View Full Version : Create units with OpenFX
TheMorpheus Apr 12, 2004, 02:34 PM I write this tutorial to help unit creators to design units with a freeware tool called OpenFX. I'm making my units with this toolkit. OpenFX is a collection of programs, which are very helpful to create a Civ3 unit.
The main programs are the "designer" and the "animator", but there are many othe little programs like converter ans viewer of rendered animation sequences.
This tutorial describes how you could use the animator to create a unit from a 3D model. I'm using one of my current projects the 'NEGH'VAR' class battle ship.
First im explaining the basic components of an animation scene like the lights, ground and the cameras. Then we place our first model and try to render a still picture.
The next steps are to modify the model by using the keyframes to create a first simple animation.
Then we add more complex animations like phaser and topedos and we are adding some special effects like explosions
Later we add tranformations to models and complex explosions (we make a death animation ;) )
At last we left the space ship animations and try to animate a foot unit, we add a skeleton to a simple 3D model and use it as robot in the animator.
Any questions or suggestions are welcome, this is your tutorial and I need you to make it useful.
Oh, yes you find the toolkit at OpenFX (http://www.openfx.org).
TheMorpheus Apr 12, 2004, 02:35 PM The animator is our main tool to create a unit for Civ3, we are using it to animate and render the 8 directions of a unit animation.
So we need a basic worksheet with 8 cameras, a ground and some lights to create a unit.
Here a screen shot of an animation scene with a placed model.
http://www.civfanatics.net/uploads7/AnimOpenFX.gif
First, I explain the basic components, the lights, the ground and the camera. Then we build the basic environment, which could be used as template for all your unit animations.
The Lights
All components (light, ground, camera, model, robot, ...) could be added by pressing the button "Insert".
http://www.civfanatics.net/uploads7/OpenFX_light1.gif
If you are choose a light, you will get a dialog to setup the initial settings of the light (you could change them later if necesary)
http://www.civfanatics.net/uploads7/OpenFX_light2.gif
The light color could be used to setup the color and the brightness of the light. Mostly you are using white light, with grey to black to setup the brightness of the light.
The light type is the main switch for the usage of the light, the normal setting is a light to all directions and with shadows, no shadow is a light to all directions, shadows only could be used to generate shadows without changing the rest of the light environment, spotlight is a light with a spot to it's target. If you add a light the system adds it's target too. The dummy lights are used for special effects and will be described later in this tutorial (the Attenuation settings, too).
The timeline extents are used to setup the existence of the light, standard is from the beginning of the animation to the end. At this time we have only one frame ;)
More later if we setup the environment.
TheMorpheus Apr 12, 2004, 02:36 PM The basic animation environment
The basic animation environment could be used as template for all your units. If you don't want to create it by yourself you could download it here (http://www.civfanatics.net/uploads7/template.zip).
The basic animation environment contains 3 componets, the lights, a ground and the 8 cameras for the 8 directions.
A new animation has already a camera, we will use it and change the settings later.
We start with the lights, which are described above. Add 5 lights by using the "Insert" tool. The first one has "normal" as light type the others "No shadow"! The system adds a target for each light we don't need them, so we delete the targets. To select a target select "Edit->Select Actor..."
http://www.civfanatics.net/uploads7/OpenFX_light3.gif
Don't select the "target" of the camera! The light targets are having the light name as part of there own name. Select a light target and click "Ok". Now you could delete the target by pressing the "del" key. Delete all light targets.
Now select the first light and rename it with "Edit->Rename Actor...". Type "Main" as name.
Use the keyframer to setup the position of the light. If you don't see the keyframer, select "View->Show keyframer".
Double click on the rectangle in the position section of the keyframer and the position dialog opens.
http://www.civfanatics.net/uploads7/AoM_anim_pos.gif
Enter the following settings X/Y/Z = 0/-1/30
Now select the next light and rename it to "Spot1". The open the position dialog and enter the settings for Spot1 (see below). Execute the operations on every light.
Spot1: X/Y/Z = -15/-2/6,5
Spot2: X/Y/Z = 0/-15/6,5
Spot3: X/Y/Z = 15/-2/6,5
Spot4: X/Y/Z = 0/15/6,5
The next component is the ground. Insert a ground component with the Insert tool and choose magenta as ground color.
http://www.civfanatics.net/uploads7/OpenFX_ground.gif
Select the ground actor and setup the position X/Y/Z = 0/0/0.
The last components of our animation template are the cameras. The first one we got for free at the begining of our new environment. Now add 7 more with the "Insert" tool.
We have to setup the lens and view of the cameras, to place them around the center light and to focus toe same point.
First the setup, double click on the first camera and setup the settings shown in the dialog.
http://www.civfanatics.net/uploads7/OpenFX_cam1.gif
Do this for all eight cameras, then select the first camera and double klick on the position marker in the keyframer and setup the following positions for the cameras:
Camera1: X/Y/Z = 0/-25/12
Camera2: X/Y/Z = -17.68/-17.68/12
Camera3: X/Y/Z = -25/0/12
Camera4: X/Y/Z = -17.68/17.68/12
Camera5: X/Y/Z = 0/25/12
Camera6: X/Y/Z = 17.68/17.68/12
Camera7: X/Y/Z = 25/0/12
Camera8: X/Y/Z = 17.68/-17.68/12
The targets of all cameras are having the position 0/0/1, select the camera targets and setup the position of the target with the
position marker in the keyframer.
Now we have the basic animation environment to create our units.
TheMorpheus Apr 12, 2004, 02:37 PM The default animation
Are ready the start the animation? No, we need something to animate, the model...
This tutorial uses a ready model in 3ds format. To import a 3ds model we need the designer from OpenFX. Start the designer and load the 3ds file with the "File->Open" selection of the main menu. You get a dialog with size settings, simple click "Ok" and the model is imported. To set the center point of your model to the current cursor position use "Attributes->Set model center". If you load a model the current cursor position is always in the center of the model, so it's easy to set the model center ;).
Now save it as mfx the OpenFX 3d model format and we could use it in the animator.
Switch to the animator and insert the model with the "Insert" tool. The model will be placed somewhere in the environment. Select the model and you will see in the keyframer that the model is present during the full animation sequence (costume part).
Now we place the model at 0/0/1, the view point of the cameras.
Use the "Scale" tool to setup the size of your model, the model will resized around it's model center so the position is still.
http://www.civfanatics.net/uploads7/OpenFX_anim1.gif
Now the animation stuff, we begin with a simple roll effect for the default animation. First we set the animation length to 20 frames. Select "Frame->Set Animation Length..." from the main menu and enter 20. All components are visible during the full animation sequence by default so we don't change the costume marker of the components in the keyframer.
Select the model with "Edit->Select Actor..." and split the rotation line in the keyframer by klick at the yellow line itself. The system asks you if you want to add a new keyframe, yes we want.
Split the rotation into 5 sections as you see here:
http://www.civfanatics.net/uploads7/OpenFX_anim2.gif
Now we change the settings of the keyframes 2 and 4, double click on the rectange of the keyframe at frame 5 and frame 15.
Change the settings to
keyframe 2: Direction=0.00, Up/Down=0.00, Bank=-0.50
keyframe 4: Direction=0.00, Up/Down=0.00, Bank=0.50
Now the model seesaws a little bit to the left and to the right.
To render the unit use the "Render" tool from the toolbar, setup the "Movie name", the "Movie Folder" and select the "A Range of frames" setting. Now klick "Ok" and the renderer renders the animation. You will get somthing like this:
http://www.civfanatics.net/uploads7/OpenFX_anim3.gif
Now you could try your own default animation of a space ship :D
TheMorpheus Apr 12, 2004, 02:37 PM This chapter describes the creation of a cloak animation for klingon or romulan ships.
You need 10 models, each with 10% less transparency. The first model is your standard model of the default animation. Now you create 9 models with different transparency settings for the material and texture.
The following shots are showing the settings of the default model and thge 60% model.
Material settings for the standard model:
http://www.civfanatics.net/uploads7/trans_material1.gif
Material settings for the 60% model:
http://www.civfanatics.net/uploads7/trans_material2.gif
Texture settings for the 60% model:
http://www.civfanatics.net/uploads7/trans_texture1.gif
Texture settings for the starnard model:
http://www.civfanatics.net/uploads7/trans_texture2.gif
Each model is visible for a few frames will be replaced by a 10% more transparency one until it is invisible.
The second effect of the cloak (the optical waves) are done with the wave effect of the paint tool. The wave effect will be applied on the finished storyboard picture.
That's all, read to cloak?
TheMorpheus Apr 12, 2004, 02:38 PM reserved 5
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TheMorpheus Apr 12, 2004, 02:44 PM reserved (last one ;) )
#1 Person Apr 24, 2004, 02:07 PM I do hope that you finish all those in the next minute when my downloading is finished
TheMorpheus Apr 26, 2004, 04:36 PM Oh, I have failed to beat your download ;)
But I think you could start with the topics which are finished.
MarineCorps Apr 26, 2004, 07:19 PM I wonder something what formats can I use with this thing? Mainly can I use lightwave models with this thing?
TheMorpheus Apr 27, 2004, 02:22 AM You could only import models in 3ds format, but there are some tools to convert a lwo model into 3ds format.
But I don't know if there is a good freeware tool available.
Kenta'arka Apr 27, 2004, 05:02 AM Tnx for that nice tutorial, I used your template (was too laze to setup 8 cameras and targets :lol: ) and a dadalus class spaceship model. But for some reason it faces the wrong direction, how do I rotate it to the right direction?
TheMorpheus Apr 27, 2004, 05:46 AM You have to rotate the model in the designer or in the animator.
Another way is the change the settings of the rotation dialog of your animation and to roll in another direction, but I think its better to rotate the model.
Kenta'arka Apr 27, 2004, 06:07 AM actually I wanted to know how to rotate it in animator, I know I can't rotate the gif ;)
But I found the rotate button already, tnx anyway :)
Golden_Dragon Apr 27, 2004, 07:19 AM Is anyone familiar with 3D Canvas Pro? I DL the freeware edition but the pro edition which is only 70 bucks imports and exports in 3ds, as well as autocad and much more. Is it a worthwile program?
Kenta'arka Apr 27, 2004, 07:57 AM hmm, i rotated it, but the problem stays, the ships swings in the wrong way, instead of to the side, it swings to the front...
EDIT: I think I figured that out, used up/down instead of bank...But another Problem: The Background of the rendered gif files got no plain magenta background. Infacht it's some kind of magenta, but darker, and with a few even darker parts on top of the image...
TheMorpheus Apr 27, 2004, 09:55 AM Load the model in the designer and rotate, that the views are correct with "TOP", "REAR" and "SIDE", then it should work.
MarineCorps Apr 27, 2004, 11:15 AM Originally posted by TheMorpheus
You could only import models in 3ds format, but there are some tools to convert a lwo model into 3ds format.
But I don't know if there is a good freeware tool available.
If there is I will find it :D To bad about not using lightwave models. Now I either need to find a converter, shell out $80 dollars for Bryce, or find a bunch of 3ds models for B5. None are preferred above the other.:(
TheMorpheus Apr 29, 2004, 03:37 PM I hope you will someone :)
Kenta'arka Apr 30, 2004, 04:54 PM Still got the same Problem, after rendering the Default aniamtion I tried to paste the pics into the Storyboard. But the packground isn't just magenta, in fact it's 5 (or more) different kinds of magenta. Do I need to fix the background of every frame in every direction by hand? Thats just for the default anim 160 Frames, drives me crazy when I think about it :crazyeye:
Mobzilla Apr 30, 2004, 10:18 PM This sounds just like the problem that I am having in this thread:
http://forums.civfanatics.com/showthread.php?s=&threadid=82766&perpage=20&pagenumber=2
Tzar Sasha May 02, 2004, 08:39 PM Ok Morpheous. I've downloaded and have attempted to create something. First, let me say that I'm glad you provided the template with all the lights and cameras. I didn't have the patience to do all that stuff.
I've created a 3d model in the designer. I don't know where to get pre-existing 3d models at. I figured out how to apply color, texture and maps to the model. (It is no longer a gray blob, but a colored one with designs and texture :) ) I put it into animator according to directions. I found out how to rotate a single model to face all 8 cameras. Maybe I can do this.
Here is my question. How do you rotate two models (i.e. multi unit) so that they are spaced the same but facing different cameras? If I rotate individually they will face the cameras but stay where they are causing them to go from side by side to front and back. I'm sure it has something to do with the move command, but I'm not that good with spatial judgement...
Here is an image of my multi unit that I want to rotate.
Tzar Sasha May 02, 2004, 08:50 PM Originally posted by Kenta'arka
Still got the same Problem, after rendering the Default aniamtion I tried to paste the pics into the Storyboard. But the packground isn't just magenta, in fact it's 5 (or more) different kinds of magenta. Do I need to fix the background of every frame in every direction by hand? Thats just for the default anim 160 Frames, drives me crazy when I think about it :crazyeye:
Kenta'arka,
I am going to guess that you are rendering your model straight into gif or bmp format as that is an option. I've done that and gotten the same results as you. So I tried something else. I rendered into a Flic then used th flic to gif that came with OpenFX to write the stills. There is no problem with the magenta background using this method. Plus you get all of your frames in one render and copied into stills in one write. Then it's a matter of cut and pasting into your storyboard from flicster.
Kenta'arka May 03, 2004, 03:49 AM I think i rendered it as flc one time, and the effect was even more different magenta colors...
However, I render all frames as single bmps, because it's much easier to use SBB to create the storyboard then cutting and pasting every single frame on my own. Additional I realised I can remove all wrong magenta colors at once with Corel Photo Paint, so it's really work of 10 minutes after rendering the unit to do the flc
Mobzilla May 04, 2004, 03:43 PM yes, this is why I was exporting to bmp files too, so I could use SBB. it is a real headache to cut, paste and center each unit manually.
isnt there a way to get openFX to export to bmp or gif without the different shades of magenta?
Mobzilla May 04, 2004, 03:47 PM Sorry Kenta'arka, I didn't see the part you wrote about fixing the different shades of magenta in Corel Paint. I use Paint Shop Pro 8, and I can't find a way to fix it easily (only manually which takes forever).
I'm working on my first unit, and all the 3D stuff went through like a peice of cake (thanks TheMorpheus!), but now getting the output to an Civ3 flc file is giving me all kinds of trouble.
Kenta'arka May 04, 2004, 04:50 PM Isn't there an "replace color" option in Paint Shop? I think you should look for it, even windows MS Paint got a replace color brush.
TheMorpheus May 06, 2004, 12:11 PM Nice work Tzar Sasha :goodjob:
To render the animation with another camera just select the camera and press 'C' so you could render the animation for the 8 directions without rotation the models.
The shadows of magenta are produced by the anti aliasing, you could setup the settings in the render dialog. I'm using the magenta shadows as CIV shadows for a better look of the unit.
Tzar Sasha May 06, 2004, 10:48 PM Thanks for the tip Morpheous, however it only caused the same problem with two models. But with one model it works fine.
Question related to rendering/exporting:
If I change the image size to 240x240 instead of 320x240 will that affect the size of the model and/or apperance of the model? Or will it only put the model on that size background?
I ask because I can render individually to GIF & BMP or as a whole to FLC, to be converted to GIF. In either case, the resultant images could be converted to PCX and saved over pre-existing 240x240 PCX cells from Flicster. That would elimate my need to copy and paste into the storyboard.
Even better, do you know of a program that can with a single command convert multiple images from GIF or BMP to PCX using the same palette?
I'll take all the time saving help and tips I can get. Because 160 frames to individually render to BMP or GIF and convert to PCX while applying the correct palette is very time consuming. Not to mention copying each image into the correct frame on the storyboard.
TheMorpheus May 07, 2004, 05:38 PM If you change the image size, the result is, hmmmm, bad. I don't know why, but it only works with the original image size, you have to crop the rest of the background with the paint tool.
That's a lot of work, but I have no solution for the moment, perhaps someone has a better idea. I hope so :)
Tzar Sasha May 07, 2004, 06:58 PM Well, I gave it a try anyway.
It seems to work. It makes the ship image a little smaller, but for what I'm doing that is okay. I suppose that the model could be scaled larger prior to rendering to compensate for this. I've been at it for maybe half an hour and I've rendered as FLC, wrote to GIF, applied pallete, converted to PCX while overwriting individual PCX cells from flicster for both the SW and S directions. :) Quicker than I thought it would take. :)
I'm sure though that someday I may have a unit that this method won't work on.....
Neomega May 10, 2004, 02:08 PM I played with 3dfx for a while..... any way to add textures to a model?.... I really could not find it. I just uninstalled it, but now I may re-install it.
re: shades of magenta... put them in your alpha blend palette slots in your PCX storyboards.
Rhinoceros evaluation can do quite a few conversions of models to various formats.
Supa May 24, 2004, 12:29 PM Can we hope a following to this great tutorial ? :)
TheMorpheus May 26, 2004, 02:46 PM Yes, if I find the time I will continue with the tutorial. I will demonstrate the creation of a attack animation and a death animation.
Kenta'arka May 26, 2004, 03:10 PM Yes, if I find the time I will continue with the tutorial. I will demonstrate the creation of a attack animation and a death animation.
Cool, can't wait to try a hand on an attack anim :)
Kenta'arka May 27, 2004, 02:50 PM Heh, I tried it on my own. Wasn't easy to figure it out (and I bet I made some serious mistakes :lol: ) but I got a death and an attack anim done:
http://www22.brinkster.com/spvgghamburg/civ3/typhoon_death.gif
http://www22.brinkster.com/spvgghamburg/Civ3/typhoon_att.gif
Neomega May 28, 2004, 10:12 AM Nice.... I need to learn how to use this.
Adler17 May 29, 2004, 04:20 AM Nice job! Can you explain, how you managed that, since Morpheus doesnīt seem to have time? Iīm a bit unpatient. ;)
Adler
Kenta'arka May 29, 2004, 05:02 AM Nice job! Can you explain, how you managed that, since Morpheus doesnīt seem to have time? Iīm a bit unpatient. ;)
Adler
k, it's quite easy
for the death anim, I splitted the mesh in two parts in the designer, and saved both parts as models. In animator I removed the full mesh, and instead put the two parts in. Make the first and the last frame keyframes, for the first move the two parts together that they look like the complete mesh, in the last frame move them apart from each other. Then insert a new light at the center of the meshs (0/0/1), flag it as dummy light and check the "attenuate" box. Last insert a postpro "fireball", set specified light to the dummy light you just created. Now there should be a nice explosion when you render the anim.
for teh attack anim, I set 2 new dummy lights. one at the position of the mesh where the laser beams should start, and one for the target. (for the target, don't forget to set it attenuate) Morpheus told me he uses 0.00/-2.00/1.00 as target location. Then insert a postpro "Lasers", set it to originate from the light you put next to the mesh, and to travel to the target light. Last insert a postpro "Fireball" and assign it to the target light.
I bet Morpheus will explain that much better when he continues the tutorial, and I bet I also made some silly mistakes ;)
Adler17 May 29, 2004, 06:32 AM Thanks.
Adler
Adler17 May 30, 2004, 08:24 AM I made a default flic out of a Runabout model. Then I tried to implement the flc into a game to test the original, but whenever I started the game the program hung up. What did I wromg?
Adler
Kenta'arka May 30, 2004, 09:39 AM OpenFX renders standard flc files. Civ3 can't read those. You have to use Flicster to generate the flc file, Flicster is the only program to make civ3 compatible flc files.
Adler17 May 30, 2004, 11:49 PM Again: Thanks.
Adler
Adler17 May 31, 2004, 08:03 AM Okay, Iīve downloaded Flicster and now I have much more problems than I thought. How can I change my flics into civ flics. I do not have much time to read 200+ posts. Is there a short way to explain?
Adler
Kenta'arka May 31, 2004, 09:42 AM Yeah, it's simple. Let's say your animation got 20 Frames with a resolution of 240x180.
Now you open flicster, load any unit animation, doesn't matter which. Go to export, set it to Storyboard, set frame size to 240x180, frame count to 20, set the folder where you want ti, and hit the export button. Now you import the SBB created Storyboard into the storyboard glicster just created (keep an eye on the pallet, the first 64 colros of the pallet are civ-specifics, the next 80 colors usable, the next 111 for shadows and the last (magenta usually) is transparent(I think the position of the transparent depends on your program, for Corel Photopaint it's the last, in PSP it's the first (not sure))) after saving the Storyboard you open the .mfx file (flicster created it together with the storyboard, and 2 pallet files) check if everything looks correct (check alpha blend to see if magenta is transparent). If everything is file, go to export, set the name and hit export button
Adler17 May 31, 2004, 09:44 AM Thanks again. I never did something like this.
Adler
Kenta'arka May 31, 2004, 10:00 AM Me neither, and I got a serious pallet problem, i was working on the attack anim for a ship, but the red parts of the cloud mix with the magenta background. The result is, that the explo is pink in game, looks not like star trek, more like a bully film :lol:
Adler17 May 31, 2004, 01:58 PM DELETED
Adler
Adler17 May 31, 2004, 02:34 PM Sorry. I though I got something. How can I make a bmp out of a flic or giv?
Adler
Kenta'arka May 31, 2004, 04:08 PM Just render it as single bmps
Neomega May 31, 2004, 07:50 PM Yeah, it's simple. Let's say your animation got 20 Frames with a resolution of 240x180.
Now you open flicster, load any unit animation, doesn't matter which. Go to export, set it to Storyboard, set frame size to 240x180, frame count to 20, set the folder where you want ti, and hit the export button. Now you import the SBB created Storyboard into the storyboard glicster just created (keep an eye on the pallet, the first 64 colros of the pallet are civ-specifics, the next 80 colors usable, the next 111 for shadows and the last (magenta usually) is transparent(I think the position of the transparent depends on your program, for Corel Photopaint it's the last, in PSP it's the first (not sure))) after saving the Storyboard you open the .mfx file (flicster created it together with the storyboard, and 2 pallet files) check if everything looks correct (check alpha blend to see if magenta is transparent). If everything is file, go to export, set the name and hit export button
First 64 are team colors, last 32 are alpha blend. Inner 160 are regular.
Adler17 Jun 01, 2004, 12:34 AM Thanks again, Kentaarka, but I just found a program in the net before going to bed, which makes bmps out of flcs. If you need it...
Adler
Adler17 Jun 01, 2004, 11:30 AM Help again. I made a flc. I made even a storyboard and changed it. But when I use Flicster I get following error Nr. 9: Index out of valid area. What does that mean? I also have the problem that my unit when rotating is not at the very same place in the middle but moves around. Although the position shall stay the same. Whatīs going wrong??? :confused:
Adler
TheMorpheus Jun 01, 2004, 11:43 AM The first error could be a palette problem, perhaps your storyboard has not the correct number of colors (256).
To your second problem, each model has a "model center". It seems that the center of your model is not set to the real center. Open your model with the designer from OpenFX. Normaly the cursor (a cross) is in the middle of your model, if this is you favorite model center choose "Attributes->Set Model Center" from the main menu and the rotation center is set to that point. If the current center is not correct place the cursor to your favorite position and setup this position as model center.
Now the model rotates around this point in the animator.
Adler17 Jun 02, 2004, 01:08 AM Okay, thanks, Morpheus. These difficulties I did not persume. But I will finish.
Adler
Adler17 Jun 02, 2004, 04:46 AM Okay, I finished to make a runabout run flic. It works. But now there are new problems: First a black background. This is not such a catastrophy since it is a Space unit. The other is much worse: The colour of the runabout changes in the game. The civ colors changing the original colours dramatically. How can I change that?
Adler
Kenta'arka Jun 02, 2004, 08:38 AM Thats got to do with the pallet.
1. the black background is even as worse as the other problem, as it would cover nearby units/terrain too. Either you change the color to magenta, or you make that black the last color of the pallet to make it transparent in game.
2. The first 64 colors of the pallet are civ specifics, move the colors you are using to the middle, and they won't change, just keep the color(s) used in the part you want to change within the first 64 colors.
Adler17 Jun 02, 2004, 08:46 AM Okay, Thanks again.
Adler
Adler17 Jun 04, 2004, 01:59 AM k, it's quite easy
for the death anim, I splitted the mesh in two parts in the designer, and saved both parts as models. In animator I removed the full mesh, and instead put the two parts in. Make the first and the last frame keyframes, for the first move the two parts together that they look like the complete mesh, in the last frame move them apart from each other. Then insert a new light at the center of the meshs (0/0/1), flag it as dummy light and check the "attenuate" box. Last insert a postpro "fireball", set specified light to the dummy light you just created. Now there should be a nice explosion when you render the anim.
for teh attack anim, I set 2 new dummy lights. one at the position of the mesh where the laser beams should start, and one for the target. (for the target, don't forget to set it attenuate) Morpheus told me he uses 0.00/-2.00/1.00 as target location. Then insert a postpro "Lasers", set it to originate from the light you put next to the mesh, and to travel to the target light. Last insert a postpro "Fireball" and assign it to the target light.
I bet Morpheus will explain that much better when he continues the tutorial, and I bet I also made some silly mistakes ;)
Iīm ready with the default, run and victory flics. No problem here any more. But with Attack and death. I have now a laser beam starting at my runabout to the target. No real problem. But then there shouls be an explosion. I made a fireball at the target light but nothing happens. I canīt see any explosion at the target. Why? The same problem I have with Death animation. BTW how can I "shatter" a model, so that I can let it really explode it?
Adler
TheMorpheus Jun 04, 2004, 03:27 PM The lights for the post production are needing some special settings. Normal they are dummy lights, but very important is the attenuate switch. The post production could be assigned to these types of light only.
http://www.civfanatics.net/uploads7/OpenFX_light4.gif
You could setup this switch by double click the light symbol or the costume keyframer (if the light the active actor).
I think I could continue the tutorial soon with the desciption of the attack animation of my current project.
Adler17 Jun 07, 2004, 02:16 AM Thanks again. I just made it. But there are three last questions: My red phaser beam disappears. How can I prevent that? Additional my fireball as target is too big. How can this fireball be made smaller? And the last one I asked already: How can I let an object explode?
Adler
Kenta'arka Jun 07, 2004, 02:48 AM 1. Err... it disappears? When? Did you set the Lasers postpro to "beam" and "hold in"? It will also disappear if the source and target lights don't exist anymore, maybe you removed them from a few frames?
2. Reduce the expansion in the postpro setting
3. For the explosion effect you need to "shatter" the model in designer. Alas I have no idea how. I'd suggest you split the model in 2 or more parts, save every part as a single model, and in death anim you put them together, so that in first frame the model looks as one, and it gets split during the animation. One advice: Set the Fireball postpro to a density of 25, and if you use 20 frames remove the model parts around frame 15 (because at that time the explosion is nearly not transparent, and very dark, so you can't see the parts disappear)
Adler17 Jun 07, 2004, 10:02 AM Disappearing means after transforming it into the pcx file the ray is considered as background because of the colour. I have a red ray but the program thinks it is magenta.
Thanks again. I feel a bit like Schiller, who was asked by Goethe to write the ballade "Die Kraniche des Ibikus". But Schiller didnīt know how an egret (Kranich) flys. So Goethe had to tell him and so lost more time than he had used if he wrote it himself.
Adler
Kenta'arka Jun 07, 2004, 10:42 AM hmm, you could try putting the color of the beam manually into the pallet, or simply using another color
Adler17 Jun 07, 2004, 11:14 AM I will replace it with white rays unless there is a better solution.
Adler
Kenta'arka Jun 07, 2004, 12:25 PM Morpheus is using blue rays (become civ-specific in game) maybe you want to do that?
DrowningFish Jun 08, 2004, 05:28 PM I'm using OpenFX and everythings been working fine, but all of the sudden, when i move the cursor selector thing, it seems to make huge jumps instead of just moving. I made my image bigger but then it doesnt fit in the animator correctly, and I've already tried reinstalling, any ideas?
Adler17 Jun 09, 2004, 01:08 AM Iīve just posted my new runabout unit at CDG:
http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?p=77413#77413
Thanks alot. But i have a last question: How can I make a photon torpedo for the attack?
Adler
Kenta'arka Jun 09, 2004, 09:28 AM I'm using OpenFX and everythings been working fine, but all of the sudden, when i move the cursor selector thing, it seems to make huge jumps instead of just moving. I made my image bigger but then it doesnt fit in the animator correctly, and I've already tried reinstalling, any ideas?
hmm...maybe your computer is too slow...I got no idea whats the recommended configuration for OpenFX, Morpheus, any ideas?
But i have a last question: How can I make a photon torpedo for the attack?
I'd like to know that too, I was testing some stuff, but whatever I did it was too transparent, and became pink in game...bah ugly...
maybe a fireball with high regularity and density, on a moving light...gonna test that some time...
Neomega Jun 09, 2004, 09:50 AM hmm...maybe your computer is too slow...I got no idea whats the recommended configuration for OpenFX, Morpheus, any ideas?
I'd assume it is an object snap you may have accidently set. You can set up most 3d programs to "snap", which means, for instance, to only rotate in 15 degree increments, or only build lines in whole integer lengths, so meshes will meet up perfectly.
BTW, Morpheus, that was really great of you to provide the set-up. Thanks, I am spending my one hour lunch break each day learning this program.
DrowningFish Jun 09, 2004, 03:08 PM I figured out that I had "Snap to Grid" checked under the view menu, but thanx for your help
TheMorpheus Jun 09, 2004, 03:22 PM There are two ways for a photon torpedo attack.
For the federation I'm using a blue (civ color specific) model of a photon torpedo and move them with a move animation form the topedo launcher to the target, where it explodes in a fireball post production.
For the Klingon ship I'm using a light, which is moving from the topedo launcher to the target, then it stops and expand as an explosion. The light is connected to a fireball post production.
Kenta'arka Jun 09, 2004, 03:30 PM ah, I tried to make it more "shiny" with hilite and halo postpros, but as I said, the result didn't look good.
Adler17 Jun 10, 2004, 08:48 AM I just made the run.flic for theMranda class CL. What do you think about it?
Adler
Kenta'arka Jun 10, 2004, 08:52 AM Good Idea, but I think it could look a bit weird in game, could you post the flc that I could test it?
Adler17 Jun 10, 2004, 09:10 AM Here it is!
Adler
Kenta'arka Jun 10, 2004, 10:26 AM hmm, like I said, it looks a bit weird in game...like it's growing or something :(
Oh, and I think it's a bit small, looks like it's the size of Morpheus' Defiant Class, but it should be slightly bigger, as the Defiant got a length of 120m, and the Miranda 243m
Adler17 Jun 10, 2004, 10:54 AM Okay, if You think it is not okay, Iīll change it. The Wart effect is that the plane is streched to warp out of the tile. In some scifi movies this is done so.
Adler
Kenta'arka Jun 10, 2004, 11:49 AM I know, but it looks weird in civ I think
Adler17 Jun 10, 2004, 12:25 PM So what shall I do? Shall I stay with this animation or shall I make a normal one?
Adler
Kenta'arka Jun 10, 2004, 12:37 PM TheMorpheus (and me) are using the default anim for movement, but maybe have another idea?
TheMorpheus Jun 10, 2004, 03:19 PM I have added a new chapter to the tutorial (The cloak animation) :mischief:
Neomega Jun 10, 2004, 07:29 PM I have added a new chapter to the tutorial (The cloak animation) :mischief:
Cloaking animations can be done in 1 minute in paint shop pro or Photo shop using alpha blend colors in color replacers.
Adler17 Jun 11, 2004, 12:53 AM Okay here is my victory flc. I do not have time at the very moment to test it. What do you think about it? the points swarming around the ship shall be fireworks.
Adler
Adler17 Jun 11, 2004, 12:54 AM And here is the file.
Adler
Kenta'arka Jun 11, 2004, 02:19 AM Heh, you are creative, I didn't even got the pyro postpro to work...
Now, that looks a bit like a run animation (stars moving backwards) ;)
I think it would be more clearly if the fireworks would like the ones in the postpro demo, one light exploding to many lights at a certain distance. :)
Adler17 Jun 11, 2004, 08:14 AM I know, but I had big troubles to get them working. I had no chance to test it in the game. So I donīt know how it will look like.
Adler
Adler17 Jun 11, 2004, 10:35 AM Okay as preview my death and default flics. Any comments?
Adler
Adler17 Jun 11, 2004, 10:38 AM And here are the animations:
Adler
Adler17 Jun 11, 2004, 11:02 AM And the default animation.
Adler
TheMorpheus Jun 11, 2004, 11:52 AM Cloaking animations can be done in 1 minute in paint shop pro or Photo shop using alpha blend colors in color replacers.
Could you explain that in detail? This will be very interesting.
Neomega Jun 11, 2004, 03:43 PM Make your color replacer (in tool options) fairly Large, (say 100 pixels)
My palette usually has about 8 different shades of "magenta" in the last row. If your palettes do not do this, I would highly suggest it. I will post screen shots of what I mean... but it also helps soften edges of units, and makes the shadows underneath them softer.
Any ways, set the color replacer (in tool options) sensitivity pretty high... say 20 shades, and open the storyboard PCX, in the first COLUMN of frames, replace the darkest colors with the darkest shade of magenta. Those dark areas will actually now be a dark alpha blend.
In the next column, replace the darkest colors, and the next darkest colors, with the next step up of magenta...
rinse and repeat.
If this seems confusing, my sniper and shadow slasher in my mod used this theory, you can take a look at them. It works very well and looks very good. In fact, with creativity, you could even create special effects... like that glitter glow crap you trekkies love so much. :p
I am on my lunch break at work right now, sop I can not post screen a quick screen shot tutorial. I'll keep it to this thread, because I'd rather not write up a tutorial thread, and watch CFC's space get taken up with NEW INVISIBLE UNTIS! NEW INVISIBLE WARRIOR! NEW INVISIBLE TANK!
Adler17 Jun 12, 2004, 02:53 AM I know I asked this some time ago, but now I downloaded a torpedo mesh to simulate a photon topedo. How can I do that. I mean how can I change the model to be a fired torpedo with the light effects? Or how can I make a light to a torpedo in Open FX?
Adler
Kenta'arka Jun 12, 2004, 04:11 AM I think you don't need the torpedo mesh, would be too small anyways, just use a light moving from source to target
Adler17 Jun 12, 2004, 04:16 AM And how is that light specified, I mean is it a normal light or a dumb one attenuate or not. I tried much, but nothing worked.
Adler
Kenta'arka Jun 12, 2004, 04:23 AM I never made a torpedo attack yet, but I guess it should be neither dumb light, not attenuated, I think a no-shadows light should do the job...
EDIT: After reading Morpheus post again I guess you don't need a light for a federation torpedo, just a model that is shaped like the torpedo light (not like the topedo itself).
Adler17 Jun 13, 2004, 01:42 AM Yes, so I searched the net for such a unit for days now. Can you help me? I only found the model of an unlaunched torpedo. I thought to make the attack version with both but so I can only make a phaser attack model :(.
Adler
Kenta'arka Jun 13, 2004, 03:24 AM I guess Morpheus created that model himself. Maybe he is willing to share it?
TheMorpheus Jun 13, 2004, 08:38 AM Of cource you could have it, it's a simple mesh ;)
Download the federation torpedo (http://www.civfanatics.net/uploads7/ftorpedo.zip)
Adler17 Jun 13, 2004, 08:59 AM Thanks, Morpheus!
Adler
Tzar Sasha Jun 13, 2004, 08:21 PM Morpheus
I used the Borg TAC that you gave me. I followed the steps that Kenta'arka had posted earlier and then made some modifications. I have not converted yet for in game. I have, however, resized prior to animating so it is approximately the same size as the current TAC in game. I've attached a preview so that you may see my handiwork and give me an opinion on it.
http://www.civfanatics.net/uploads7/borgtacticl.gif
Kenta'arka Jun 14, 2004, 01:12 AM hey hey, looks cool Tzar Sasha :goodjob:
Adler17 Jun 14, 2004, 02:10 AM How were you able to make the explosion so big when the torpedo hit?
Adler
Kenta'arka Jun 14, 2004, 02:51 AM A second fireball postpro I guess
Dease Jun 14, 2004, 11:19 AM I have tried creating my first unit, just making the model took around two days (although I had to learn the program at the same time ;)) once I was satisfied with the model I decided to use the steps kenta'arka posted to make a death anim, it worked but most the colour on my model turns white when I render it, I have tried all the different formats and it's the same each time :mad: :gripe:
I have attached the image of my model and the model when animated :cry:, PLEASE HELP!!!
http://www.civfanatics.net/uploads7/cougar.gif
and the anim -
http://www.civfanatics.net/uploads7/cougar_deat.gif
Adler17 Jun 14, 2004, 11:47 AM First of all I suggest to make star ships first. They are easier. Then you should also start with run def or vic animations. Attack and death at last. they are much more difficulty than the others. As for the effects here I do not have any idea. Nevertheless it looks great- unless the colour...
Adler
Kenta'arka Jun 14, 2004, 11:54 AM did you set the lights you use for the fireball postpro's to dummy lights? If not it could be the light emitted from those lights that make the model appear white
Dease Jun 14, 2004, 12:18 PM I did indeed set the lights to "dummy" and attenuate, the first frame has almost correct colours but then it all goes white. Another note, all the areas that are white have similar greyish green textures, is this a problem?, I messed up with the texture axis near the end and wasn't sure whow to fix it so I jsut adapted some new textures until it looked good again? If it is a problem what is the "default" co-ordinates for the texture axis?
Adler17 Jun 14, 2004, 12:32 PM Okay here is the attack animation of the Miranda class CL. I have problems with the civspecific colours. I donīt know how to change it without changing picture for picture. The other problem is that the explosion happens before the (a bit too large) torpedo hits. But thatīs all for today.
Tomorrow I will make small playtest befor Iīll launch the Miranda.
Adler
Kenta'arka Jun 14, 2004, 12:44 PM @Dease: Hmm, then I got no idea, but you could try set the lights from white to black, I remember I had to do that sometime for some reason...
@Adler17: You can insert the civ-specific colors right into the model, open the designer, load the mesh, click on "select" (top menu), then "deselect all". Now use the the select tool to select the parts of the mesh you want civ-specific, after selecting it click on "attributes" (top menu) then "material settings" and set it to blue. Then save. If you render it now, set the pallet correct and export it using flicster the blue parts will be civ-specific.
TheMorpheus Jun 14, 2004, 01:25 PM Dease, please send me your model, animation and all the other stuff I need to render the animation and I will check what wents wrong :spear:
BTW: nice work, hope to see the unit soon :)
Tzar Sasha the animation is very good :goodjob:
But the torpedo and the laser are went white if they are leaving the cube model, this happens with the laser post-pro, I never got run them well :cry:
So I'm using models for the weapon animations.
Kenta'arka here my federation pulse model (http://www.civfanatics.net/uploads7/fpulse.zip) used by the Defiant.
Kenta'arka Jun 14, 2004, 01:48 PM Tnx Morpheus
Tzar Sasha Jun 14, 2004, 04:00 PM Tzar Sasha the animation is very good :goodjob:
But the torpedo and the laser are went white if they are leaving the cube model, this happens with the laser post-pro, I never got run them well :cry:
So I'm using models for the weapon animations.
Thanks for the complement.
I'm going to try and see what I can do to make the lasers and torpedo not change color. I think it has something to do with the background color. Since I have to modify the image anyway, a color change for the background is not a hard step to do. I let you know if I can get them to come out good.
Adler
Yes, I did use another fireball for the torpedo explosion. I also used a fireball for each laser effect in, hold and effect out. On this model that's a total of 7 fireballs
TheMorpheus Jun 14, 2004, 05:06 PM Dease the quadratic morphing seem does not work with internal textures. I have created a external texture from a screenshot of your model and attached it to the map.
The result ist this:
http://www.civfanatics.net/uploads7/cougarV2.gif
If you use the Cougar with external texture model (http://www.civfanatics.net/uploads7/CougarWithExternalTexture.zip) then you have to reassign the texture file to the map, because OpenFX stores the local path to the texture in the model file an this path will be another on your computer.
Great model, I think you could help me with the tutorial and write a design tutorial of a model from scratch :)
Oh, I see I have forgotten one object on the top of the model :crazyeye:
Another tip, you animation is too large you have to scale it down the maximum size you have for the full animation is 240x240 pixel, but the cougar should be much smaller. Check out the other tank units to get a feeling about the size.
Dease Jun 14, 2004, 05:51 PM Thanks a lot Morpheus!!!!!! :D
It took awhile to understand what you were saying but it all worked out in the end :D.
Another tip, you animation is too large you have to scale it down the maximum size you have for the full animation is 240x240 pixel, but the cougar should be much smaller. Check out the other tank units to get a feeling about the size.
I wasn't making this animation specifically for CivIII right now, I just wanted to experiment to learn how to use the program first, then I'll get into the seemingly frustrating aspect of making it good in Civ.
Great model, I think you could help me with the tutorial and write a design tutorial of a model from scratch :)
I don't think I would be much use trying to explain how I made the model, I basically just messed with basic shapes and spent hours selecting the correct verticies to adjust(VERY ANNOYING) thanks for the compliments though :D
Here's what one frame looks like now! MUCH BETTER :thanx:
http://www.civfanatics.net/uploads7/temp.gif
EDIT: is there a way to "intensify" the lights? because the model is a bit dark and I want to see the textures more.
NVM, I realized the lights were dark so I just lightened them :D (we need a "Duh" smilie ;)
EDIT2: I wanted to make the death look more "real" (ie faster and with gravity) so I made a 3rd model and split the keyframer for the model into 3 parts, 1 for each model normal->exploded->aftermath. I flagged quadratic morph for each but in the exploded->aftermath part there is no morphing, it just goes to the aftermath model automatically, is there anything wrong with having three sections with the keyframer??? :confused:
Also, what is the best setting for shadows, should it change for each direction?
Yet ANOTHER comment after adding the shadow (overhead light worked the best) I realized that my tank was flying :eek:, therefore I think you should specify the 0,0,1 position for flying units, and 0,0,0.5 for ground units (0,0,0 put half of my tank underground ;))
Tzar Sasha Jun 14, 2004, 09:15 PM Here are the results of my testing. If the ground color is set to black, then the lasers and torpedos show the proper color after leaving the background of the model. However, upon converting the background to magenta (after rendering) for the unit pcx file the explosion clouds become messed up.
Other worthwhile info, if when rendering you set the image to 240 x 240 instead of the default 320 x 240 it will render properly. The preview image during rendering is skewed but not the final product. Of course, the model size or position may need to be adjusted. But that is the case with any model at any image size. This may help to cut down on the post rendering/pre civIII flc work.
I'll keep playing with it. Maybe I can get something to work with a magenta background without having to use a model for the phasers and torpedos.
Kenta'arka Jun 15, 2004, 03:36 AM Usually I render my models on 320x240 and reduce it to 240x180 using SBB.
I wish you could set Anti aliasing to ignore the ground color, then there would be no problem with the post pros :(
TheMorpheus Jun 15, 2004, 03:32 PM Hmmm, I never used the morphing feature, I always animate the whole scence by my self, so I have the full control of it. Sometimes not :lol:
To "intensify" the lights, just choose a brighter color for the light you could change the color by double clicking the light actor.
I'm using the top light (highest Z axis) as the only one, which generate a shadow for ground units (space units have no shadow).
Dease Jun 15, 2004, 03:37 PM Hmmm, I never used the morphing feature, I always animate the whole scence by my self, so I have the full control of it.
Could you explain this a bit more? I didn't think you could select individual parts if it was imported as a model, or are you importing it as a robot?
EDIT: If you get time do you think you could explain the image maps and texture features, i can't for the life of me figure the image maps out, it appears different in the preview but not when i render it :mad:
anarchywrksbest Jun 20, 2004, 03:44 PM I think I've got the hang of this lot, I can make a sphere fly about and everything but when I try to use a mesh I find online OpenFX tells me that there's too many verticies. Is there a way to lower the detail level or something?
TheMorpheus Jun 21, 2004, 12:12 PM Ohh, that's a real problem, the tools to simplify a mesh are expensive :(
The only way to reduce the vertex count is to delete the unnecessary parts of the mesh.
Which model do yo have? Perhaps I have an useful model for you in my library.
Kenta'arka Jun 21, 2004, 01:24 PM I got that problem with my Bird-of-Prey which got more than 142K vertices. I solved it by splittin the mesh into 4 parts (wings, and 2 body parts). If you do that, don't forget to include the "area" around the cut in both meshes you create or some parts would miss if you put them together in the animator
Neomega Jun 24, 2004, 04:46 PM Two quick questions:
How can I select the "SELECT" action more easily? Is there a hotkey I can use?
2. If i have some objects, is there any way I can "group" them together, so if I were to pick a vertice, all vertices in that "group" would be highlighted?
Neomega Jun 24, 2004, 04:47 PM Ohh, that's a real problem, the tools to simplify a mesh are expensive :(
The only way to reduce the vertex count is to delete the unnecessary parts of the mesh.
Which model do yo have? Perhaps I have an useful model for you in my library.
I believe there is a plug-in called "simplify" in the default Designer, have you tried giving that a shot?
TheMorpheus Jun 26, 2004, 10:24 AM Yes, but the result was not so good :(
Dease Jun 26, 2004, 12:34 PM I have finally got back from a break and I'm now ready to make my animations compatible with civ. My questions are -
1- what positions on the palette are for what?
2- what's "alpha blending" for?
3- Which position(s) are transparent?
TheMorpheus Jun 28, 2004, 03:52 PM 1. question:
Now you open flicster, load any unit animation, doesn't matter which. Go to export, set it to Storyboard, set frame size to 240x180, frame count to 20, set the folder where you want ti, and hit the export button. Now you import the SBB created Storyboard into the storyboard glicster just created (keep an eye on the pallet, the first 64 colros of the pallet are civ-specifics, the next 80 colors usable, the next 111 for shadows and the last (magenta usually) is transparent(I think the position of the transparent depends on your program, for Corel Photopaint it's the last, in PSP it's the first (not sure))) after saving the Storyboard you open the .mfx file (flicster created it together with the storyboard, and 2 pallet files) check if everything looks correct (check alpha blend to see if magenta is transparent). If everything is file, go to export, set the name and hit export button
2. question:
The "alpha blending" shows the shadows of your unit
3. question:
See the quote ;)
Dease Jun 28, 2004, 04:05 PM Was there ever a solution to alder's (maybe Kenta'arka's) problem with different shades of magenta caused by the anti-aliasing? That, and finding a good palette editor(can't seem to save in Pedit 0.8 :confused: ) are the only things preventing me from continuing my unit.
Tzar Sasha Jun 28, 2004, 05:30 PM Follow these step and you should not get the multi shade magenta background. NOTE: This is what works for me. It may not work for you. There maybe other paths to get to the same goal. Some maybe better. Some maybe worse.
BASIC STEPS FROM FINAL RENDER TO EXPORT TO UNIT
1) Anti-aliasing is your choice. I don't. I think it helps.
2) See what a standard Civ3, PTW, C3C unit pallete looks like in flicster.
3) Export that unit as a storyboard (with image size and # of frames you want for your unit, with whatever name you want to use.)
4) Open a BMP or GIF from your rendered animation in your paint program. I use NeoPaint, it's tryware for 30 days. (Hope to have the $50 dollars to buy it by then.) It also allows me to work with PCX files and that is what is important.
5) Open the storyboard you created in flicster.
6) Open the pallete editor when your rendered image is active.
7) Use a pencil and paper to write down the RGB values for all your important colors. NOTE: It maybe a 256 color image but 96 colors are already spoken for. You can use some of the prexisting colors within those 96, but you'll need to be careful.
8) In the pallete editor load the Civ3 unit storyboard pallete (not alpha blend, it will make it easier)
9) Note the row of RED entries with a Magenta on one end (32 entries). Do not change these. They are the alpha blend entries.
10) Starting at the red entries change the color values to your list of RGB values. Do not change the 64 entires on the other end of the pallete those are for civ color.
11) Save the pallete with a different name.
12) Close the pallete editor and apply the changes. Make sure that you tell it to match to nearest solid color. (this is the only time you are allowed to do this) ((This moves all the various magenta shades into one entry, thus eliminating them))
13) Does it look good? If not then additional colors need to be added to the modified pallete.
14) When you are satisfied with the pallete, apply it to the storyboard.
15) Open and apply the new pallete to all your other frames then copy and paste into the storyboard. (NOTE: If two pictures have the same pallete they will copy with no problem. But if two picture have different palletes, it will not copy well. The copy and paste process does not realign colors. It only applies the pallete based on what color entry a particular pixel used in the old image.)
16) Return finished storyboard to flicster, but first, open the alpha blend pallete and write down the values for the alpha blend entries of the former red/magenta row.
17) Reload your new/modified pallete and change the red entries to the alpha blend values. Save as the alpha blend pallete for your new storyboard.
18) Close the open mfx file in flicster. Reopen. It should now have your new pallete applied to your new unit.
19) If the animation is good, export to a unit. If not, see where you need to adjust your work and make any necessary adjustments.
Once you have a feel for the pallete, you can use the alpha blend pallete instead of the magenta default. This may help to get the smoke/explosions into the transparent entries. However, you have to be careful because some of your unit's body color may pick a transparent alpha blend color when you apply the modified pallete. This is why I work with the magenta version of the pallete.
Should anyone have a better solution to getting rid of the multi-shades of magenta, please share as this will be an ongoing problem for all creators of units.
Kenta'arka Jun 28, 2004, 05:47 PM 1. I render the units with anti aliasing
2. I use Stephs SBB to put all frames into a storyboard
3. I use Corel Photo Paint's color replacer tool to replace the wrong magenta colors in the storyboard. As I set it's sensitivity to 10, usually all magenta shades are replaced in one step.
Dease Jun 28, 2004, 06:30 PM So I have taken a normal civ3 unit and exported it from flicster, yet there are two palettes, one "normal" and one "alpha" I'm assuming that I should use the "normal" one but I'm not sure, can anyone confirm this?
Also instead of copyin all the RGB values for every single colour I use Pedit a very useful tool that adds the colours from the image by clicking on the colour. :)
EDIT: just to experiment I loaded up the "normal palette from a civ unit, made the unit look bad, but since there was only one shade close to magenta (the last one) all the background anti-aliasing stuff was just turned into magenta, maybe that's all i'll have to do :D
A Viking Yeti Jun 29, 2004, 12:26 PM This tutorial seems very good, I can hardly wait until the rest (specifically the foot unit part) comes out. I've yet to learn how to model in this program, but I think I'll get the hang of it eventually... I also need to figure out how to apply textures properly. I've done some explosions and various effects, and it seems pretty easy to use. One question though: how do you get the shadows green (I'm assuming this'll come in one of the later tutorials, but I wanted to make sure)...
BTW: about the shades of magenta, if you were to reduce the shades of magenta in the palette down to the one statard shade (i.e. 255, 0, 255), and then import that palette, it seems like all the extra shades would be closest to the stadard shade, and would convert over to that. So you could fix whole unit animations after creation... I'm not really sure what you guys are doing, but I don't have PSP or Corel or anything, so this seems easiest to me...
Dease Jun 29, 2004, 03:05 PM BTW: about the shades of magenta, if you were to reduce the shades of magenta in the palette down to the one statard shade (i.e. 255, 0, 255), and then import that palette, it seems like all the extra shades would be closest to the stadard shade, and would convert over to that. So you could fix whole unit animations after creation... I'm not really sure what you guys are doing, but I don't have PSP or Corel or anything, so this seems easiest to me...
Thats basically what I did and it worked.
As for shadow I didn't make them green, I just put the shodow colour at the 2nd last place in the palette and it works good
A Viking Yeti Jun 29, 2004, 06:01 PM Thats basically what I did and it worked.
As for shadow I didn't make them green, I just put the shodow colour at the 2nd last place in the palette and it works good
Ah, I see. You just explained it more fully... Thanks for the tip about shadows. I've already animated a little unit (got it rotating; it's a 'pringles-style' spaceship, so I thought it'd be good for a fidget)... Had some problems with speed, but I got those fixed.
Another question (actually about modeling though), if it's not too much trouble, could someone tell me how to 'cut' models (or direct me to a tutorial that would tell me)? Thanks in advance...
Dease Jun 30, 2004, 06:35 PM I've almost finished my first unit :D but i have ONE last problem, my unit is off center, I know I can change the X/Y displacement but I don't know how! anyone know???
Neomega Jun 30, 2004, 07:28 PM Two quick questions:
How can I select the "SELECT" action more easily? Is there a hotkey I can use?
2. If i have some objects, is there any way I can "group" them together, so if I were to pick a vertice, all vertices in that "group" would be highlighted?
I guess the best answer to this question is to attatch the parts to a skeleton.
Neomega Jun 30, 2004, 07:32 PM I've almost finished my first unit :D but i have ONE last problem, my unit is off center, I know I can change the X/Y displacement but I don't know how! anyone know???
It can be done in FLICster... the steps are in the FLICster thread somewhere.
Basically break down the FLC into seperate files to get an .ini file, where you can edit the x and Y positions.
Dease Jul 01, 2004, 09:45 AM It can be done in FLICster... the steps are in the FLICster thread somewhere.
Basically break down the FLC into seperate files to get an .ini file, where you can edit the x and Y positions.
Yeah I read that (in SBB thread though) but it's saying the .FXM file is invalid :sad: and somthing about it might not be supported after v0.2.2. I'll take a look inthe flicster thread to see if there's more detailed instructions.
Neomega Jul 01, 2004, 10:34 AM Yeah I read that (in SBB thread though) but it's saying the .FXM file is invalid :sad: and somthing about it might not be supported after v0.2.2. I'll take a look inthe flicster thread to see if there's more detailed instructions.
Ignore that error, I think you are on the right track.
The Great Apple Jul 01, 2004, 10:40 AM Ok... I feel I've missed something blindingly obvious.... The models I downloaded are .3ds but when I try to import models it seems to want a .mfx - I read ealier in this thread that .3ds models are the one to use... but it won't let me :(
Neomega Jul 01, 2004, 10:48 AM Ok... I feel I've missed something blindingly obvious.... The models I downloaded are .3ds but when I try to import models it seems to want a .mfx - I read ealier in this thread that .3ds models are the one to use... but it won't let me :(
When you go to file--->open, it opens a window displaying all the directories and.mfx files, because, at the bottom of that window, you have "OpenFX, 3D Studio, Autocad DXF, Stereo STL" selected. ;)
Hit the drop down menu and it will give you a list of about 4 other types of models, including .3ds
The Great Apple Jul 01, 2004, 10:51 AM Thanks... I was trying to open it in the wrong program.... :p Dumn me
The Great Apple Jul 01, 2004, 02:53 PM Ok, everything is going all right - but I have a troulbe with a model. The model I downloaded was all black by default, so using the designer I changed the colours to something more like what I wanted... BUT, when rendered in the original black it came out ok (but in black), but when in colour bits disappeared (became transparent)... I tried changing coulour using the material settings (whihc seemed to be the only way...)
Tzar Sasha Jul 01, 2004, 03:09 PM I've almost finished my first unit :D but i have ONE last problem, my unit is off center, I know I can change the X/Y displacement but I don't know how! anyone know???
I don't know about the flicster thing that the others mentioned. But if you have a unit whose position would be almost identical to standard civ unit, you could do the following (it may be more time consuming, but it works):
1) Render a single image (don't worry about the pallete)
2) overlay that image on an image created from flicster of the standard civ unit. Use about 50$ transparency so you can see both shapes.
3) Note which directions you need to move your model.
4) In OpenFX animator select the model actor and adjust it's position setting accordingly.
5) Repeat process until unit is where you want it.
That's it. A lot easier than it is to adjust a pallete. :)
Dease Jul 01, 2004, 04:22 PM I have fixed the x/y displacement pretty much by accident, this is how I did it in case someone wants to know.
1. open the Civ flc you created
2. go to export multiple flc files, it will give you something about might not being supported in future releases, just say yes
3. open the .ini that it just created (using notepad or whatever) and edit the x/y coordinates, x=60 and y=45 worked for me
4. (this is where i got stuck) open flicster and open the .ini (using flicster have to use that drop-down menu to choose all files) It will say do you want to combine all the .flcs, say yes.
5.Export as a civ flc and you're all done :D
Kenta'arka Jul 02, 2004, 03:22 AM If a mesh is not centered, you could do this: Go to Designer, click on the middle of the mesh (a little cross will move to where you click). Now go to attributes, and click "set model center". After saving the mesh, it should be centered correctly in Animator
A Viking Yeti Jul 03, 2004, 12:21 AM I was working on a death animation, when I realized I don't know how to morph models. After much searching, I found the insert morph feature (duh, I still can't believe it took me that long to find it when I've seen numerous times), but I need to create a "morph animation file". I have no idea how to do this, and their site (as far as I know) doesn't tell me either. If someone would explain it to me, that would be wonderful...
Also, how can I get a model to (in the animator) rotate around two axis, rather than just one? I'm sure the "rotate around this axis and this axis" button is probably right in front of my face somewhere, but I still can't find it.
Kenta'arka Jul 03, 2004, 03:17 AM Morphing: No Idea, I usually split the mesh in the designer, and make 2 or more meshes of it.
Rotate: You just have to use another window. If you use the rotate tool in the top-view window it rotates around the....errr...y-axis? Use the tool in the rear and back windows to rotate around other axis.
Adler17 Jul 03, 2004, 04:39 AM Kentaīarka, is someone making the Oberth class? Or can I start with it?
Adler
Kenta'arka Jul 03, 2004, 07:59 AM noone, have fun ;)
A Viking Yeti Jul 03, 2004, 01:35 PM And, of course, it was quite litterally right in front of my face the whole time :p. Thanks for pointing that out to me.
As for the morphing, I'll keep searching, but it would be nice if I could (good for a melting effect or the like -or really anything else).
A Viking Yeti Jul 03, 2004, 02:40 PM I tried the rotation thing, and I think I might not have really gotten the problem across (i.e. the animator will only allow me to select one axis to rotate around on the keyframer). I'm not sure, but you might have been talking about the designer.
Aside from the rotation and morphing questions, how can I change the models color over the course of an animation and when I add the explosion effect, it won't render? It just shows the same animation that I rendered before I added the explosion effect. It works just fine in wireframe mode, but quickrender just shows black :confused:.
Dease Jul 03, 2004, 02:52 PM Sorry 'bout not gettin back to you earlier but I spent 6hours on my next unit and couldn't pull myself away to type ;)
Here's how I do the stuff you asked about, there may be better ways
Morphing - I don't bather using the insert morphing command, rather, I import a model. then in the designer, USING THE ORIGINAL make a second model but changed (DO NOT DELETE OR ADD ANY VERTICIES!!!) to what you want it to morph to. then, in the keyframer, go to the model one and split the costume into 2 parts, It will promp you to load a model. so load your second model, and flag quadratic in the open file thingy and then open it. That's how i morph :D
Rotate - If you mean to face different cameras then click any camera (using morpheus's template) and click "C", this activates that camera and the model now faces that way. If you mean just rotate the thing then use the "rotate" command on the right toolbar (or change the settings in the keyframer)
Colour - I never tried changing colours but I'd assume it would work with the morphing thing, although it may be an abrupt change
A Viking Yeti Jul 03, 2004, 03:12 PM That's fine, I'm just glad you told me :D. Thanks very much, that should be very useful, and if I want a more smooth color change, I could try creating several models (each with gradually different colors). With the rotation, I was referring to the keyframe rotation (i.e. rotating a model and then taking shots of that from different angles via camera changes). Unfortunately, it only lets me rotate around one axis... To repeat myself, I'm sure it's right in my face, but apparently I can't find it :p.
Not to sound picky, but I still can't make any of these changes until I figure out how to make it render the explosion animation. Have any of you had this problem? Am I not allowed to rotate and exploded at the same time? Any help would be great...
Dease Jul 03, 2004, 03:52 PM Still not sure what you mean about the rotation, you can easily rotate around 3 axises separatley using the rotate tool in different windows ;)
as for the explosion first insert a light to where you want the explosion to be flag it as dummy and check attenuate. then insert a fireball postpro and set it to specefied light and choose the dummy you just made. Should work :D
A Viking Yeti Jul 03, 2004, 04:26 PM I'll try the rotation, I'm probably just doing something stupid.
As for the explosion, I can get the fireball postpro to work fine. It's the explosion effect (i.e. breaking the selected model into bits that move outward) that I am having trouble with. I "shattered" the model in the designer, saved that, and applied the explosion effect (to the previously working animation) via the actor properties (double-clicking the actor model)... After that, I tried to quick-render that and it just gave me a black screen. I tried to actually render it, and it 'did' it instantly, but only showed my previous rendering (before the explosion.eff was added). The output file showed the same result (i.e. my test .avi was my last, pre-explosion rendering). I have no idea why it's doing this, or how to fix it :(...
Dease Jul 03, 2004, 07:21 PM AHH the explosion effect :D I tried that for the death anim of my tank but I found it really bad cause it jsut took random verticies and pushed 'em outwards. Therefore I jsut used the morphing technique in my death anim (see sig for the example) and although being more work it came out better :D
If it is doing something abruptly then make sure quadratic morph is flagged
EDIT: Could someone PLEASE post some sort of explanaiton about how to make textures look good? when flag "surface" on the texture map options it never shows up!?!?!?! why not?!?!?! I'm force to use reflection at 70% which just looks wierd see attached image
http://www.civfanatics.net/uploads7/texturemess.gif
A Viking Yeti Jul 03, 2004, 09:14 PM I've yet to actually learn texturing in OpenFX, so I can't help with that. As for the model itself, it looks very nice indeed, I look forward to seeing the full version.
As for the explosion, I got the .efx to work with a bicycle model that came with OpenFX (kinda funny to see a bicycle exploded for no reason in what looks to be outer space, but the point is it rendered properly). Tomorrow I plan to redo the explosion animation entirely (with the .efx), and see if it works. My hope is that it was just a random occurance -seems to be most likely. The reason I want to use the .efx, is because it's a unit for the space armada thread, and those units more so dissolve than exploded...
BTW: when I try to implement the dissolve library, it tells me "Failed Library". Otherwise, I would've just used that.
Kenta'arka Jul 04, 2004, 02:50 AM Seems to me you two found out how to shatter a model to use the explosion anim? Could you please tell me? :)
Mr. Will Jul 04, 2004, 11:20 AM I have no idea what I'm doing...
I've finished a default animation for a simple practice model I made, but I have no idea how to get it from OpenFX to being able to open it in Flicster. Could someone post the steps?
Dease Jul 04, 2004, 11:49 AM This is the boring part, here's how I do it, there may be better ways -
assuming you've rendered your anim as a flc then use the flc to gif utility to convert your flcs into single frame gifs. Make sure the output folder is for the coresponding direction (N,E,SE ect...) (read the user manual for SBB if you need more info on file structure)
Then use a batch rename/convert tool to rename/convert (to bmp) the files so they're suitable for SBB (I use infranview use google if you want to find it).
Import then into SBB, do what you wish to them, then export the storyboard.
open the storyboard in an image editor that can convert to 256 colours and import palettes
Change the palette so that the main colours of your image are on it (this is why Pedit is very good). details of the position can be found a few pages back.
Apply the palette, use "match nearest colour" if it prompts you.
Make a new thingy in flicster, with all the correct details.
then replace the pcx it created with your storyboard (make sure it is named the smae as the one it;s replacing and is in pcx format)
Open the .FXM file in flicster and export the unit, you can change various things such as frame delay before.
If it's off-center then there are instructions I posted earlier on how to do that
PHEW! :crazyeye: , Hope that helps! :D
muffins Jul 05, 2004, 12:44 AM BTW: when I try to implement the dissolve library, it tells me "Failed Library". Otherwise, I would've just used that.
You can download something to fix that from the OpenFX website :D
muffins Jul 05, 2004, 01:00 AM Dease - textures
They're used in what seems to be an odd way in OpenFX but it's becomes clear why it's done that way after using it for a while.
I'm sure that you know this anyway - first insert a new map by clicking Attributes > Maps > Edit Maps. Select your texture then click 'Move' (on the left) OpenFX hangs the texture in space so all you have to do is move it :) You should see a big square with a little square, little circle and little triangle on three of the corners.
The little square lets you move the texture, the other two lets you rotate and scale the texture in space. Use all three to hang the texture in front of or behind your model (it doesn't even have to be near your model to work - it kinda works like a 'dropped sheet' ).
Click done. Now close the map window and select the object or polygons that you want to to be texturised. Click Attributes > Material Settings > Maps and then choose 'Set'. You then select the name of the texture you just moved. Click ok. Whack F12. You should now see a texture on your model :goodjob:
muffins Jul 05, 2004, 01:02 AM Oh ... make sure that when you set the map for your model, DON'T select decal.
muffins Jul 05, 2004, 01:11 AM This is the boring part, here's how I do it, there may be better ways -
assuming you've rendered your anim as a flc then use the flc to gif utility to convert your flcs into single frame gifs. Make sure the output folder is for the coresponding direction (N,E,SE ect...) (read the user manual for SBB if you need more info on file structure)
Then use a batch rename/convert tool to rename/convert (to bmp) the files so they're suitable for SBB (I use infranview use google if you want to find it).
Import then into SBB, do what you wish to them, then export the storyboard.
open the storyboard in an image editor that can convert to 256 colours and import palettes
Change the palette so that the main colours of your image are on it (this is why Pedit is very good). details of the position can be found a few pages back.
Apply the palette, use "match nearest colour" if it prompts you.
Make a new thingy in flicster, with all the correct details.
then replace the pcx it created with your storyboard (make sure it is named the smae as the one it;s replacing and is in pcx format)
Open the .FXM file in flicster and export the unit, you can change various things such as frame delay before.
If it's off-center then there are instructions I posted earlier on how to do that
PHEW! :crazyeye: , Hope that helps! :D
Odd way to do it. :p Why not just directly render to Bitmap frames? I just select a range of frames, select bitmaps and a civ-sized frame (with max anti-alising :D ) When OpenFX asks if you want to reset to an animation click no.
The problem with gifs is that they were designed to be used with simple graphics with few colours (like 256) and be able to be kept small in size. Bitmaps are perfect for high quality rendering.
muffins Jul 05, 2004, 01:28 AM Since I never come into this part of the forums, if anyone needs help just send me a private message :goodjob:
muffins Jul 05, 2004, 02:19 AM Sorry 'bout not gettin back to you earlier but I spent 6hours on my next unit and couldn't pull myself away to type ;)
Here's how I do the stuff you asked about, there may be better ways
Morphing - I don't bather using the insert morphing command, rather, I import a model. then in the designer, USING THE ORIGINAL make a second model but changed (DO NOT DELETE OR ADD ANY VERTICIES!!!) to what you want it to morph to. then, in the keyframer, go to the model one and split the costume into 2 parts, It will promp you to load a model. so load your second model, and flag quadratic in the open file thingy and then open it. That's how i morph :D
Rotate - If you mean to face different cameras then click any camera (using morpheus's template) and click "C", this activates that camera and the model now faces that way. If you mean just rotate the thing then use the "rotate" command on the right toolbar (or change the settings in the keyframer)
Colour - I never tried changing colours but I'd assume it would work with the morphing thing, although it may be an abrupt change
I've never tried that morph thingy ... what does it do? :)
muffins Jul 05, 2004, 02:33 AM I have fixed the x/y displacement pretty much by accident, this is how I did it in case someone wants to know.
1. open the Civ flc you created
2. go to export multiple flc files, it will give you something about might not being supported in future releases, just say yes
3. open the .ini that it just created (using notepad or whatever) and edit the x/y coordinates, x=60 and y=45 worked for me
4. (this is where i got stuck) open flicster and open the .ini (using flicster have to use that drop-down menu to choose all files) It will say do you want to combine all the .flcs, say yes.
5.Export as a civ flc and you're all done :D
I don't understand why people are having this problem at all.
You've all got your cameras pointing at a single 'target', yes?
Just move the target so it's like the pic below ... on the ground, right between the feet/wheels/tracks
Dease Jul 05, 2004, 10:28 AM Dease - textures
They're used in what seems to be an odd way in OpenFX but it's becomes clear why it's done that way after using it for a while.
I'm sure that you know this anyway - first insert a new map by clicking Attributes > Maps > Edit Maps. Select your texture then click 'Move' (on the left) OpenFX hangs the texture in space so all you have to do is move it :) You should see a big square with a little square, little circle and little triangle on three of the corners.
The little square lets you move the texture, the other two lets you rotate and scale the texture in space. Use all three to hang the texture in front of or behind your model (it doesn't even have to be near your model to work - it kinda works like a 'dropped sheet' ).
Click done. Now close the map window and select the object or polygons that you want to to be texturised. Click Attributes > Material Settings > Maps and then choose 'Set'. You then select the name of the texture you just moved. Click ok. Whack F12. You should now see a texture on your model :goodjob:
Thanks! :D I was trying to use "fixed-to" mapping but I'll try that technique since my results wern't that good :rolleyes:
As for the morph thingy it's possible to make several models of the same thing, alter each a bit import them into the animator have the first few frames be the first next second etc.... and the model will gradually morph into the next model :)
I don't understand why people are having this problem at all.
You've all got your cameras pointing at a single 'target', yes?
Just move the target so it's like the pic below ... on the ground, right between the feet/wheels/tracks
Yes, the targets are at the foot/middle of model but it may have to do with resizing the unit in SBB :confused:
BTW, was that pic in the animator? I can't seem to get it to view actual verticies but rather jsut the skeleton (or a pointless box if it's a model:();)
Also thanks for the tip about rendering to single frames, I wasn't sure what openfx would do if i said no to the animation thingy, it can be very unpredictable sometimes :mischief:
Dease Jul 05, 2004, 12:12 PM HEY wadda'ya know, I worked!:D:D:D atleast for the most part ;) whenever I hit the "lock" command when repositioning the axes (i have the verticies selected) it always says that "it may not be locked" or somthing to that effect. It wasn't a problem for my first 5 textures, but when I went to preview my 6th it wasn't there?!?! any ideas :confused:
A Viking Yeti Jul 05, 2004, 12:28 PM I finally got the rotation and the costume morphing to work (for the most part)... If you change the costume half way through, the colors will change gradually, but it worked on one model, and just scrambled the other... Maybe I had a different number of verticies. I still couldn't get the explode.efx to work, it doesn't seems to like rendering "shattered" objects :(. Oh well, I'll just cut 'em.
To "shatter", which might not work at all, though it could be my computer, just open the model in the designer, goto actions, seperate polygons. Although, they could be referring to something entirely different in the help files.
I've already downloaded the OpenFX plugins files, and installed it, and it still does that :(. Thanks anyway, though.
Neomega Jul 05, 2004, 03:35 PM Dease - textures
(it doesn't even have to be near your model to work - it kinda works like a 'dropped sheet' ).
Well I built a texture I was expecting to wrap, but it doesn't really work that way, (that I have discovered yet, anyways)
I would say it's more like a cookie cutter. It cuts out a chunk of your texture, and then assigns that shape to the other faces.
I'll write more when I figure out how to get it to texture wrap. :)
TheMorpheus Jul 05, 2004, 04:16 PM Nice to see so many modder's in a very helpful discussion :)
I hope someone will get the texture stuff working. I never textured my models in OpenFX, because I never understand it in detail, so that the result was very poor. I'm texturing my 3ds models with Milkshape and then I'm importing the 3ds model into OpenFX.
A Viking Yeti Jul 05, 2004, 04:48 PM I'm a bit confused... I thought anti-alising blended the borders of the rendering, and, if used in conjuction with the Civ 3, caused that halo effect. Yet muffins' method obviously works just fine (I haven't tried them in game, but I'm sure someone would've said something had they been flawed). Am I mistaken on the halo effect-thing, or is anti-alising something different?
Dease Jul 05, 2004, 04:51 PM Also, nevermind that problem in my previous post I fixed it :D (an image will soon be post in the preview thread)
But here's my short experience with textures-
At first (from muffins explanation) I thought that the rectangle thingy had to cover the whole area but that actually stretches the whole texture map, (and caused my previous problem. To fix this I made the rectangle thingy very small and used the "tiling" feature and every thing bacame much more detailed and looked really good :D
BTW, neomega, a shortcut for "select" is ctrl+s (I found it out by accident :)
Dease Jul 05, 2004, 04:53 PM I'm a bit confused... I thought anti-alising blended the borders of the rendering, and, if used in conjuction with the Civ 3, caused that halo effect. Yet muffins' method obviously works just fine (I haven't tried them in game, but I'm sure someone would've said something had they been flawed). Am I mistaken on the halo effect-thing, or is anti-alising something different?
that can easily be corrected by just having the magenta in the las two rows and NOWHERE else on the palette :D
A Viking Yeti Jul 05, 2004, 04:57 PM that can easily be corrected by just having the magenta in the las two rows and NOWHERE else on the palette :D
Oh, I see. Cool, I've been doing 'em without anti-alising, and they look considerably better with it.
Neomega Jul 05, 2004, 05:34 PM BTW, neomega, a shortcut for "select" is ctrl+s (I found it out by accident
Hmm, doesn't seem to be working for me... :(
Dease Jul 05, 2004, 05:56 PM Hmm, doesn't seem to be working for me... :(
Hmm, as I said I seemed to find it on accident. It doesn't seem to be working for me either seeing as that's the shortcut for save ;).
Well I dunno if I was on crack or something but I'm pretty sure there's one around the ctrl key and the s key :crazyeye: oh well
Mr. Will Jul 05, 2004, 06:32 PM I've gotten the storyboard to PSP8 but get stuck at the pallette stuff. Could y'all help me out? Where am I supposed to get the pallette from? I don't think I understand the pallette thing at all. I also can't figure out how to move joints on a skeleton.
Everything else in those steps was right on. Thanks for your help so far guys!
:goodjob:
muffins Jul 05, 2004, 06:53 PM Yes, the targets are at the foot/middle of model but it may have to do with resizing the unit in SBB :confused:
BTW, was that pic in the animator? I can't seem to get it to view actual verticies but rather jsut the skeleton (or a pointless box if it's a model:();)
You don't ever want to resize in SBB ... ever. You loose huge ammounts of image quality because SBB isn't a graphics prog. Steph even gives a warning about it in the readme.
Compare a frame that has been rendered directly from OpenFX at a civ-size (like 172x129 or whatever) with max anti-alising, with a frame that has been resized via SBB.
The first time I resized with SBB i went :aargh:
:D
muffins Jul 05, 2004, 07:02 PM I'm a bit confused... I thought anti-alising blended the borders of the rendering, and, if used in conjuction with the Civ 3, caused that halo effect. Yet muffins' method obviously works just fine (I haven't tried them in game, but I'm sure someone would've said something had they been flawed). Am I mistaken on the halo effect-thing, or is anti-alising something different?
There is a way around that (something I picked up from Kinboat when I was taking apart one of his units).
When you use PEdit to create a custom palette for your unit, put all the off-magenta pixels/colours that surround your unit into the shadow/haze part of your palette. This way they are invisible in-game (you try spotting a one pixel shadow in-game).
Not only will this allow you to create nicer looking anti-alising units, but it will also save your hours and hours of work cleaning up your frames in a graphics program :)
muffins Jul 05, 2004, 07:06 PM oops! ... sorry ... Dease already answered the halo question :)
muffins Jul 05, 2004, 07:20 PM I've gotten the storyboard to PSP8 but get stuck at the pallette stuff. Could y'all help me out? Where am I supposed to get the pallette from? I don't think I understand the pallette thing at all. I also can't figure out how to move joints on a skeleton.
Everything else in those steps was right on. Thanks for your help so far guys!
:goodjob:
Use FLICster to export a storyboard from an original (or any) civ3 unit. It will also export a palette. With PEdit you can open the palette and some of your animation frames (or even the entire post-SBB storyboard if you want) and just add all the colours that your using to the palette. You can even do a preview-test in PEdit to check if you've got all the colours :D
Save your custom palette (as a Jasc palette!)
Open up the blank .pcx storyboard that you exported from FLICster for your unit in PSP, then also open your bitmap storyboard with PSP (the one created with SBB).
Select your blank storyboard. Click Colours > Load Palette and load your newly created custom palette (you MUST click "maintain indexes" or you will be sorry :D ). Then do the same for the other storyboard (this time you click "nearest colour")
Now (with your bitmap storyboard selected) you hit Ctrl-C (copy), select your blank .pcx storyboard, hit Ctrl-E (paste as selection) and put the pic in your blank storyboard. You'll probably have to move your selection with the mover tool to get it positioned exactly.
Ctrl-D (deselect) and save. Now you can open up the .pcx storyboard with FLICster :D
muffins Jul 05, 2004, 07:26 PM This is what a palette looks like. The first 4 rows are for civ-colour but only the first one is useful. Put your civ-unit civ colour in the first row (and make sure that there are no similar colours elsewhere in your palette. Knock off the other three rows with a colour that you don't use (like lime green). The last row is for shadows and the next-to-last row is for haze/smoke. You want to put your ground shadow and anti-alising halo colours in there.
The last two colours in the bottom right MUST NOT BE CHANGED!!! :p The megenta is the invisible colour in-game and must not be duplicated elsewhare in your palette :D
muffins Jul 05, 2004, 07:38 PM @Dease - I donno what your viewing options are set on. The pic that I posted was of a deselected 'Robot' with a skeleton and not a 'model' (you can't pose a model so you insert it as a 'Robot' :D ). It might be that perhaps.
sourboy Jul 05, 2004, 09:05 PM When building a humanoid unit, should one add skeletal joints as they go - so they can animate attack/death later?
Dease Jul 06, 2004, 10:18 AM When building a humanoid unit, should one add skeletal joints as they go - so they can animate attack/death later?
I make the skeleton after completing the whole model so that I can be sure that all verticies are attached and so I won't have to redo it drastically if I have to change something.
@muffins - Why not change the second last colour in the palette? I did and nothing bad happened :confused:
For the storyboard, instead of copy and pasting the storyboard, I find it easier to just save over the one flicster created with the one from SBB, seems more efficient to me ;)
Attached is a pic of what my view is (it is a skeleton btw)
sourboy Jul 06, 2004, 03:41 PM So when I make a model, do I have to "fuse" points together, like in some programs (ie-leg fused to torso) or does the skeleton take care of that?
Or maybe someone has a human default model I could practice with?
rug_007 Jul 06, 2004, 04:10 PM I hate to be a sour puss, but i thought this forum was not for questions. Questions are only in the main creation forum. Thats what the rule is according to thunder. Or am i wrong because I only ask questions in the forum where it is allowed to do so.
sourboy Jul 06, 2004, 04:21 PM This forum is for tutorials & guides, yes. Any thread within this forum must contain one of those. In this thread, Morpheus wrote a tutorial or 2, and reserved the next 10 posts or so to add more tutorials later. After those initial posts, anyone who replies is allowed to ask questions regarding the tutorial. The rule applies to the initial post that starts the thread. Then it must stay on topic after that. :)
rug_007 Jul 06, 2004, 04:24 PM then why does thunder in the tutorial forum, third post from the top here say no questions. or am i mistaken, because i could have invited a hundred of my friends to ask me questions and keep on the main forum under creation.
Neomega Jul 06, 2004, 04:29 PM any kind of discussions are allowed under tutorial threads. But the threads in this section are not to be titles like"How do I get my transparency to work right in FLICster?"
Questions in tutorial threads are always allowed. But question threads are not allowed.
sourboy Jul 06, 2004, 04:30 PM That's right. Thunderfall is saying that no threads in the tutorial forum should be created with questions. The tutorial forum can only have threads that start with a tutorial. Once the thread is made, like this one - then people can ask questions regarding the tutorial. Any questions unrelated to a tutorial that was posted in the tutorial forum, must be asked in the general customization forum.
rug_007 Jul 06, 2004, 04:32 PM ok i misunderstood. now answer this please, why does somebody only appear on the main floor under customization when he adds a post, and then disappears when somebody else does the same. in other worlds if you keep adding posts the people in other forums will find you. if you dont add a post or people dont reply YOU DISAPPEAR
sourboy Jul 06, 2004, 04:35 PM This thread is for "OpenFX" - I will answer your questions by private messaging, okay?
rug_007 Jul 06, 2004, 04:36 PM well i say IT SUCKS answer that by private message
rug_007 Jul 06, 2004, 04:40 PM i am saying i am posting a tutorial with links and art, and people dont ask me questions because my stuff is not designed for questions, everytime somebody asks a question here you get knocked out of the box and disappear
Neomega Jul 06, 2004, 04:57 PM i am saying i am posting a tutorial with links and art, and people dont ask me questions because my stuff is not designed for questions, everytime somebody asks a |