my only suggestion is this: there's the option to begin the storyboard with a picture numbered 0001 rather than the default 0000. I think it would be very useful if you changed this so the user can specify any starting number. I unwisely rendered some sequences beginning with other numbers, and I had to manually change all the titles before I could use SSB with them. Of course I'll avoid doing that again in future if possible, but it would be nice to have a bit more flexibility in the utility from this point of view.
Steph May 03, 2006, 01:32 AM Try to use irfanview, it's a very useful program that can make batch picture conversion and rename. With it, it's very easy to get picture named as SBB wants it.
Plotinus May 03, 2006, 08:36 AM Thanks for the tip, Steph. I wondered if there was some utility to do that.
Stormrage May 03, 2006, 04:36 PM Yah, Irfanview is great, I use it too :)
polyphemus Aug 16, 2006, 07:06 PM sorry for the bump...i noticed that sbb comes with an american conquest converter...i need some help on how to use that.
the source files seem to be bmp, however i cnat find the unit source files in the american conquest folder. Help please, so i can start converting those units to civ3!!
Steph Aug 17, 2006, 01:32 AM Did you notice that American conquest units have already been converted?
The source file is indeed bmp. You need a tool provided by CDV and GSC to read the original file. They did not release the format, but a tool to read and export it.
polyphemus Aug 17, 2006, 12:29 PM i found those units in one of you threads...
im sorry i need to clarify, i want to convert the new game units-American Conquest divided nation...
Steph Aug 17, 2006, 12:35 PM Oh...
Then start by geting gpview.
So you can extract the game graphics
But the cossacks converter that comes with SBB is not the best tool to convert American Conquest units.
The new Animation Editor of SSS is much better. To bad I did not release it...
polyphemus Aug 17, 2006, 12:41 PM do you have a webstie url? I cant sem to find it on gsc's site...
Steph Aug 17, 2006, 12:48 PM do you have a webstie url? I cant sem to find it on gsc's site...
No, you have to google for it, I got it directly as an email attachment from a guy at gsc
polyphemus Aug 17, 2006, 01:02 PM could you possibly pm the file, i googled it, but still couldnt find it...
Steph Aug 17, 2006, 01:43 PM Try this link
http://www.cdv-forum.de/cdvboard/english/archive/index.php?t-49553.html
polyphemus Aug 17, 2006, 02:25 PM thanks, i registered, and followed the intructions on the page you linked to, and the second lin ktook me to a "musket sword mod", not the gp viewer
Steph Aug 18, 2006, 12:54 AM Then I don't know where it is.
Send me an email, so I could send it to you
seba Apr 19, 2007, 12:04 PM Hi everyone!
New to the forums, this is an awesome tool Steph :D
Bit of a problem i'm having though, I think it is SBB but it may be something else, i'll explain.
I put the FLC file into FLCedit, export it as a storyboard document, open it in SBB and arrange the unit, reduce the size to 50%, create the multi-unit BMP, use IMGConvert to change it to a PCX, then open it with FLCedit and export as a FLC.
This all seems to work fine, the units look fine in the game, but as soon as they are moved to attack or bombard a unit, loads of windows pop up saying: DAMAGE: after block (#"random number").
Does anyone know what could be causing this? Am I doing something wrong?
Cheers Guys
Seba
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"I think, therefore I spam"
Steph Apr 19, 2007, 12:40 PM Hi everyone!
New to the forums, this is an awesome tool Steph :D
Bit of a problem i'm having though, I think it is SBB but it may be something else, i'll explain.
I put the FLC file into FLCedit, export it as a storyboard document, open it in SBB and arrange the unit, reduce the size to 50%, create the multi-unit BMP, use IMGConvert to change it to a PCX, then open it with FLCedit and export as a FLC.
This all seems to work fine, the units look fine in the game, but as soon as they are moved to attack or bombard a unit, loads of windows pop up saying: DAMAGE: after block (#"random number").
Does anyone know what could be causing this? Am I doing something wrong?
Cheers Guys
Seba
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"I think, therefore I spam"
Is your storyboard 256 color? Did you change the size in the FLC after resizing with SBB?
seba Apr 19, 2007, 01:47 PM The storyboard is 256 colours, i believe.
As far as resizing goes, the only time I told the program it was a different size was when I did 'import to storyboard' in FLCedit, I said it was, for example 55 x 55 rather than the original size of 110 x 110.
The odd thing is, it works perfectly if the units are not resized.
Steph Apr 19, 2007, 02:15 PM These errors could happen if the storyboard is not 256 colours, so double check that.
And if the frame is not exactly the correct size, or the number of frames is not correct, sometimes you can have some troubles to.
seba Apr 19, 2007, 02:59 PM YAAAAY! :goodjob: :goodjob: :goodjob:
Sorted it, thankyou Steph. It was my own stupid fault, change the pallette when importing, duh :hammer2:
Cheers Steph, I didn't mean to blame your wonderful program, thanks for having the patience to help noobs like me.
You are, and always will be, the man :D
Miles Teg Apr 24, 2007, 08:29 PM I don't suppose someone could explain the workings of the manual to me? It looks more difficult than the SBB itself.
Steph Apr 25, 2007, 01:26 AM What do you want to know?
Miles Teg Apr 25, 2007, 07:37 AM Essentially , I want to know how to start it, When I download it I get a bunch of files, but nothing that looks like an Installation/Start up button.
Steph Apr 25, 2007, 08:44 AM Unzip the manual, doubleclick on Welcome.htm
Virote_Considon Jul 12, 2007, 01:17 PM :bump:
I can't seem to get the SBB to work, today. When I click on the .bmp in the Main source field, the "orientations" check boxes grey out, and when I generate a storyboard, the board consists of 1 black pixel. The names are, as far as I know, correct, with all the correct folders, and no gaps between names.
Here's an image. The same also happens if First=1 is not checked.
http://i161.photobucket.com/albums/t206/viroteconsidon/SBB.jpg
Rm80 Jul 12, 2007, 03:41 PM I had that problem once but that was because it was the wrong name....
I believe my bmp started on 0040 instead of 0001....but if its not the name then I have no idea.
Steph Jul 13, 2007, 01:55 AM Zip and email me your bitmaps folder at stephane.f.david@free.fr so I can have a look at it
Steph Jul 13, 2007, 10:33 AM There is a bug in SBB if you use number in the file names, except for sequencing them
--> Rename MinooanDefault2_0001.bmp into MinooanDefault_0001.bmp , or MinooanDefaultA_0001.bmp
Of course, do that for all the files!
And it should work
Virote_Considon Jul 13, 2007, 11:10 AM Thanks for that! :)
Steph Dec 12, 2008, 02:25 PM You can find the new "Sandris" version here.
http://stephane.f.david.free.fr/CivMod/Tools/tools.htm
themanuneed Dec 15, 2008, 08:32 AM Sandris gave his name to a new unit-scale, and now to a new SBB version :eek: Very nice of you to share it with everyone here Steph, I'll ty it ASAP.
Keroro Dec 31, 2008, 10:15 PM I just picked up Poser and have been trying to work through Utah's tutorial. I have got to the part where I use SBB to collate the files into a Storyboard, and seem to have a problem. I have 8 folders set up called N, NE etc, and 15 bmp images in each. All the bmp's are in the right place and there are an equal number for each direction. The bmp's are named 'E (or W, SW etc) Default_0001 (-15)'. The problem is that whatever I do I can only get the SB Builder to recognise one orientation.
I think I can get around this by cutting and pasting the eight directions into one file, but obviously that's what the SBB is meant to help avoid, so I thought I'd ask if there was anything I'm doing wrong.
Let me know if you need any more info.
Steph Jan 03, 2009, 10:06 AM Did you try the latest "Sandris" SBB version, or the old one?
Can you post a screenshot of your folder structure?
Or zip me a sample and send it to my email address
Keroro Jan 03, 2009, 11:31 AM Hi Steph. I decided to start with the old version, as I'm new to unit making. I tried a new unit last night which I did in a slightly different way, and it all worked properly.
I think that the problem was my naming of the individual frames. For the south facing ones I named them S Default_0001, for the East facing ones E Default_0001 etc, whereas last night I named them all Default_0001 regardless of what direction they were facing and things seemed OK.
So, it looks like I've sorted the problem, but if I have any further problems then I'll send you details by email as you suggest. Hope you had a good Christmas and New Year sir. :)
Steph Jan 03, 2009, 12:34 PM yes, the name of the files should be same (except for the number), in different folder.
The new version is easier to use. But it has a bit less options.
Argetnyx Jul 12, 2009, 04:59 PM Sorry if it's been asked before (15 pages is a lot to read), but is there any way for it to work on Vista?
Blue Monkey Jul 13, 2009, 12:23 PM Steph is away for a few days, but he'll probably have an answer for you when he returns.
Steph Jul 16, 2009, 10:18 AM I suppose it should work on Vista, but I don't have it to test.
tom2050 Jul 16, 2009, 08:27 PM You may need to turn on windows compatibility mode (and set to XP) for Vista, which is the same which usually has to be done to run CivIII to avoid the occasional random crashes.
Tom
Bluemofia Jul 16, 2009, 11:28 PM What about 64 bit? It won't let me use Flicster and other programs.
Steph Jul 17, 2009, 12:17 AM You'll have to try.
I cannot afford a new computer, or several OS on my computer. So I can only program and test on my own system, and old Pentium IV with Windows XP.
Vuldacon Jul 19, 2009, 12:09 PM Flicster, SBB and everything that Ran on a 32 bit system, Runs just fine on my XP Pro System 64, SP 2.
Vista will also Run 32 bit programs but you will have to Understand Vista and the "for your Protection" factors so you can do what you want.
The "Headaches" with learning all of the ways around Vista programing just to Run simple programs and do simple things is why I chose XP Pro System 64 over it.
I recommend that anyone using Vista 64 learn all about it because it is a different "Animal" :lol:
Argetnyx Jul 20, 2009, 09:29 AM Flicster works on my Vista. Civ3 also did, with some updates, but that wasn't unexpected.
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