View Full Version : Civ3FlcEdit - Civilization III animation viewer & editor


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Cyber Dreyk
Jun 15, 2004, 08:48 PM
Civ3FlcEdit is a powerful editor assigned to work with Civilization III FLC animation files.


Description
Civ3FlcEdit is a multi document MFC application.
It should perfectly work under Windows 9x, Windows 2000 and Windows XP. Nevertheless it was tested only under Windows XP therefore possible some unexpected errors and problems with Windows 9x.
This utility is not assigned to work with other (non Civ3) types of FLC files and will not correctly works with them.


Features
View Civ3 FLC files.
Create a C3F Storyboard – set of files (image, palette and C3F file).
Export FLC to Storyboard.
Import from 8/24 bits images to C3F Storyboard.
Open existent Storyboard.
Export Storyboard to FLC.
Change FLC and Storyboard palettes.
Easily import and export palette to/from several formats.
Copy selected screen area to clipboard or file.
Play animation with sound accompaniment.
Registry FLC and C3F file types – it allows opening files of these types by double-clicking and from command line.
'Zoom' feature to zoom in/out a single frame.

Civ3FlcEdit still work only with 32 bit color mode. Sorry guys! :(


Credits
Hearty thanks to James Healey AKA Jimmyh (http://forums.civfanatics.com/member.php?u=5478) for his great help!
Civ3Flc is never being done without his Civ3 Unit Editor utility and helpfully permission to use its source code.

I want to thanks Mike Breitkreutz (Lead Programmer of the FIRAXIS Games for information about internal structure of the FlicAnim format ("custom" FLC format used in the Civilization III).

Many thanks to all guys who have write to me, asked for new features and found bugs in the utility. The feedback is very important and I very appreciate for their help.

Also I want to tender thanks to Moeniir (http://forums.civfanatics.com/member.php?u=4015) for his FLICster (http://forums.civfanatics.com/showthread.php?s=&threadid=10208) (unfortunately, it still stay unfinished), Steph (http://forums.civfanatics.com/member.php?u=21262) for his SBB (http://forums.civfanatics.com/showthread.php?s=&threadid=42092) and SSS (http://forums.civfanatics.com/showthread.php?s=&threadid=84566) and Cyberbobjr (http://forums.civfanatics.com/member.php?u=20346) for his Flc2Gif (http://forums.civfanatics.com/showthread.php?s=&threadid=31847) .
These guys and they works inspired me to made own FLC viewer/editor. :)

Thanks a lot to all guys who've make new units and leader heads!
I hope that Civ3FlcEdit will help you with your great work!
Good luck, my friends!


Note: thread is closed, please withit the following thread:
Civ3MMToolkit - Civilization III Mode Makers Toolkit (http://forums.civfanatics.com/showthread.php?p=2728571#post2728571)


Civ3FlcEdit 3,0,7,90 is removed
Civ3FlcEdit & Civ3MM is removed


History

v.3,0,7,90 Jan 20, 2005
Added 'Ignore frame offset values (place frame to the top left corner)' option to the 'Options' dialog box (see 'Animation' sheet). This feature is allows to play FLC/C3F files without frame offset (requested by Drivebymaster). Note: in case this option is enabled 'Change Offset' tool is not working!
Added 'Custom Image' and 'Select Custom Image' features (see menu 'Background'). Now you can select any BMP, PCX, JPG, GIF, WMF or EMF file as background image.
Improved 'Copy to File' and 'Save Frame to File' features. Added JPG file format to "save as" list.
Fixed serious bug, reported by Dease: "Whenever I try and select a single direction for the animation to
play, the program freezes..."
Added 'Grid' feature (see menu 'Background'). Use it to easily offset changing.
Fixed bug with palette tables under Win 9x - no more "A required resource was" messages. Thaks to Dease! :)

v.3,0,6,85 Dec 23, 2004
Improved 'Import To Storyboard' feature.
Added preview for C3F files for Open File dialog.
Fixedbug with checking of the FLC & C3F file types registration.
Added 'Select colors from image' feature (in the 'Color Replace' dialog).
Added 'Palette' sheet in the 'Create a new Storyboard' and 'Export FLC to Storyboard' dialogs. All palette related information placed on this sheet now.
Added 'Get palette from file' option in 'Create a new Storyboard' dialog. This option allows to load palette from an external file and apply it to new Storyboard.
Added 'Make palette file (NAME.ext)' option in 'Create a new Storyboard' and 'Export FLC to Storyboard' dialogs. In case this option isn't selected, Storyboard will not has external palette file.
Added support for 24 bits per pixel Storyboards. Now you can export FLC to C3F or create new Storyboard with 8 or 24 bits color modes.
Added 'Make Default Storyboard palette file ('NAME_Default.ext')' option in 'Create a new Storyboard' and 'Export FLC to Storyboard' dialogs. This option is allows to save current Storyboard palette like civ-specified. This option is always selected in case 24-bits Storyboards because it’s needed to right conversion from 24 bits image to 8 bits with right palette.
Added 'Save Settings' option in 'Create a new Storyboard' dialog.
Improved 'Open Storyboard' functionality. Now it’s working much faster - in dozens of times! :)
Added 'Color Replace' (menu 'Tools') feature to easily change/replace palettes.
Features of the 'Color Replace':
-load civ-specified color palettes
-load palette from palette files (PAL, ACT)
-load palette from image files (BMP, PCX)
-load palette from FLC and C3F files
-select and replace color
-input color values manually
-replace a several colors at once (set first and last colors in palette to be replaced)
-move colors to up/down in the palette (select index 'From', index 'To', number of colors to be moved and direction)
-change colors brightness, contrast, hue and saturation for whole palette
Added 'Import To Storyboard' (menu 'File') feature to convert PCX/BMP files to C3F Storyboard.
Added 'Trim Frame Borders' option in the 'Export to Storyboard' dialog box. Now you can decrease frame sizes without decreasing of actual picture.
Added 'Show Preview' option in the 'Export to Storyboard' and 'Create a new Storyboard' dialogs. Now you can see approximated result of your manipulations with frame sizes and offsets.
Added 'Direction' menu items and toolbar buttons. Note: to customize toolbar buttons you should right click on toolbar and select 'Customize' option of popup menu.
Added 'Save Frame to File' (menu 'Tools') feature to save a single frame (only real size, not whole preview frame).
Added editbox to change delay values for 'Create a new Storyboard' and 'Export FLC to Storyboard' dialogs.
Increased size of animation preview frame to allow show full frames in case 240x240 animation (was 238X235).
Fixed bug with 'Offset' feature: changes saved only in case timer settings were changed.
Added 'Save' and 'Save As' options for C3F. Now in case C3F you can save changes of frame offset, frame delay and current palette.

v.2,0,5,58 Oct 27, 2004
Improved FLC->Storyboard conversion. Now increase/decrease operation results is much better!
Added 'Offset' feature to change frames X and Y offset. Look for it the 'Tools' menu.
Modified 'Save' and 'Save As' options. Now in case FLC you can save changes in frame offset, frame delay and current palette.
Added editbox to change delay values. Look for it a 'Delay' control of the Control Bar. Maximal delay value increased from 500 to 1000 ms.

v.2,0,4,56 Sep 23, 2004
Minor changes in installation and registration of file types.

v.2,0,4,55 Sep 22, 2004
Optimized source code, fixed minor bugs.
Fixed problems with accelerators (Ctrl+O, F5 etc).
Added 'Zoom' feature to zoom in/out a single frame.
Improved FLC->Storyboard conversion - now it's much more faster.
Removed status progress bar during create/open Storyboard (because of slacken speed and flics on Win9x).
Added fade of the app window instead of progress bar (for WinXP only).
Improved Control Bar. Now it has expandable control panels and vertical scrolling.
Added possibility to select last 32 colors during creation of a new Storyboard and FLC->Storyboard conversion ("Select Smoke/Shadows Colors Type (last 32 colors in palette)" option).
Fixed bug: when opening animation file by double-clicking opens a new application instance.
Fixed bug with creating a new Storyboard, reported by Dease.

v.2,0,3,50 Sep 10, 2004
First release.


Civ3Flc
Download Civ3Flc v.1,0,1,24 (540 Kb):
http://www.civfanatics.net/uploads7/Civ3Flc_1.0.1.24.zip

zulu9812
Jun 16, 2004, 03:34 AM
Will this be able to view civ colours without having to have Civ installed?

Cyber Dreyk
Jun 16, 2004, 04:07 AM
Will this be able to view civ colours without having to have Civ installed?
It won't be possible. Point is that Civ3Flc gets civ colors directly from "\Art\units\Palettes\*.pcx" files, the same as it happend in the game.
Therefore without installed Civilization you can view default palette only.

Jimmyh
Jun 16, 2004, 04:33 AM
Why not just supply the pcx files with the utility...

Or...

If civ3 is not installed just hard code some colour values in the utility.

P.S Great work on getting this utility up and running, can't wait to see it at the weekend.

Jimmy.

Drivebymaster
Jun 16, 2004, 01:57 PM
So this is like the FLICster? In that case can this program creat a flict that is too big for FLICster?

Cyber Dreyk
Jun 16, 2004, 08:31 PM
Why not just supply the pcx files with the utility...
Or...
If civ3 is not installed just hard code some colour values in the utility.

James, I don't think that it's too importaint. Why we need to include 32 (even such small) pcx files in the app or hard code 32 x 256 = 8192 colors? :)
I'm sure that we all have the Civilization installed on our PCs. ;)

Cyber Dreyk
Jun 16, 2004, 08:34 PM
So this is like the FLICster? In that case can this program creat a flict that is too big for FLICster?
No, FLICster is editor but Civ3Flc just viewer (at least now). It cannot modify and save flc files.
Moreower, it seems to me that Civ3 flc cannot be more than 240 x 240 pixels.

zulu9812
Jun 17, 2004, 04:48 AM
Please do think about this tool being able to view civ colours without having civ installed. Otherwise, I can't really think of any reason to use it over FLICster.

Drivebymaster
Jun 17, 2004, 01:15 PM
Cyber_Dreyk you need to implement this view to be able to save the flic as a BMP the back to a Flic. If that was implemented I would use the tool like crazy.

Cyber Dreyk
Jun 17, 2004, 08:25 PM
Please do think about this tool being able to view civ colours without having civ installed. Otherwise, I can't really think of any reason to use it over FLICster.
Well, it can be implemented. But in the next versions only. ;)
I really cannot understand why you need use the viewer without installed Civilization. :)
Nevertheless it's seems to me that Civ3Flc is more convenient to view FLC than FLICster. Moreover it can play leader heads... Whatever the case the user should decide which utility he will use. :)

Cyber Dreyk
Jun 17, 2004, 08:31 PM
Cyber_Dreyk you need to implement this view to be able to save the flic as a BMP the back to a Flic. If that was implemented I would use the tool like crazy.
It will be much more difficult than request with civ colors. :) But I'll think about it. Do you need to save FLC as BMP only? Maybe it's better to save them as PCX, like FLICster?
I know, what you'll answer! ;) "It's better to save them as BMP, PCX, GIF, JPG etc." :)

P.S. May be somebody have some other requests? Please, let me know and I promise to thinking about it.

zulu9812
Jun 18, 2004, 02:50 AM
Well, it can be implemented. But in the next versions only. ;)
I really cannot understand why you need use the viewer without installed Civilization. :)
Nevertheless it's seems to me that Civ3Flc is more convenient to view FLC than FLICster. Moreover it can play leader heads... Whatever the case the user should decide which utility he will use. :)

At the moment, I can use Quicktime to view unit & leaderhead flcs, just without civ-colours.

Drivebymaster
Jun 18, 2004, 01:45 PM
Ya my Quicktime can view flics but not edit them or save them as something else.

Cyber Dreyk
Jun 20, 2004, 10:03 PM
At the moment, I can use Quicktime to view unit & leaderhead flcs, just without civ-colours.

Ya my Quicktime can view flics but not edit them or save them as something else.

Well, I see... I'll try to improve the Civ3Flc to make it more useful for you. ;)

zulu9812
Jun 21, 2004, 03:15 AM
Thank you :)

zulu9812
Jun 23, 2004, 03:33 AM
Many thanks for the update :)

Ekmek
Jun 23, 2004, 10:39 AM
Any chance you can help with converting FLCs to sprites and vice versa?

http://apolyton.net/forums/showthread.php?s=&postid=3059171#post3059171

Aluminium
Jun 23, 2004, 05:37 PM
Cool new prog Dreyk! But there is a problem with the consuming of memory and CPU capacity. It raises the memory, if you load new FLCs in the same window. After some views I was over 700 mb.

For the civ-colors: Several people have edited the civ-color palettes. Who on earth wants 2 pink Civs in game? ;) So my question is could you make a third option, which let you select the pallette directory by hand?

Another question: Do you plan a Alfa blending for 16 colors? Its because my unit shadows look a bit odd. :cry:

Cyber Dreyk
Jun 23, 2004, 09:39 PM
Any chance you can help with converting FLCs to sprites and vice versa?

I'm afraid - not yet. :(
But I have planes about smth. like it in the nearest future.

I have sent to you a private message - hope, it can help you...

Cyber Dreyk
Jun 23, 2004, 09:49 PM
Cool new prog Dreyk!
Thank you, Aluminium, for your approval and founded bug! :)

Cool new prog Dreyk! But there is a problem with the consuming of memory and CPU capacity. It raises the memory, if you load new FLCs in the same window. After some views I was over 700 mb.
Actually I have not many time to make all necessary tests. I'll fix this memory leak in the next version.

For the civ-colors: Several people have edited the civ-color palettes. Who on earth wants 2 pink Civs in game? ;) So my question is could you make a third option, which let you select the pallette directory by hand?
Well, it's possible. Please, waiting for the next updates... ;)

Another question: Do you plan a Alfa blending for 16 colors? Its because my unit shadows look a bit odd. :cry:
I still not investigated this point yet. But I'll thinking about it too.

zulu9812
Jun 24, 2004, 02:28 AM
I get an error - says it can't find GraphicsX.dll

Cyber Dreyk
Jun 24, 2004, 04:12 AM
I get an error - says it can't find GraphicsX.dll
Well, as I said, the Civ3Flc v.1,0,0,22 needs Civ3Flc v.1,0,0,20 (http://www.civfanatics.net/uploads7/Civ3Flc_1.0.0.20.zip) & DLLs for Civ3MM v.1,0 (http://www.civfanatics.net/uploads7/Civ3MM_DLL.zip ) already installed.
Point is that all these utilities using the same set of the DLLs, including GraphicsX.dll. During installation required DLLs copied to the system folder, you can looks at log files to see all list of the copied DLLs (these files should be placed in the same folder where Civ3Flc or Civ3MM were installed).

zulu9812
Jun 24, 2004, 05:48 AM
Well, I have Civ3MM installed, and I installed Civ3 FLc 1.0 first,a nd then extracted the exe from the latest version zip to the install folder.

EDIT: never mind, just reinstalled Civ3 MM, works now, dunno what happened,

Drivebymaster
Jun 24, 2004, 01:27 PM
Hey not meaning to thread jack Cyber could you make or try to make a saved game editor that takes the towns and units with it?

Sorry again for a little thread jacking

Cyber Dreyk
Jun 24, 2004, 09:18 PM
Hey not meaning to thread jack Cyber could you make or try to make a saved game editor that takes the towns and units with it?

Sorry again for a little thread jacking
Sorry, but I have not so much free time to make tree applications at once (Civ3MM, Civ3Flc and Civ3SavedGameEditor). ;)

Drivebymaster
Jun 25, 2004, 09:10 AM
poop but thats ok

Oni
Jun 26, 2004, 02:20 AM
James, I don't think that it's too importaint. Why we need to include 32 (even such small) pcx files in the app or hard code 32 x 256 = 8192 colors? :)
I'm sure that we all have the Civilization installed on our PCs. ;)

I am out of the country and do not have my Civ with... But it works great! It is so cool :goodjob:

Now I am scoping out the cool leaderheads I want to use when I get back home.... Which is a while yet... I have been having serious withdrawls :cry:

Cyber Dreyk
Jun 27, 2004, 08:38 PM
I am out of the country and do not have my Civ with... But it works great! It is so cool :goodjob:

I'm very glad that Civ3Flc is useful for you!
Thanks to zulu9812 for his suggestion. :)

jimmygeo
Jun 28, 2004, 01:30 PM
WOW!! Dreyk, I thought Flicster was wonderful, but this program of yours really rocks. I especially like the ability to pause and re-start the anims and to have it linked to the .flc files. I just played with it for an hour after intalling. BTW, the installation was super easy, a model for anyone who puts their stuff up on this site for d/ling. Thank a million!

jimmygeo

Cyber Dreyk
Jun 28, 2004, 08:12 PM
Thank a million!
Thank you!
I'm very glad to see that my utility has success. :)

My friends!
Please, write to me any problems, occurred with Civ3Flc and your suggestions how improve this app and which features will be useful.

Drivebymaster
Jun 29, 2004, 12:15 PM
Dreyk could you possibly make the program kinda like flicster. But make it to where it can view the ICBM launch or where it can view a 100x450 or which ever way makes it tall.

Cyber Dreyk
Jun 29, 2004, 08:39 PM
Dreyk could you possibly make the program kinda like flicster. But make it to where it can view the ICBM launch or where it can view a 100x450 or which ever way makes it tall.
I have planes to do FLC->BMP/PCX and BMP/PCX->FLC converter, like FLICster.
But I still don't know how to write FLC and there are many other small and big problems on this way. So, I'm not sure that it will be made soon... :(
It would be great if Mr.FLICster or somebody else share source code with useful information about it. :) Unfortunately, Moeniir didn’t answer my private message… :(

But in any case I don't see reasons to make 100x450 FLC viewer. Point is that Civ3Flc designed for Civilization III FLC files and they are no more than 240x240 pixels.

Aluminium
Jun 30, 2004, 06:03 PM
It would be great if Mr.FLICster or somebody else share source code with useful information about it. :) Unfortunately, Moeniir didn’t answer my private message… :(
His profil says, that he was not here since summer 2002. Did you try the email address in the Flicster Readme.txt?

Corn Shucker
Jun 30, 2004, 07:13 PM
Thanks for makeing this (dont know how long its been around) lol but im downloading it now, im sure i can put it to good use!!!

Cyber Dreyk
Jun 30, 2004, 08:36 PM
His profil says, that he was not here since summer 2002. Did you try the email address in the Flicster Readme.txt?
Good idea! I'll try it... :)

Drivebymaster
Jul 01, 2004, 10:51 AM
Sounds like Moeniir has a life around something other than Civ3

zulu9812
Jul 02, 2004, 03:23 PM
I did have 1.0.2.22 installed, and no matter what civ colour I tried to set it to, it keep going back to default. I then upgraded to 1.0.1.24 and the whole civilization colour bit is greyed out.

Aluminium
Jul 03, 2004, 09:08 PM
Спасибо!!! Thank you for the update! The shadow is looking excellent now. :goodjob:

Cyber Dreyk
Jul 04, 2004, 08:03 PM
I did have 1.0.2.22 installed, and no matter what civ colour I tried to set it to, it keep going back to default. I then upgraded to 1.0.1.24 and the whole civilization colour bit is greyed out.
Please, tell me in detail about your current settings: which type of "Civilizations' Palettes" option are you using?
I mean:
1. Load Palette from the Game files
2. Load Palette from application resources
3. Load Palette from predefined folder
Is it happend with all these settings or only one?
And one note: palette settings is not working with leader heads, only with units animation.

Is somebody having the similar problems?

Cyber Dreyk
Jul 04, 2004, 08:08 PM
Спасибо!!! Thank you for the update! The shadow is looking excellent now. :goodjob:
Wow! It's a big surprise for me that you know the Russian language! :)
I'm glad that you are satisfied with last update.

zulu9812
Jul 05, 2004, 02:55 AM
Please, tell me in detail about your current settings: which type of "Civilizations' Palettes" option are you using?
I mean:
1. Load Palette from the Game files
2. Load Palette from application resources
3. Load Palette from predefined folder
Is it happend with all these settings or only one?
And one note: palette settings is not working with leader heads, only with units animation.

Is somebody having the similar problems?

Aah, I thought that this tool automatically had civ-colours built into it. It actually displayes civ colours on my computer with civ installed, but not on the computer without civ installed. I didn't realise you had to select it from inside the program manually. Sorry.

Cyber Dreyk
Jul 05, 2004, 04:05 AM
Aah, I thought that this tool automatically had civ-colours built into it. It actually displayes civ colours on my computer with civ installed, but not on the computer without civ installed. I didn't realise you had to select it from inside the program manually. Sorry.
Don't mention it. :)

Cyber Dreyk
Jul 05, 2004, 08:04 PM
Unfortunately, I cannot contact with Moeniir. :(
His e-mail is wrong - my letter was returned with message that it is not exist...

Somebody know, how to contact with Moeniir?
Or, maybe, somebody know how to write FLC files and ready to share with me??? ;)
Please, let me know!

Drivebymaster
Jul 06, 2004, 11:43 AM
I don't but this flc viewer is much better than having to load up FLICster then find the file but now I just double click on the file now that is much better.

I think moeniir has just got rid of his old e-mail because he was probably getting to many letters or the bad thing is he could have gotten into a car wreck and maybe died, but that is possible but.....hey it is one of many things why he isn't answering his e-mail.

rewclaus
Jul 06, 2004, 02:51 PM
So this program allows me to edit flc files? So I could create my own leaderheads if I wanted with this program?

rewclaus
Jul 06, 2004, 03:03 PM
So can I edit flc files and save them to my computer with this program? Lic unit animations and leaderheads... :confused:


-sorry for having the same kind of message twice :p

Aluminium
Jul 06, 2004, 07:36 PM
Unfortunately, I cannot contact with Moeniir. :(
His e-mail is wrong - my letter was returned with message that it is not exist...

Somebody know, how to contact with Moeniir?
Or, maybe, somebody know how to write FLC files and ready to share with me??? ;)
Please, let me know!
If you have not yet, you could try the other contact options in his CFC user profil.

In the Flicster thread (http://forums.civfanatics.com/showthread.php?t=10208) he said, that he used the informations about standard FLC from this website (http://www.compuphase.com/flic.htm) and about CIV3 FLC form Firaxis. It seems an other CFC user (SWB) had it first and posted it (here?). Why not contact this SWB guy too.

Cyber Dreyk
Jul 06, 2004, 08:19 PM
...he could have gotten into a car wreck and maybe died, but that is possible but...
I really hope that you are mistaken and Moeniir still alive! :)

Cyber Dreyk
Jul 06, 2004, 08:28 PM
So this program allows me to edit flc files? So I could create my own leaderheads if I wanted with this program?
Now you can edit a palette but not edit FLC yet... :(
But in case I'll find how to save FLC... then maybe.
In that case will be possible to convert FLC to storyboard and/or create FLC from storyboard. Anyway you will need to use an external program to edit the storyboard...

Cyber Dreyk
Jul 06, 2004, 08:34 PM
If you have not yet, you could try the other contact options in his CFC user profil.

In the Flicster thread (http://forums.civfanatics.com/showthread.php?t=10208) he said, that he used the informations about standard FLC from this website (http://www.compuphase.com/flic.htm) and about CIV3 FLC form Firaxis. It seems an other CFC user (SWB) had it first and posted it (here?). Why not contact this SWB guy too.
You can believe me - I have tried all possible ways to contact with Moeniir. ;)
And I looked at web to find how it's possible to save FLC. No results... :(
I have already used information from the site from you link - it's very useful, but...
Maybe Steph know how to solve my problem. I'll ask him.

subbss
Jul 11, 2004, 05:18 PM
I hope you don't mind if I :bump: this.

Any news on this? I really like the program as it is but it would be infinitly even more helpful if you could save a PCX as a FLC or visa versa.

Who wrote Flic2Gif? Maybe they could help you to figure out the translation of flic?

BTW, I use this program for the civ3 leaderheads so that's one of the great reasons why it's better than FLICster!

Cyber Dreyk
Jul 11, 2004, 07:57 PM
Any news on this? I really like the program as it is but it would be infinitly even more helpful if you could save a PCX as a FLC or visa versa.
I'm working on it right now... :)


Who wrote Flic2Gif? Maybe they could help you to figure out the translation of flic?
Good idea. Some time ago I have tried to ask him, but without result. Maybe, second attempt will be more lucky. :)

frekk
Jul 12, 2004, 12:26 AM
I cannot get it to work - it will preview the flics (I guess the first image in the storyboard) but when I go to open them and play it says they are an unsupported format - I'm using latest version with DLLs installed, what is the problem?

Cyber Dreyk
Jul 12, 2004, 01:38 AM
I cannot get it to work - it will preview the flics (I guess the first image in the storyboard) but when I go to open them and play it says they are an unsupported format - I'm using latest version with DLLs installed, what is the problem?
Simple you are trying to open non - civilization 3 FLC. :)
All units and leaderheads are opening without any problems, but in case you want to open any other FLCs' you can get a problems with it.

frekk
Jul 12, 2004, 08:44 PM
No, I was opening civ 3 unit flc's. I found that it will work, actually, but only for files that are in the civ3 folders. I was trying to run it from a temporary folder where I wanted to check things out and decide whether to keep them or not. So I just moved that folder to the civ3 folders, and it works now .. sort of ...

There is another problem I am having now, though. All the unit shots are kind of messed up with big vertical yellow lines, I can hardly see the unit.

Example:

http://img27.exs.cx/img27/7640/Clipboard.jpg

That is the Enkidu Warrior default flc, not a unit mod or anything but the official unit from C3C. All of the others are the same.

Cyber Dreyk
Jul 12, 2004, 11:18 PM
No, I was opening civ 3 unit flc's. I found that it will work, actually, but only for files that are in the civ3 folders. I was trying to run it from a temporary folder where I wanted to check things out and decide whether to keep them or not. So I just moved that folder to the civ3 folders, and it works now .. sort of ...
Actually, you can play FLCs' without installed Civ3. File playcement has not any importance.



There is another problem I am having now, though. All the unit shots are kind of messed up with big vertical yellow lines, I can hardly see the unit.
That is the Enkidu Warrior default flc, not a unit mod or anything but the official unit from C3C. All of the others are the same.
It's very strange to me. I don't know, why Civ3Flc is not correctly working on your PC. :( On my PC everything is all right... Sorry, I don't know how to help you with this problem... :(

P.S. In case somebody have the similar problems, please let me know.

frekk
Jul 13, 2004, 03:25 AM
It's a mystery to me too .. FLICster works, but this looks a bit better (primarily file association seems to work, big drawback there with FLICster for me and really inconvenient) - I really wish I could get it to go right!
Running a sort of old computer with not very good video card, maybe that is it? I would think though that it is something else since Civ runs fine.

Cyber Dreyk
Jul 13, 2004, 07:54 PM
It's a mystery to me too .. FLICster works, but this looks a bit better (primarily file association seems to work, big drawback there with FLICster for me and really inconvenient) - I really wish I could get it to go right!
Running a sort of old computer with not very good video card, maybe that is it? I would think though that it is something else since Civ runs fine.
Well, let’s try to understand what's wrong.
Can you tell me about your PC: video card (name, how much memory it has etc), OS version, RAM?
Also which version of the DirectX you have (I guess don't less than 8). ;)
In principle, in case you can play Civ3 on your PC, it should be quite powerful for Civ3Flc too.
Most likely, the problem is in your video card. Civ3Flc uses DirectX to play animation and possible your card isn't 100% compatible with it. From other hand, Civ3 uses DirectX too... :sad:
Really, it's a mystery... :rolleyes:

Then, what version of the Civ3Flc you have installed? Maybe if you'll reinstall it will work... :confused:

frenchman
Jul 14, 2004, 12:51 AM
:thanx: a lot for this very useful programm !! I like it and use it even for my personnal work than to have a look to the others creations of this forum !!
:clap:

Cyber Dreyk
Jul 14, 2004, 01:41 AM
Thank you, frenchman! :)

The Great Apple
Jul 17, 2004, 03:41 PM
The backgrounds are great for testing out smoke... but... there seems to be something wrong. The transparency seems a bit over the top. I tried opening the rifleman flc, and, correct me if I'm wrong, but I'm sure there used to be more smoke there?

EDIT: Now I'm not so sure

Cyber Dreyk
Jul 18, 2004, 08:20 PM
The transparency seems a bit over the top. I tried opening the rifleman flc, and, correct me if I'm wrong, but I'm sure there used to be more smoke there?
Possible, you are right. I don't know exactly values of smoke and shadow transparency. Therefore I have used aproximated values for them...

Mr. Will
Jul 28, 2004, 11:23 AM
It seems I have a problem here...
Is my version corrupted? It just stopped working one day and would only show me things like this...

Cyber Dreyk
Aug 01, 2004, 08:39 PM
It seems I have a problem here...
Is my version corrupted? It just stopped working one day and would only show me things like this...
It's seems to me you have the same problem as frekk (http://forums.civfanatics.com/member.php?u=32894)... :(
I really don't know, what happend with your Civ3Flc. Possible, you have installed some new software and part of used DLL's in the system folder were rewrited? You can try to reinstall Civ3Flc or/and remove it from registry (HKEY_CURRENT_USER\Software\Cyber Dreyk\Civ3Flc). Maybe it will help you...

Mr. Will
Aug 02, 2004, 10:28 AM
I tried reinstalling but not re-registering...
How do you get to the registry?

Cyber Dreyk
Aug 02, 2004, 08:11 PM
I tried reinstalling but not re-registering...
How do you get to the registry?
You can make this: Click 'Start' on the left of the task bar then select 'Run...' You'll see a 'Run' dialog box. Type 'regedit' (without quotes) and press OK. Now you will see 'Registry Editor' - you can find necessary registry key and then delete it.
Note: be careful with this editor - don't delete some necessary info. ;)

Can you tell me - is Civ3Flc worked fine and in one fine day it broke?
And one more - which Windows version are you using?
I just want to understand what happened with Civ3Flc... :confused:

Mr. Will
Aug 03, 2004, 10:17 AM
Correct, I was using it and it worked fine. (I really liked being able to click units and see them as opposed to finding them with FLICster.) I could even open things right out of .zip's and .rar's and it would display it perfectly. One day, it just stopped working for no apparent reason. I have re-installed it and gotten the update to no avail. I miss Civ3Flc. Anyway, I have XP. I hope we can figure it out! I'm going to mess with my registry soon.

Mr. Will
Aug 03, 2004, 10:22 AM
No, it didn't work. I deleted everythin, edited the registry, reinstalled everything (even the .dlls.), but it still shows me weird pictures. Is there a specific place the .dlls have to be?

GVBN
Aug 03, 2004, 10:39 AM
I have the same problem if I'm using 16bit colors
Try 32bit colors, it should fix it

Mr. Will
Aug 03, 2004, 02:45 PM
Whaddya know, it works! Thank you GVBN!
Cyber Dreyk - You might want to tell Frekk about this.

Cyber Dreyk
Aug 03, 2004, 08:03 PM
I have the same problem if I'm using 16bit colors
Try 32bit colors, it should fix it
Thank you, GVBN and Mr.Will!

When I have switched to 16 bit colors I get the same problem too.
It's very interesting... I'll try to fix it. :crazyeye:

Cyber Dreyk
Aug 03, 2004, 08:09 PM
Is there a specific place the .dlls have to be?
All necessary DLLs are placed in the system directory (Windows/system32 for XP). You can look for their list in a log file, which should be placed in the same directory as Civ3Flc or Civ3MM (in case you have it installed on your PC). It's name InstallLog_DLL.txt

aaglo
Aug 04, 2004, 01:20 AM
Oh my goodness. This is a great program :D

Thanks a lot. (now I can wiev different units at work too :D )

Cyber Dreyk
Aug 04, 2004, 07:59 PM
Oh my goodness. This is a great program :D

Thanks a lot. (now I can wiev different units at work too :D )
Thanks a lot to you, for your wonderful units! :)

Dease
Aug 13, 2004, 01:58 PM
This is great! I especially like how you can change the background to the civ grassland, it helps alot with testing transparency :goodjob:

one suggestion though, could you make it work in 16bit colour? my computer doesn't like 32 bit for some reason :hmm:

Cyber Dreyk
Aug 13, 2004, 09:33 PM
one suggestion though, could you make it work in 16bit colour? my computer doesn't like 32 bit for some reason :hmm:
I'll try to do it, but don't sure how. Point is that now Civ3Flc using 32 bit colors for alfablending.

Cyber Dreyk
Aug 13, 2004, 09:42 PM
Last news! ;)
I have already finished export FLC to PCX/BMP storyiboard and import from storyboard to animation.
Now I almost finished saving animation data to FLC. As soon as it will be done, Civ3Flc evaluating from FLC viewer to editor like FLICster. :)
I hope it will be done in September.

Aluminium
Aug 14, 2004, 07:19 PM
:worship:
Hurray!!! Flicster have to retire soon. That means no more "Ghost pixel" bug and unexpected crashes... I hope ;)

Dease
Aug 14, 2004, 08:28 PM
Last news! ;)
I have already finished export FLC to PCX/BMP storyiboard and import from storyboard to animation.
Now I almost finished saving animation data to FLC. As soon as it will be done, Civ3Flc evaluating from FLC viewer to editor like FLICster. :)
I hope it will be done in September.

If you don't mind I'd like to make some humble requests for features in this new utility :)

the list is basically a what-I-don't-like-'bout-FLICster list in no particular order (except for # 1&2) -
1. have the x/y offsets editable right in the utility, no exporting editing and combining. and have it previewable in the viewer part (with one tile kinda highlighted)
2. remember the last folder opened :mad:
3. able to open multiple .flc's at once, or even better, open all .flcs in subfolders (only have to select the folder and they all open :) )
4. have a better system for importing the pcx files to make into a flc. For example, you could open the just the storyboard in the utility, it would automatically detect the settings (frames size, # ....) then you could do the normal things and export it (no dealing with a .fxm file anymore)
EDIT: 5. have it work in 16 bit colour

That's all I can think of right now, if I think of anymore I'll post them :)

The Great Apple
Aug 24, 2004, 04:25 AM
If you don't mind I'd like to make some humble requests for features in this new utility :)

the list is basically a what-I-don't-like-'bout-FLICster list in no particular order (except for # 1&2) -
1. have the x/y offsets editable right in the utility, no exporting editing and combining. and have it previewable in the viewer part (with one tile kinda highlighted)
2. remember the last folder opened :mad:
3. able to open multiple .flc's at once, or even better, open all .flcs in subfolders (only have to select the folder and they all open :) )
4. have a better system for importing the pcx files to make into a flc. For example, you could open the just the storyboard in the utility, it would automatically detect the settings (frames size, # ....) then you could do the normal things and export it (no dealing with a .fxm file anymore)
EDIT: 5. have it work in 16 bit colour

A trim frame button would be nice. I hate seeing large expances of pink around my units, so maybe something which would trim the frame size so the last non transparent pixel is at each edge (while keeping centering right...)

And I agree with 1-5 as well. If I'm not mistaken Civ 3 runs in 16 but colour, and it means I can't view .flcs while playing...

Cyber Dreyk
Aug 24, 2004, 08:28 PM
Thank you, Dease and The Great Apple!
I'll analyse all your requests and try to implement them in release.

I very appreciate for your advices - it's impossible to make good utility without feedback. :)

Dease
Aug 29, 2004, 07:46 PM
This suggestion may be a bit hard to do but I'll request it anyway ;)

7. The ability to play custom sounds as the animation plays, this would help deteriming the frame delay needed to make the animation "in-tune" with the sounds.

Drivebymaster
Aug 29, 2004, 07:58 PM
That is a DAMN good idea please Cyber do it.

8. Also get the flic viewer to open INI files and tracks all of the flics down

Cyber Dreyk
Aug 29, 2004, 08:23 PM
Points 7 and 8 - the good ideas, I like it!
I promise to make it. Maybe not in the first release, but I'll make it obligatory.

Cyber Dreyk
Aug 29, 2004, 08:27 PM
Good news!
Last week I have finished function to save FLC files and made FLC->Storyboard->FLC conversion! :)
Now I should make code optimization and add some necessary features. After I can release an early beta of FLC editor.

rmontaruli
Aug 31, 2004, 10:10 AM
Does not run correctly :-(

Win 98 SE
Civ3 (standard version) installed on C:\Games\Civ3
Civ3Flc (version 24) installed on C:\Games\Civ3\Civ3Flc
Civ3MM installed on C:\Games\Civ3\Civ3MM

I run Civ3Flc. It starts.
I try to open a .flc file from units directory (i.e. ArcherRun.flc)

It shows me a corrupted icon. I can guess it has a shape like the archer, but it is not clear.

What i noticed is that ArcherRun.flc is composed of 96 frame!!!
Is that number correct?
Or may be the program does read badly this 96 and computes 96 frames?

Other flc seems to have more frames than i guessed.

rmontaruli
Aug 31, 2004, 10:17 AM
Don't ever mind!
I've found the answer.

My problem was the same described by Mr. Will (who posted the image).
And the solution is written a few messages later: change display to 32 bit!

I switched to 32 bit and now it works fine!

Cyber Dreyk
Sep 10, 2004, 12:15 PM
Hi, guys!
I have uploaded Civ3FlcEdit application. :)
Enjoy it!

The Great Apple
Sep 10, 2004, 12:29 PM
Hi, guys!
I have uploaded Civ3FlcEdit application. :)
Enjoy it!
ACE!

Ummm.... there are a few things I've noticed so far...

When repeating the sounds, it quickly gets out of sync, even if the sound length is the same as the animation time. One one play through it works excelently!

The select civ colour box behaves odly when the animation is running. If you try to change the colour the selected bit keeps snapping back to the orignal colour.

I haven't actually tried the editing tools, but I will certainly use it for my next unit :D

:goodjob:

Now all we need is something to do our palettes for us...

EDIT: This is REALLY cool (I just needed to add that!)

Cyber Dreyk
Sep 10, 2004, 12:43 PM
ACE!

Ummm.... there are a few things I've noticed so far...

When repeating the sounds, it quickly gets out of sync, even if the sound length is the same as the animation time. One one play through it works excelently!

The select civ colour box behaves odly when the animation is running. If you try to change the colour the selected bit keeps snapping back to the orignal colour.

I haven't actually tried the editing tools, but I will certainly use it for my next unit :D

:goodjob:

EDIT: This is REALLY cool (I just needed to add that!)
Wow!
I just uploaded the utility and you have already sent first reply! :)
Fantastic feedback! :)

The Great Apple
Sep 10, 2004, 12:47 PM
Wow!
I just uploaded the utility and you have already sent first reply! :)
Fantastic feedback! :)
Well, I got an email notifcation from MSN in the corner, so I checked it out :)

It turns out the sound is rather odd. It appears that it plays when you press the play button. That may not sound odd, but surely it would make more sense to wait untill the animation started before playing the sound, rather than having to click at the start of the animation?

What I mean is: You press the play button, and the next time the animation loops to the start, the sound starts.

Dease
Sep 10, 2004, 02:36 PM
Ah yes, finally flicster shall have to retire :D
one thing I noticed regarding offsets, they can only be changed when you create a new file, that's no very useful, since I have no idea what the offsets should be until I load it up ;)

A suggestion - could you make it able to open 24bit storyboards, then load a custom palette in the actual program, doing it in PSP sometimes crashes my comp :(

anyway, thanks for the great util :D, it will be very useful.

Aluminium
Sep 10, 2004, 06:43 PM
Thank you very much, Dreyk!!! Finally, an alternative for Flicster! :thanx:

Dease is right with the Offsets. Also a center-point mask would be useful.

A suggestion - could you make it able to open 24bit storyboards, then load a custom palette in the actual program, doing it in PSP sometimes crashes my comp That's odd. Do you use a Windows 9x?

The Great Apple
Sep 11, 2004, 07:27 AM
One more request... how about the ability to zoom in. I just found myself hitting the "+" key cos I wanted to see exactly what the animation was doing.

Ummm. How about a new thread for the update - as it is, at first glance, you can't see that the utility can edit .flcs (or maybe ask a mod to change the title). I think this utility has gone fairly un-noticed so far...

Dease
Sep 11, 2004, 06:41 PM
That's odd. Do you use a Windows 9x?
Yep, win98, I think it crashes cause my computer isn't very powerful, and applying a palette to a file ~15mb is a bit job ;)

Anyways, I've got a storyboard all made using SBB now I want to try this out, but I can't, when I hit create, it doesn't create anything! :confused:
anyone able to help me?

Cyber Dreyk
Sep 12, 2004, 08:57 PM
About "sound tool".
Well, it was last feature which I have added so it still not thought-out.
Here a few words about this feature.
Play Sound - on/off sound. In case this check box is unchecked sound is not playing at all.
Autoplay (WAV) - In case this check box selected sound will playing when "Play" button clicked (animation started) and stopped when "Pause", "Stop" etc. were clicked. In case checkbox is unchecked you can play sound only if clicking on the "Play" button on the "Sound" area.
I'll look for improvements of Sound feature... :)

One more request... how about the ability to zoom in. I just found myself hitting the "+" key cos I wanted to see exactly what the animation was doing.
What do you mean? In case zoom in whole animation when FLC file is playing - I doubt that it's possible. In case zoom in a single frame, for example click on "Zoom In" button and current frame will show in a separate dialog window - it's possible.

Ummm. How about a new thread for the update - as it is, at first glance, you can't see that the utility can edit .flcs (or maybe ask a mod to change the title). I think this utility has gone fairly un-noticed so far...
It is a good idea to change thread title. I'll ask moderator for it. :)

The Great Apple
Sep 13, 2004, 07:41 AM
About "sound tool".
What do you mean? In case zoom in whole animation when FLC file is playing - I doubt that it's possible. In case zoom in a single frame, for example click on "Zoom In" button and current frame will show in a separate dialog window - it's possible. Well I was thinking zoom in while the animaition was playing - like you can with animated gifs in WinXP. I don't think single frame zoom would be too usefull.

Dease
Sep 13, 2004, 02:20 PM
so.... has anyone been able to actually make a unit with this? It doesn't seem to work for me :confused:

Aluminium
Sep 13, 2004, 07:31 PM
There is a problem with the alpha-colors. The exported storyboard has gray scales as alpha-colors. That's not useful for the editing in a graphic program. It would be the best to have the original palette in the exported SB.

There is a bug too. After the export of a SB some of the gray alpha-colors lose theirs palette indexes. I think this happens if hues with lower index numbers have the same RGB value like hues from your alpha-color setting.

Perhaps you could include a additional export option for alpha-color settings. This should work like the civ-color menu and the principle is the same.

Cyber Dreyk
Sep 13, 2004, 07:56 PM
Well I was thinking zoom in while the animaition was playing - like you can with animated gifs in WinXP. I don't think single frame zoom would be too usefull.
Well, it possible, but is not useful. Point is that such zooming is too long, especially in case big FLC files, such leader heads or BarlogDeath.flc etc.

Cyber Dreyk
Sep 13, 2004, 08:05 PM
so.... has anyone been able to actually make a unit with this? It doesn't seem to work for me :confused:
What do you mean? What the problem is?
Try this: open a FLC file, then click File->Export to Storyboard. You'll see the "Export FLC to Storyboard" dialog box. You can change any settings or click "Export" right away. After FLC will be converted to Storyboard you'll asked to open Storyboard - click "OK". After you'll see a new Storyboard. Select File->Export to FLC and select target path. After FLC will be created you'll asked again - to open FLC file.
In case you'll see a new FLC - all right, otherwise - please let me know. :)

Dease
Sep 13, 2004, 08:27 PM
What do you mean? What the problem is?
Try this: open a FLC file, then click File->Export to Storyboard. You'll see the "Export FLC to Storyboard" dialog box. You can change any settings or click "Export" right away. After FLC will be converted to Storyboard you'll asked to open Storyboard - click "OK". After you'll see a new Storyboard. Select File->Export to FLC and select target path. After FLC will be created you'll asked again - to open FLC file.
In case you'll see a new FLC - all right, otherwise - please let me know. :)
Anyways, I've got a storyboard all made using SBB now I want to try this out, but I can't, when I hit create, it doesn't create anything! :confused:
anyone able to help me?
^^^is my problem

I tried your method and it worked, although it was very inefficient, it took probably 5mins on my comp to export and then load the new storyboard.
Im just confused as to why the "create new storyboard" doesn't seem to work :confused:

Here's how I think the system should work -
-open up the util, find your storyboard you just created from SBB
-open the storyboard, the program detects all the settings and such (frame size, count, etc..)
-the storyboard will still be 24bit(can be 256colours also) then you can apply a palette to the anim in the program(saves having to open 2 diff programs).
-have a x/y offset adjuster thing that automatically updates the anim in the viewer, as well as all the other normal things
-export as a civ3 flic

Cyber Dreyk
Sep 13, 2004, 08:48 PM
There is a problem with the alpha-colors. The exported storyboard has gray scales as alpha-colors. That's not useful for the editing in a graphic program. It would be the best to have the original palette in the exported SB.

There is a bug too. After the export of a SB some of the gray alpha-colors lose theirs palette indexes. I think this happens if hues with lower index numbers have the same RGB value like hues from your alpha-color setting.

Perhaps you could include a additional export option for alpha-color settings. This should work like the civ-color menu and the principle is the same.
Now last 32 colors in the Storyboard's palette replaces (you can see RGB values in the bottom). The original FLC palette storing separately in palette file with selected type (PAL or ACT). When Storyboard converting back to FLC this original palette will replace Storyboard's palette.
Why I did thus:
At first of all, algorithm which I have using to save and load palette isn’t allowing to use several indexes with the same RGB values. Otherwise all shadow and smoke palette indexes are lost (see the picture below).
Actually, I don’t know how to avoid it… :(
From the other hand it seems to me more useful to work with different shadow/smoke colors than with the same red color for all 32 indexes.
Now the last 32 colors have constant values and I think that they are not too frequently occurring in other palette’s indexes. In case you’ll not using them in other indexes all should working fine.
Maybe it’s better to change values of the last 32 colors with gradations of pink? It will not so visually as with gradations of gray but such colors more infrequent.

Guys! Let discuss this point. I’ll analyze all your suggestions.

RGB values of the last 32 palette indexes:

SMOKE:
#224 - 191, 191, 191;
#225 - 195, 195, 195;
#226- 200, 200, 200;
#227 - 204, 204, 204;
#228- 208, 208, 208;
#229- 212, 212, 212;
#230 - 217, 217, 217;
#231- 221, 221, 221;
#232 - 225, 225, 225;
#233 - 229, 229, 229;
#234 - 234, 234, 234;
#235 - 238, 238, 238;
#236 - 242, 242, 242;
#237 - 246, 246, 246;
#238 - 251, 251, 251;
#239 - 255, 255, 255;

SHADOW:
#240 - 0, 0, 0;
#241 - 13, 13, 13;
#242 - 26, 26, 26;
#243 - 38, 38, 38;
#244 - 51, 51, 51;
#245 - 64, 64, 64;
#246 - 77, 77, 77;
#247 - 90, 90, 90;
#248 - 102, 102, 102;
#249 - 115, 115, 115;
#250 - 128, 128, 128;
#251 - 141, 141, 141;
#252 - 154, 154, 154;
#253 - 166, 166, 166;
#254 - 179, 179, 179;
#255 - 192, 192, 192;
#256 - 255, 0, 255. // transparent color

Cyber Dreyk
Sep 13, 2004, 09:24 PM
I tried your method and it worked, although it was very inefficient, it took probably 5mins on my comp to export and then load the new storyboard.
Yes, FLC->Storyboard conversion and opening of a Storyboard file is too slow. :blush: I have tried to optimize code but cannot make it fastest :rolleyes: - function which gets color of the current image pixel take 90% of processing time.
But 5 minutes! Probable, you have really slow PC... :confused: On my PC BalrogDeath.flc converting to Storyboard in 14 seconds and BalrogDeath.c3f opening in 40 seconds (P4 2,4 GHz). :scan: Which PC do you have?

Im just confused as to why the "create new storyboard" doesn't seem to work :confused:
I have tried to create a new Storyboard - all right. What exactly happend in your case? :confused:
Click File->New Storyboard and click "OK" button of the "Create a new Storyboard" dialog. After Storyboard will be created you can edit it then open in Civ3FlcEdit and convert it to FLC.

Here's how I think the system should work -
-open up the util, find your storyboard you just created from SBB
-open the storyboard, the program detects all the settings and such (frame size, count, etc..)
-the storyboard will still be 24bit(can be 256colours also) then you can apply a palette to the anim in the program(saves having to open 2 diff programs).
-have a x/y offset adjuster thing that automatically updates the anim in the viewer, as well as all the other normal things
-export as a civ3 flic
Do you mean that Civ3FlcEdit should has possibility to import Steph's SBB storyboard files? It's interesting! I'll thinking about it.

Dease
Sep 13, 2004, 10:06 PM
I have a P3 733mhz, 384 mb ram, win 98 computer ;)
I was also enlarging it to the max(to see how it handled it) so that would added to it.

when I click create nothing happens :confused:, it doesn't create anything :(

yep, importing steph's storyboards would make my like a helluva lot easier :D


Speaking of limits, is the 240 size limit hardcoded into civ or did you just copy flicster? I remember reading that moeniir just made the limits to reduce file sizes. it'd be cool if you could get rid of the limits, then we could have units taking up the whole screen :evil:

RE: shades of magenta:
not totally sure I understand what you're asking but,
why not just use whatever the unit palette is?

Cyber Dreyk
Sep 14, 2004, 01:23 AM
when I click create nothing happens :confused:, it doesn't create anything :(
I have tried to make it on Win98 and have the same result. Point is that I have WinXP and don’t test it with Win9x...
Well, I just fixed this bug – look for a new update. Meanwhile you can use ‘Load Palette from application resources’ option of the ‘Options’ dialog box to prevent this problem.
Thank you for reporting the problem! :D


yep, importing steph's storyboards would make my like a helluva lot easier :D
Ok, I’ll try to make it. Hope that Steph will help me it… :)
Actually, I have already given FLC read & write source code to Steph. Possible, he’ll make a new version of SSB in the nearest feature.


Speaking of limits, is the 240 size limit hardcoded into civ or did you just copy flicster? I remember reading that moeniir just made the limits to reduce file sizes. it'd be cool if you could get rid of the limits, then we could have units taking up the whole screen :evil:
Maximal size of units is 240x240 pixels and I don’t think that somebody needs more than this limit. :)


RE: shades of magenta:
not totally sure I understand what you're asking but,
why not just use whatever the unit palette is?
Because most of units has last 32 colors with RGB(255, 0, 0) i.e. red and they are gets mixed up during FLC->C3F->FLC conversions.
Therefore I need to set unique RGB values for the last 32 colors to prevent any problems with shadows and smokes.

vingrjoe
Sep 14, 2004, 05:53 PM
I just wanted to say thank you for making this great Flic tool. I have been using Flicster for a long time and never had any problems until I started using a 240x240 resolution. I then started having the ghost pixel bug. Help for that bug or any bugs with Flicster was scarce. Thank you for making what appears to be a solid utility so far. This type of Flic tool was long over due.

Aluminium
Sep 15, 2004, 12:09 AM
Maybe it’s better to change values of the last 32 colors with gradations of pink? It will not so visually as with gradations of gray but such colors more infrequent.

Guys! Let discuss this point. I’ll analyze all your suggestions.

I thought you could handle it like the first 64 colors (civ-colors). There could be a directory with some files. Each of these have a settings included. Just like the /Palette/ directory of CIV3. In the export options of Civ3FlcEdit is an additional drop-down menu, which let you select the setting. The standard option should be the palette of the original unit.

Also a good feature would be the export with the current set background color.

Here is a suggestion for the last 32 colors as gradations of pink:

SMOKE:
#224 - 255 1 255
#225 - 255 7 255
#226 - 255 25 255
#227 - 255 44 255
#228 - 255 63 255
#229 - 255 81 255
#230 - 255 100 255
#231 - 255 118 255
#232 - 255 137 255
#233 - 255 155 255
#234 - 255 174 255
#235 - 255 192 255
#236 - 255 211 255
#237 - 255 230 255
#238 - 255 248 255
#239 - 255 253 255

SHADOW:
#240 - 1 0 1
#241 - 7 0 7
#242 - 25 0 25
#243 - 44 0 44
#244 - 63 0 63
#245 - 81 0 81
#246 - 100 0 100
#247 - 118 0 118
#248 - 137 0 137
#249 - 155 0 155
#250 - 174 0 174
#251 - 192 0 192
#252 - 211 0 211
#253 - 230 0 230
#254 - 248 0 248
#255 - 255 0 255


This is Kinboats popular setting:

0 255 0
0 255 0
255 19 255
255 26 255
255 61 255
255 83 255
255 112 255
255 138 255
255 165 255
255 182 255
255 199 255
255 217 255
255 231 255
0 255 0
0 255 0
0 255 0
23 0 23
48 0 48
60 0 60
78 0 78
96 0 96
112 0 112
134 0 134
149 0 149
163 0 163
174 0 174
191 0 191
209 0 209
222 0 222
238 0 238
0 255 0
255 0 255

It don't use index 224,255,237,238,239,254 but has proved to work good for units created with Poser.

Cyber Dreyk
Sep 15, 2004, 01:11 AM
I just wanted to say thank you for making this great Flic tool. I have been using Flicster for a long time and never had any problems until I started using a 240x240 resolution. I then started having the ghost pixel bug. Help for that bug or any bugs with Flicster was scarce. Thank you for making what appears to be a solid utility so far. This type of Flic tool was long over due.
Thank you!
Hope that I'll have enough time and patience to make this utility really useful. ;)
It still has many bugs and design deficiency... :rolleyes:

Cyber Dreyk
Sep 15, 2004, 01:26 AM
I thought you could handle it like the first 64 colors (civ-colors). There could be a directory with some files. Each of these have a settings included. Just like the /Palette/ directory of CIV3. In the export options of Civ3FlcEdit is an additional drop-down menu, which let you select the setting. The standard option should be the palette of the original unit.

Also a good feature would be the export with the current set background color.
Good Idea! Thank you for advice! :)
Well, I can make the following:
- add an option to the new/export dialogs, like 'Select Last 32 colors'
- here will be choice to select
1. last 32 colors from current unit's palette
2. hardcoded 32 colors
3. select palette file and import last 32 colors from it

Then user will have possibility to stay with current palette, set hardcoded or select his favorite palette.
It seems to me that is enough. :crazyeye:

Guys, lets discuss about hardcoded palette for last 32 colors!
In case you are agree, I'll keep current palette with gradients of grey.
Otherwise let’s vote for any other colors, like offered by Aluminium, or any other.

Dease
Sep 15, 2004, 08:09 PM
a small suggestion,
when double-clicking an animation to view it, it always opens up a new viewer, could you make it so that it opens them in the same viewer.? :)

Cyber Dreyk
Sep 15, 2004, 08:17 PM
a small suggestion,
when double-clicking an animation to view it, it always opens up a new viewer, could you make it so that it opens them in the same viewer.? :)
Yes, I have drawn attention to this 'bug' too. Will try to fix it. :)

LAW_FREAK
Sep 18, 2004, 09:07 PM
Hey Cybe Dreyk this is a great utility. I proud o see its the first utility I've made a 1/2 ok animation. The only thing you may want to consider is the ability to convert to .gif on your utility.

Thanks

Cyber Dreyk
Sep 19, 2004, 08:28 PM
Hey Cybe Dreyk this is a great utility. I proud o see its the first utility I've made a 1/2 ok animation. The only thing you may want to consider is the ability to convert to .gif on your utility.

Thanks
I'll thinking about FLC->GIF->FLC conversion. But at first I should finish scheduled features... ;)

subbss
Sep 19, 2004, 10:44 PM
I'll thinking about FLC->GIF->FLC conversion.
Yes! Please do this, that would be really cool. I don't know how to make units yet so I mostly use this utility for grphic filetype conversions and FLC->GIF->FLC would be great!

Cyber Dreyk
Sep 20, 2004, 11:42 PM
The only thing you may want to consider is the ability to convert to .gif on your utility.
Sorry, guys!
It seems impossible. :(
Point is that using of GIF format require a separate patent license directly from Unisys Corporation for LZW compression... Of course I have not such license. :(

subbss
Sep 21, 2004, 08:06 AM
It doesn't anymore:
http://www.w3.org/QA/Tips/png-gif[/url] ]One of the issues surrounding the GIF format is that the LZW algorithm was protected in the USA by a patent held by the company Unisys. The Unisys LZW patent expired in the USA on June 20, 2003. LZW patents are expired in Canada, France, Italy, Germany, the United Kingdom, and Japan.

Cyber Dreyk
Sep 21, 2004, 08:04 PM
It doesn't anymore:
Well, good news! :)
I'll thinking about it again! ;)

Midnight Piper
Sep 22, 2004, 04:29 PM
Running into an odd glitch with this latest version. Everything works fine with 2.0.3.50, but the moment I install 2.0.4.55, then select a .flc (or try to open Civ3Flc) I get this:

CIV3FL~1.EXE - Entry Point Not Found
The Procedure entry point ?Render@CGraphXImage@@QAEXPAVCDC@@VCReact@@I@Z could not be located in the dynamic link library MFCaids.dll

I can open .flc files by opening Civ3FlcEdit and using the 'open' option, but automatic file association appears disabled along with access to Civ3Flc. When I reinstall the older version, functionality returns. Installation process repeated three times wth identical results.

An error on my side, or a bug?

Cyber Dreyk
Sep 22, 2004, 09:17 PM
Running into an odd glitch with this latest version. Everything works fine with 2.0.3.50, but the moment I install 2.0.4.55, then select a .flc (or try to open Civ3Flc) I get this:

CIV3FL~1.EXE - Entry Point Not Found
The Procedure entry point ?Render@CGraphXImage@@QAEXPAVCDC@@VCReact@@I@Z could not be located in the dynamic link library MFCaids.dll
It looks like I have added an old version of the MFCaids.dll in the last installation. :(
I'll check it this evening...
To prevent this message try to uncheck 'Preview' check button on the 'Open File' dialog box.

I can open .flc files by opening Civ3FlcEdit and using the 'open' option, but automatic file association appears disabled along with access to Civ3Flc. When I reinstall the older version, functionality returns. Installation process repeated three times wth identical results.
To reassociate FLC and C3F file types with Civ3FlcEdit you can make the following:
Start the app, open 'Options' dialog box, switch to the 'Document' sheet and uncheck the 'Associate the file types with Civ3FlcEdit application' option. Then click 'Apply' button, check the option again and click 'OK'.

wangyushi
Sep 24, 2004, 06:22 AM
Is it a bug? Thanks.

Dease
Sep 24, 2004, 11:30 AM
Is it a bug? Thanks.
I think that's caused by opening it in 16bit, change to 32bit and it should work (i think)
IIRC mr will had the same problem on page 4 so check there if 32 bit doesn't work :)

wangyushi
Sep 24, 2004, 09:38 PM
Yeah, it's OK. Thank you again!

Aluminium
Sep 25, 2004, 01:15 AM
Thanks for the new version! But you should post an info, if make a update. ;)

Neomega
Sep 26, 2004, 12:06 AM
http://forums.civfanatics.com/showthread.php?t=84833&page=28&pp=20

post 557, thought you might like to see my semi-scientific experiment results for alpha palette entries.

I believe my palette for my JumpRAV in the units section, has the essential alpha blends in the StormRAV_HAIL and StormRAV_PLASMAWAVE files.

I haven't evne tried this util yet, because I just saw this thread about 15 minutes ago. It look interesting, but I am afraid of change.

Cyber Dreyk
Sep 26, 2004, 08:15 PM
But you should post an info, if make a update. ;)
Thank you for reminder! I'll make it now... ;)

Cyber Dreyk
Sep 27, 2004, 08:58 AM
post 557, thought you might like to see my semi-scientific experiment results for alpha palette entries.

Your semi-scientific experiment is impressive! :)
Do you know right alpha-blending values for last 32 colors?


I haven't evne tried this util yet, because I just saw this thread about 15 minutes ago. It look interesting, but I am afraid of change.
Don't be afraid - just test it! ;)

Dease
Sep 27, 2004, 10:20 AM
Your semi-scientific experiment is impressive! :)
Do you know right alpha-blending values for last 32 colors?
I'm pretty sure he uses PS so those are the last two rows for PSP :)

Neomega
Sep 27, 2004, 11:56 AM
Your semi-scientific experiment is impressive! :)
Do you know right alpha-blending values for last 32 colors?


I made a rough estimate palette, but the values matched many of the last 16 colors... so I saw no reason to use them. Only 20, 25 and 28 added white.... the other ones added black. I don't have th epalette any more... allthough the palette I use now doesn't have "actual" values. I figured it was more important to have a varied 3 values to cover all the possible values from glow effects.

Aluminium
Sep 27, 2004, 08:12 PM
Do you know right alpha-blending values for last 32 colors?
I have used Neomega's images to making average colors of the alpha-blending for the smoke. The first row shows the smoke mixed with the green background in the correct order. The green line is the average color of the background. Perhaps, we could use it to find the alpha-blending values.

Here in the PSP order (224-239):
http://www.civfanatics.net/uploads8/Alu__alpha-blending_01_PSP.gif


and for the PS user (17-32):
http://www.civfanatics.net/uploads8/Alu__alpha-blending_01_PS.gif

Cyber Dreyk
Sep 28, 2004, 01:49 AM
I have used Neomega's images to making average colors of the alpha-blending for the smoke. The first row shows the smoke mixed with the green background in the correct order. The green line is the average color of the background. Perhaps, we could use it to find the alpha-blending values.
Yes, it's possible. Maybe you can do it - I almost have not free time? :)

Bungus
Oct 01, 2004, 10:18 PM
Thanks for the good utility, I like its ease of use. I've found a problem though, with shrinking units. When reduced in size or proportion, lines or splotches of random, changing, rainbow-colored pixels appear on the unit. I was trying this with a few of kinboats units, and got the same results every time. Do you think you'd be able to correct this bug?

The Great Apple
Oct 09, 2004, 03:24 AM
Ummm. I've reinstalled on a new PC, and now I'm having troubles with the .dlls. I used the .dll installer file, and I've checked my /windows/sytem32 folder, and the 2 .dlls are there. At first I was having trouble with grapx.dll, but for some reason that one went away, and now it doesn't like MFCaids.dll

"The procedure entry point ?IsPageExpanded@CrollupCtrl@@QAEHH@Z could not be located in the dynamic link library MFCaids.dll"

Any chance you could post, or email me the two .dlls separatly? I've tried installing the file from the zip about 5 times...

Cyber Dreyk
Oct 10, 2004, 08:24 PM
Ummm. I've reinstalled on a new PC, and now I'm having troubles with the .dlls. I used the .dll installer file, and I've checked my /windows/sytem32 folder, and the 2 .dlls are there. At first I was having trouble with grapx.dll, but for some reason that one went away, and now it doesn't like MFCaids.dll

"The procedure entry point ?IsPageExpanded@CrollupCtrl@@QAEHH@Z could not be located in the dynamic link library MFCaids.dll"

Any chance you could post, or email me the two .dlls separatly? I've tried installing the file from the zip about 5 times...
Please, try the following: at first, install the DLL's pack and then install last version of the Civ3FlcEdit. In case it will not help - download the last version of the MFCaids: http://www.civfanatics.net/uploads8/MFCaids_1.0.1.36.zip and replace the DLL from your system folder.
Good luck!

Bungus
Oct 10, 2004, 09:31 PM
any chance that you'll be modifying Civ3flcedit to be able to shrink units, Cyber Dreyk?

Cyber Dreyk
Oct 11, 2004, 01:58 AM
any chance that you'll be modifying Civ3flcedit to be able to shrink units, Cyber Dreyk?
Well, I should like to make it, but don't know when.
Now it's possible, but result is ugly... :(
You can check it - "Proportionally resize image according to new frame sizes" option of the "Export FLC" dialog allow to make units smaller.

Bungus
Oct 11, 2004, 02:44 AM
Yes, that still causes funny pixel splotches to appear. Scaling units up in size works fine for the most part (I've only had problems once or twice, and if you limit the amount you scale up to 5-10 pixels, it works fine). Its a shame it doesn't work as well with scaling units down; it really is a thousand times easier than using that Storyboard editor, which I have yet to figure out.

Drivebymaster
Oct 13, 2004, 03:49 PM
Cyber could you make the viewer possibly view flics bigger than 240x240? Because I have a bunch of flics that are bigger because they are nice anims.

And is it possible to go bigger on Flic editor size such as 120x300?

Cyber Dreyk
Oct 17, 2004, 09:41 PM
Cyber could you make the viewer possibly view flics bigger than 240x240? Because I have a bunch of flics that are bigger because they are nice anims.

And is it possible to go bigger on Flic editor size such as 120x300?

Sorry, Drivebymaster!

Now 240x240 limit is hardcoded. I'll need to make too much changes to make it work with 120x300 etc. Moreover, this size limit is hardcoded for custom flic format, which used by Civilization III - all unit FLC have "Original" sizes 240x240 and leader heads animation 200x240.
In case real size is smaller, using offset. For example, worker has frame sizes 50x51 and offset 93x80.

Steph
Oct 23, 2004, 01:14 AM
Is there a way to change the offset to recenter the unit?

I see we can do it when creating a new storyboard, but can it be done after?

Cyber Dreyk
Oct 24, 2004, 09:22 PM
Is there a way to change the offset to recenter the unit?

I see we can do it when creating a new storyboard, but can it be done after?
Yes, Steph.
You should open a FLC, then select "Export to Storyboard" and change offset in the "Frame Settings" sheet. Certainly, after you should convert Storyboard back to the FLC.

Dease
Oct 25, 2004, 09:28 PM
would it be possible to havetwo boxes to insert the offsets?

Steph
Oct 26, 2004, 02:00 AM
Well, the solution isn't perfect.

When you want to recenter a unit, it means export (take times) and import back (take time also).
Isn't it possible to simply change the offset, see it immediately on screen in the preview (so we can check if the unit is correctly centered) and then save it when it's OK?
Alos, would it be possible to draw a "target" in the preview, as I did for the munit editor of SBB? It would help to check if the unit is centered correctly without testing it in game.

Last think, when you open a FLC, change the delay and save, the delay isn't saved. You need to export to storyboard, reimport, re export to FLC.

Cyber Dreyk
Oct 26, 2004, 03:06 AM
Well, the solution isn't perfect.

When you want to recenter a unit, it means export (take times) and import back (take time also).
Isn't it possible to simply change the offset, see it immediately on screen in the preview (so we can check if the unit is correctly centered) and then save it when it's OK?
Alos, would it be possible to draw a "target" in the preview, as I did for the munit editor of SBB? It would help to check if the unit is centered correctly without testing it in game.

Last think, when you open a FLC, change the delay and save, the delay isn't saved. You need to export to storyboard, reimport, re export to FLC.
Thank you for the good advices, I'll go to implement them right now.

Cyber Dreyk
Oct 26, 2004, 03:08 AM
would it be possible to havetwo boxes to insert the offsets?
Sorry, Dease! What did you mean?

Dease
Oct 26, 2004, 02:18 PM
Isn't it possible to simply change the offset, see it immediately on screen in the preview (so we can check if the unit is correctly centered) and then save it when it's OK?

That's what I meant, with just having a place to type in your x offset and one for your y offset, I was just in a rush so I couldn't explain in detail ;)

Cyber Dreyk
Oct 27, 2004, 03:05 AM
Hi, all!
I just uploaded a new version - 2,0,5,58.

I have tried to fix some problems and implement new features, which were requested by some guys.

Hope that now the utility a more useful. :D

In case you have any good ideas how to improve the Civ3FlcEdit - you are welcome!

The Great Apple
Oct 27, 2004, 06:00 AM
Hi, all!
I just uploaded a new version - 2,0,5,58.

I have tried to fix some problems and implement new features, which were requested by some guys.

Hope that now the utility a more useful. :D

In case you have any good ideas how to improve the Civ3FlcEdit - you are welcome!
Great! I love patches.

One thing that would speed up the whole process, and I think somebody meantioned earlier, would be to be able to load palletted storyboard files, without having to input the values. It would be amazing if all you had to do was render, use SBB to make a storyboard, pallette the storeyboard, and load the storyboard straight to .flc. At the moment you have to remember the individual settings for each storyboard, and it takes a while to sort them all out every time.

Cyber Dreyk
Oct 27, 2004, 08:28 PM
One thing that would speed up the whole process, and I think somebody meantioned earlier, would be to be able to load palletted storyboard files, without having to input the values. It would be amazing if all you had to do was render, use SBB to make a storyboard, pallette the storeyboard, and load the storyboard straight to .flc. At the moment you have to remember the individual settings for each storyboard, and it takes a while to sort them all out every time.
I have thought about SBB - Civ3Flc compability, but it seems to me too many problems to make it.
At first, as I know, SBB uses 24bit bitmaps, but Civ3Flc just 8bit. The problem is I don't know, how to convert 24 to 8 and place all colors to the necessary palette indexes. I mean, first 64 colors must be civ-specified and last 32 - for shadows and smokes.
The second problem is I really need 3 files for storyboard.
1st - BMP or PCX file, properly speaking the storyboard;
2d - palette file, I need it to implement original palette for storyboard (which has own RGB values for last 32 colors);
3d - C3F file, the small file with the following structure:
Type Name Size Description
BYTE Name[64]; 64 Image file name
WORD Width; 2 Image width
WORD Height; 2 Image height
BYTE FrmWidth; 1 Frame width
BYTE FrmHeight; 1 Frame height
BYTE FrmCount; 1 Frames per direction
BYTE DirCount; 1 Directions number
WORD Delay; 2 Frame delay (ms)
BYTE XOffset; 1 Left offset
BYTE YOffset; 1 Top offset
BYTE FileType; 1 File type
BYTE PalType; 1 Palette type
BYTE LeaderHead; 1 Animation type (unit or leaderhead)
Total size: 79 bytes.
Without this information I cannot make right loading of storyboard.

P.S. Guys, I have a question! Please, explain me how convert SBB storyboard to FLC? I have got a 24bit bitmap and need to make a FLC file, but don't know, how... :( Can you help me?

Steph
Oct 28, 2004, 01:52 AM
I think what "The Great Apple" asks would be to create a storyboard with SBB, change the palette to 256 colors, save as a PCX, and then to be able to use this storyboard directly, you could read the palette from it, you don't need an external file.
Regarding the C3F file Image Width, Image height, Frame width, Frame height, can be deduced directly from the file. You would have an "open storyboard" in two steps : first ask for file name, then ask for nb of frames and nb of direction, ask if we use an external palette, .
Then, use default offset and delays, and let the user change it to his liking on the fly.
In SBB, I only ask for the name and nb of frame, and then it's automatic.

Steph
Oct 28, 2004, 01:49 PM
I can't find the offset in the tools menu?

Flamegrape
Oct 30, 2004, 02:45 PM
I'm getting this error when I run the program:

The procedure entry point ?CaptureArea@GRAPHX@@SAHPAUstruct_LEAD_Bitmap@Grap hXnamespace@@@Z count not be located in the dynamic link library GraphX.dll

Cyber Dreyk
Oct 31, 2004, 08:23 PM
I think what "The Great Apple" asks would be to create a storyboard with SBB, change the palette to 256 colors, save as a PCX, and then to be able to use this storyboard directly, you could read the palette from it, you don't need an external file.
Regarding the C3F file Image Width, Image height, Frame width, Frame height, can be deduced directly from the file. You would have an "open storyboard" in two steps : first ask for file name, then ask for nb of frames and nb of direction, ask if we use an external palette, .
Then, use default offset and delays, and let the user change it to his liking on the fly.
In SBB, I only ask for the name and nb of frame, and then it's automatic.
Well, good idea. I can make such options like "Import from SBB".
But I still don't understand, how to convert 24bit storyboard to 8bit and make all colors be placed on the needed index positions. How do you make it?
I can start to make this feature as soon I'll know how to make such color conversion.

I can't find the offset in the tools menu?
You should load a FLC first. Then you'll see the "Change Offset" menu options in the "Tools" menu.
If it's needed, I can implement the same feature for C3F.

Cyber Dreyk
Oct 31, 2004, 08:26 PM
I'm getting this error when I run the program:

The procedure entry point ?CaptureArea@GRAPHX@@SAHPAUstruct_LEAD_Bitmap@Grap hXnamespace@@@Z count not be located in the dynamic link library GraphX.dll
You have an old version of the GraphX.DLL
The DLL from previous installation of the Civ3FlcEdit should works fine (v.2,0,0,5).

Dease
Oct 31, 2004, 09:12 PM
Well, good idea. I can make such options like "Import from SBB".
But I still don't understand, how to convert 24bit storyboard to 8bit and make all colors be placed on the needed index positions. How do you make it?
I can start to make this feature as soon I'll know how to make such color conversion.

Ok, here's how I do it using FLICster, hope it helps :)

open the SBB generated storyboard in a good paint program (like PSP or PS)
apply the palette with "match nearest colour" option selected so it looks good (the palette is made by the unit makers, no need for you to worry about that)
generate a new .fxm file with the correct data (#of frames, size etc...)
replace the filcster generated storyboard with my storyboard I made
open up flicster, adjust the frame delay,
export to civ3 flic
then I check to see if it's centered
if not, then i have to export each flc to 8 seperate flcs shich generates an INI file in which I edit the offsets until it's all centered

instead of replacing the flicster gereated storyboard, it would be good if you could open up the paletted storyboard, the program detecs all the specs (or you could just have us tell the program, like steph said). Then in the program, before exporting to a civ flc, you could adjust the offsets :)

Steph
Nov 01, 2004, 12:11 AM
It's not possible to get all the info frm the story board itself. With the storybaord size and the nb of frames / direction, you can get the frame size.
Pb is with the width only, several nb of frames are possible. You can ind the most likely one by analyzing the first line, and stopping when the color is,ot the background (it means you are on the line, and thus have reached the limit of the frame).

I'm currently working on a tool, integrated in SSS animation editor, that will be able to take a true color bimap and turn it into a 256 colr bmp, compatible with civIII. It will not be 100 % automatic, and it will probably not work in all the case.
For instance, the civ color MUST be blue for now.

Cyber Dreyk
Nov 01, 2004, 01:42 AM
Thank you, guys!
I'll try to follow the Dease's advice.
Steph, when your update will be released?

Meanwhile, I have found bug in my last update.
In case you'll change the frame offsets, it can be saved only if 'Custom' timer delay mode is selected. So, now you should switching from 'Default' to 'Custom' mode to save FLC with offset's changes. Will be fixed in the next update.

Steph
Nov 01, 2004, 02:29 AM
I'm not sure about the release. I cannot release the SSS version now, as it is right in the middle of a lot of changes, but I could release the animation editor alone. However, it would be better if I had a few features in it (basically, include the functions of SBB single unit editor).

Steph
Nov 01, 2004, 10:49 AM
Well, theoretically it works. I have a tool that take a true color bitmap, and turn it into a 256 color bitmap with a palette compatible with CivIII.
However:
- The palette change with each bitmap. So if you render 5 animation of the same unit, it's not 100% sure you will end with the same palette. It means there could be some inconsistency when changing animation
- Blue is always civ color. For the moment, there's not way to keep non civ color blue, or to use another color than blue (this part could be change I think).
- You need to manually select the colors that will be used for shadow and smoke.

Cyber Dreyk
Nov 01, 2004, 09:59 PM
Well, theoretically it works. I have a tool that take a true color bitmap, and turn it into a 256 color bitmap with a palette compatible with CivIII.
Good news!
We are waiting impatiently for results! :D

I have started with importing feature.
In case success a user will have possibility to convert 24 and 8 bits BMP and PCX files to Civ3FlcEdit's C3F Storyboards and then to FLC. :)

Novaya Havoc
Nov 07, 2004, 08:50 AM
I downloaded and installed both versions of the program, and the .dlls, but when I try to run the program I get an entry point error for GraphX.dll

Help?

-Ben

Cyber Dreyk
Nov 08, 2004, 02:53 AM
I downloaded and installed both versions of the program, and the .dlls, but when I try to run the program I get an entry point error for GraphX.dll

Help?

-Ben
It's oddly... You should install DLL's (http://www.civfanatics.net/uploads7/Civ3MM_DLL.zip) pack at first, then Civ3FlcEdit v.2.0.4.56 (http://www.civfanatics.net/uploads8/Civ3FlcEdit_2.0.4.56.zip) and finally http://www.civfanatics.net/uploads8/Civ3FlcEdit_2.0.5.58.zip. Please, look for instructions on the first thread's page.

bhiita
Nov 11, 2004, 02:23 AM
Sorry if I missed the sollution to this problem, but when I tried loading a new palette, it imported it in the PS orientation, not the PSP orientation I'm using. The colors reversed, but the indexing seemed to stay intact, thus rearanging the colors in the unit. :(



In the pic I'm posting you'll see why I'm moving to your program ;) the right side is a screenshot from flicster and the left from Civ3FlcEdit.

I also experimented a bit, it imported a Flicster exported pcx palette fine, but it messes mine up no matter what I try. The program I'm using PhotoImpactXL. It has it's own pal format, but overwrites PSP and PS palette files just fine (at least I thought so :) ) but, I'm importing the pal from a pcx, not a raw pal file, so I don't know what's going on.

Bungus
Nov 13, 2004, 03:37 AM
Hi Dreyk,
Looks like this thread has started to see some action again.
2 questons:
Are you going to fix the problem Civ3flcedit has with resizing units? (adding color splotches, and other strange behavior)?

This question might not directly pertain to your program, but it should be an easy answer:
I wanna make Civ specific colors non-civ specific. So a unit is has blue parts instead of civ-colored parts. Whats the best way to do this?

Steph
Nov 13, 2004, 07:44 AM
Use PEdit.

Bungus
Nov 13, 2004, 04:19 PM
I'm sorry, I don't know what that is. If its a progrm I couldn't find it in the utilities section. Could you elaborate?

Oh btw Steph, thanks for your advice on shrinking units with SBB and flicster. I finally got the hang of it.

bhiita
Nov 14, 2004, 08:37 AM
:D nevermind my question, opening and then resaving the pcx file with photoshop does the trick.


and...... @Bungus, try this PalSuite (http://www.alexfinch.com/alister/palsuite/) I use PhotoImpactXL to actualy edit my palettes. What I noramlly do is render my unit then convert it to 140 or so colors, then save that image, open up the flicster pal, select the corrosponding cells (the unchanging colors of the actual unit... forget the exact positions) then load the colors from my first converted image I saved into the selected cells. Ican also select specific color ranges and fill with cell# instead of a certain color.


anyway, I really want to thank you Cyber Dreyk for all the effort you put and are putting into this utility. NO MORE UGLY FLICSTER CUTS! and the preview with grassland or ocean is spectacular. and if I can make a suggestion for the repositioning of units, all you need in the same size grid overlay that's in the map options. I'll attach a gif of the precise dementions of a terrain tile.

Bungus
Nov 15, 2004, 01:54 AM
I meant I wanna make the civ colors on an already made unit non-civ specific. There's a couple of units from the PTW expansion (as well as others that I plan on using as UU's, but look real silly in their civ's colors. I Just want to have the red or blue civ colored parts stay red or blue.

Vextor_II
Nov 15, 2004, 10:13 AM
Thanks very lot

Cyber Dreyk
Nov 15, 2004, 08:26 PM
Thank you, my friends for all your suggestions, questions etc!

Now I have making a new version of Civ3FlcEdit - more powerful than previous.
You'll have possibility to:
- increase/decrease units with a good result
- import data from PCX/BMP files to C3F Storyboard
- decrease too big frame size without animation changing
- easily change palette colors for FLC and C3F files, as well as get palette from BMP, PCX, ASC, PAL, C3F and FLC files, change them and save to a palette format
and much more.

Some of these features are already done, other almost done but I still have a plenty of work with it. So, I have planned to release new version about Xmas holidays.

P.S. In case you have any suggestions or requests for new features - let me know and I'll see what I can do for it... :)

Parthius
Nov 22, 2004, 05:51 AM
Fantastic Program!!!

Some dumb questions on palettes. I use PSP8 and when I save the palette in microsoft format (pal) the indices are reversed after importing into Civ3FlcEdit. Saving the palette in PSP format (.PSPpalette or something such) and changing the extension to .pal works (it is just a pain to have to change the extension). Are the PSP an microsoft pallets just reversed order? How come the .pal export version from PSP is reversed? Is there a way to use PSP and avoid manually changing the file extension?

Cyber Dreyk
Nov 22, 2004, 08:00 PM
Some dumb questions on palettes. I use PSP8 and when I save the palette in microsoft format (pal) the indices are reversed after importing into Civ3FlcEdit. Saving the palette in PSP format (.PSPpalette or something such) and changing the extension to .pal works (it is just a pain to have to change the extension). Are the PSP an microsoft pallets just reversed order? How come the .pal export version from PSP is reversed? Is there a way to use PSP and avoid manually changing the file extension?
Hi!

Actually, I have not PSP8 (Paint Shop Pro?) and don't know anything about PSP palette files.
Regarding MS palette file structure. It has 24-bytes header (first letters must be "RIFF") and then follows colors information: RGB and alpha values in binary format.
In case PSP has the similar structure you can use it after changing the file extension.

Bungus
Nov 22, 2004, 11:47 PM
Cyber Dreyk-
Periodically when I use Civ3Edit (before the latest patch) and export to storyboard and back again to flc, all transpanent areas within the frame turn a semi transparent grey. Its happend seeminly random when I change the offset. Do you know anyways around this?

I've tried the new patch, but the problem persists. Also, adjustments to a units offset don't save; the unit must be exported to storyboard then to flc for the changes to take place.

Cyber Dreyk
Nov 23, 2004, 03:41 AM
Cyber Dreyk-
Periodically when I use Civ3Edit (before the latest patch) and export to storyboard and back again to flc, all transpanent areas within the frame turn a semi transparent grey. Its happend seeminly random when I change the offset. Do you know anyways around this?
You can test the following options in the "Output Settings" sheet of the "Export FLC to Storyboard" dialog box:
"Original colors" - image file's palette will have the same last 32 colors as FLC;
"Hardcoded colors" - last 32 colors of palette will be replaced with hardcoded semi-gray colors (recommended mode);
"Get colors from file" - last 32 colors will gets from selected palette file.

Also, adjustments to a units offset don't save; the unit must be exported to storyboard then to flc for the changes to take place.
Yes, it's known bug, I have told about it above. You should switch from default timer to custom ("Delay" control sheet of Control Bar) - then offset changes will be saved. This bug will be fixed in the next version.

Good luck!

Parthius
Nov 23, 2004, 06:14 AM
Cyber Dreyk,
I think this was covered in an earlier enhancement request, but it would be really useful to be able to just use the palette that is part of the 256 color storyboard pcx file (like we got used to with flicster).

I have gotten used to using SBB to assemble all the images into a storyboard, importing into Paint Shop Pro where I apply the palette and save as a pcx file. Then it was into flicster to convert to a flc file (until I started noticing dropped pixels...). With Civ3FlcEdit, I have to do the extra step of supplying the palette in a seperate file. Not a biggie (especially given all the great features like offsets), but certainly a nice to have!

Keep up the great work, it is greatly appeciated!!!

Cyber Dreyk
Nov 23, 2004, 08:16 PM
Cyber Dreyk,
I think this was covered in an earlier enhancement request, but it would be really useful to be able to just use the palette that is part of the 256 color storyboard pcx file (like we got used to with flicster).
Sorry, it seems to me that I don't understand you quite well. :(

What do you mean: "just use the palette that is part of the 256 color storyboard pcx file"? You can use such palette in case select "Original colors" in the "Output settings" sheet of "Export FLC to Storyboard" dialog box. In that case palette file, which generated with Storyboard, will have the same colors as image file. (You will have a problem in case last 32 colors have the same RGB values - in that case all shadows and smoke will be red, as far as I remember).

Next version of the app will have option which allow create two palette files during Storyboard generation. One - like now, it may be current, hardcoded or selected palette and the other - it will has "_Default.EXT" suffix and contains current image file palette but all colors will be placed on the right positions opposed to palettes, generated by any other applications like Adobe PS, Paint Shop Pro etc.

Possible, I'll add a new feature - 24bit storyboard image files, i.e. you can select type of image file color depth either 8bit or 24 bit (not quite sure about the feature, now I'm scrutinize this possibility).

Please, let me know in case I don't understand you or features described above will not be enough.

Keep up the great work, it is greatly appeciated!!!
Thank you for compliments! :)

Parthius
Nov 24, 2004, 05:41 PM
Da, we have a mis-communication (but your English is great and far better than my Russian ever will be.)

Here is how I understand things: Once I convert an image file (any format) to a 256 color pcx format image, the palette information is stored as part of the pcx image. This means, for example that I can open the image and then open/edit the palette that was stored as part of the image. If the palette (that is stored as part of the image) is a Civ3 palette, then I don't need a seperate palette file.

To hopefully clarify further, I generate movie frames with poser, use Stephs SBB to combine them into one big bmp image, and then use Paint shop Pro to:
(1) open the bmp image, (2) apply the Civ3 palette I have created earlier, and (3) save as a 256 color pcx image file. If I use Flicster, all I need is the pcx image (I don't need the palette file seperately).

With Civ3FlcEdit, I need both the pcx file and the palette file to go with the Civ3FlcEdit c3f generated file. Is there a way to generate the c3f file so that it will not want both a pcx file and a palette file, but only the pcx file like Flicster?

From your post, it sounds like I can do this but I will have to go about things in a different way from what I have been. I will continue to experiment...

Now for something very positive: Your offset feature is Wonderful!!!!
Now I can generate all my frames and fix the vertical offset as a final step rather than working that out first. Fantastic program!

And thanks for the interest in and attention to my questions!

Cyber Dreyk
Nov 24, 2004, 08:28 PM
Da, we have a mis-communication (but your English is great and far better than my Russian ever will be.)
Thank you, but you didn't hear my spoken English - it's terrible, I quess. ;)

Here is how I understand things: Once I convert an image file (any format) to a 256 color pcx format image, the palette information is stored as part of the pcx image. This means, for example that I can open the image and then open/edit the palette that was stored as part of the image. If the palette (that is stored as part of the image) is a Civ3 palette, then I don't need a seperate palette file.
Wow! I just check FLICster's storyboard and seen what you mean. I'm sure, it's possible to make civ specified palette for image files and it will be made.
Thank you very much!

Parthius
Nov 24, 2004, 09:03 PM
Just remember, it was requested as a "nice to have" feature when you get around to it. Civ2FlcEdit is fully functional without that ability (and it probably is good practice to keep a .pal file around with the .pcx file anyway)! Thanks!

Cyber Dreyk
Nov 25, 2004, 09:07 PM
Just remember, it was requested as a "nice to have" feature when you get around to it. Civ2FlcEdit is fully functional without that ability (and it probably is good practice to keep a .pal file around with the .pcx file anyway)! Thanks!
Oops! Excuse me! I just opened C3F Sb image file in the Abobe Photo Shop and seen that it has 'right' civ-specified palette, like FLICster's pcx files. I totally forgot about it! Separate palette file needed just to set initial colors to storyboard after any changes. So, it seems to me that your request already done. :)

Parthius
Nov 26, 2004, 12:55 PM
Hopefully I am just missing something. Can you tell me what I should do differently?
I start with a pcx storyboard with correct palette.
I use Civ3FlcEdit to create a new c3f file with the right number and size frames. I then copy over the pcx storyboard and delete the pal file that Civ3FlcEdit created along with the c3f and dummy pcx file. When I open the c3f file I get an error message that it needs the pal file. There is no option to tell it not to use any external palette file.
Thanks!

The Great Apple
Nov 27, 2004, 01:25 PM
Parthius - if you don't delete the pallette file, and import from the menu, or move your pallette file to replace the one you deleted it should work.

A few more suggestions:

1) Could something be set so that it remembers the values entered into the create new storyboad thingy? Having just done about 15 animations will mostly the same settings, and having to reset it each time was rather time consuming.

2) Could you change the default offset to be more central (I mean, with the frame in the middle, rather than in the corner).

A toggle on-off switcj would be ok for both these things, as I can see some people might not want them.

Parthius
Nov 27, 2004, 02:39 PM
>if you don't delete the pallette file, and import from the menu, or move your pallette file to replace the one you deleted it should work.

It works great as long as I have a palette file and do any of those things. I have not found the trick to getting it to use the palette that is part of the pcx file. With Flicster, all I need is the pcx file and hoped to use this in the same way...

Once again, a great program!!!

Cyber Dreyk
Nov 28, 2004, 08:13 PM
Hopefully I am just missing something. Can you tell me what I should do differently?
I start with a pcx storyboard with correct palette.
I use Civ3FlcEdit to create a new c3f file with the right number and size frames. I then copy over the pcx storyboard and delete the pal file that Civ3FlcEdit created along with the c3f and dummy pcx file. When I open the c3f file I get an error message that it needs the pal file. There is no option to tell it not to use any external palette file.
Thanks!
Finally I understand you. :)
Yes, such option is absent now. I'll look for what I can do. Possible, Civ3FlcEdit will be used internal image file palette in case external palette file is absent.

Cyber Dreyk
Nov 28, 2004, 08:17 PM
1) Could something be set so that it remembers the values entered into the create new storyboad thingy? Having just done about 15 animations will mostly the same settings, and having to reset it each time was rather time consuming.
OK, it will be done.

2) Could you change the default offset to be more central (I mean, with the frame in the middle, rather than in the corner).
Sure, I'll fix it.

Thank you for suggestions!

Bungus
Dec 02, 2004, 12:04 AM
Holy ****, Dreyk, I just used the lastest version to adjust unit sizes and it works!!! Makes resizing 100 times easier!!
EDIT: Upon further calculations, the actually figure is 4.53 times easier.

Cyber Dreyk
Dec 02, 2004, 08:21 PM
Holy ****, Dreyk, I just used the lastest version to adjust unit sizes and it works!!! Makes resizing 100 times easier!!
I'm glad to "hear" it! :)
Next version will be yet more powerful and useful, I hope. It'll be ready soon.

Bungus
Dec 06, 2004, 12:15 AM
Next version will be yet more powerful and useful, I hope. It'll be ready soon.
That's good!
Unfortunetly, the resizer doesn't work on all units; sometimes scaleing turns shadows green or causes the pallette to change.
That's bad...
But, is was (mostly) with old, bad units.
That's good! ...sort of

Also, I need to "freeze" civcolor, so it no longer changes color depending on civs. I want it always to be blue. Can Civ3flcedit do this? And How?

bhiita
Dec 06, 2004, 01:21 AM
@Bungus The only way I know to do this is by making a new palette from the original. take the civ color (blue) and move it to the middle, replacing the civ color cells in the palette with green or magenta, (just needs to be a nutral color not present in the unit. Then apply that palette to the pcx, then bingo, no changing colors :)

Cyber Dreyk
Dec 06, 2004, 08:06 PM
Yes, Bungus, it's the only one way to "freeze" civ colors.
Point is that first 32 colors in palette is civ-specified, they will be automatically replaced by the game with colors of your civilization.

Bungus
Dec 07, 2004, 12:14 AM
ok, I think I understand you guys:
The top two rows of colors are always, civ specific, so I just move those (ussually various shades of blue) and replace them with colors somewhere else on the palette (colors that the unit doesn't use.
But, how do I know what colors of the palette are not present in the unit? Trial and error? And more importantly, Don't most units use all the colors of the pallette?
Here is.. nothing related: :sniper:[pissed]

Cyber Dreyk
Dec 07, 2004, 08:16 PM
But, how do I know what colors of the palette are not present in the unit? Trial and error?
It seems to me - yes, trial & error. ;)
But it's better to ask skilled unit makers since they have great expiriens in that matter.

And more importantly, Don't most units use all the colors of the pallette?
Certainly, unit can have less colors than related palette. In principle, you can use just 1 color and FLC will be works. :)

bhiita
Dec 07, 2004, 10:16 PM
here, try this tut I just wrote... I have a rampant 2yr old so it's not the best, but at least we can move this editing business to another forum so as to get this thead from geting to cluttered ;) getting rid of civ colors (http://forums.civfanatics.com/showthread.php?p=2396125#post2396125)

Bungus
Dec 08, 2004, 12:29 AM
Thanks. I'll post there from now on if I have further questions.
Now we can free up this post for more important questions, like why is this smiley head hiding pubes under his hat :hatsoff: ?

Drivebymaster
Dec 11, 2004, 05:52 PM
Wow love it but it is slow in loading the c3f file or what ever it is with the pcx. and all of that stuff.

Is there any way to make it go faster?

Cyber Dreyk
Dec 12, 2004, 09:12 PM
Wow love it but it is slow in loading the c3f file or what ever it is with the pcx. and all of that stuff.

Is there any way to make it go faster?
Yes, my friends! Next version will be much faster with loading of C3F storyboards. :)
Coming soon... ;)

Cyber Dreyk
Dec 22, 2004, 09:05 PM
Finally, new version is released!
It including also Civ3MM and all nesessary DLL files.

Enjoy it! :)

bhiita
Dec 23, 2004, 12:31 AM
woo hoo! downloading it now!

Cyber Dreyk
Dec 24, 2004, 01:00 AM
I'll be avaliable after January 10th.

Merry Xmas & happy Ney Year!

Wish you all to spend a good time! :)

Drivebymaster
Dec 29, 2004, 11:59 PM
Hey Dreyk that grass background is kinda anyoing with those seeds anyway you can get rid of them in the next Version? :)

And could you make it to where right when you load a flic it not be in that middle position where it shows you all of them because I have to just beable to glance at how many frames it is when I make M-units

As you can tell I have been busy with your editor just look in my sig

Parthius
Jan 04, 2005, 11:08 AM
Cyber Dreyk,
The latest version is great (on many counts)!

There does still seem to be a bug associated with saving an adjusted timing rate. Whereas before, exporting to a flc with custom timing would often play fine in both your program and flicster, the time would default to 10 sec per frame. The work around was to first export to flc, and then "save as" with the same custome time. I just noticed (when I doublechecked all the times) that it is still saving a time delay different from the custom one selected, probably the default one it started with. The work around, as before, is to export to flc and then follow with a second save.

The ability to read the palette from the pcx image is a real work saver!!!!!
Thanks again for the wonderful program!!!

Cyber Dreyk
Jan 09, 2005, 08:53 PM
Hey Dreyk that grass background is kinda anyoing with those seeds anyway you can get rid of them in the next Version? :)
Well, it's already done - last version don't have "bonus grassland" seeds on the "Land" background. But you should delete the Land.pcx from the same folder where is placed Civ3FlcEdit.exe to compel the utility renew this file. Also you can replace the Land.pcx with any other file, but: it must be 256-colors PCX file 240x240 pixels. :)

And could you make it to where right when you load a flic it not be in that middle position where it shows you all of them because I have to just beable to glance at how many frames it is when I make M-units
You can use "Change Offset" feature to place frame in the top-left cornor.

Cyber Dreyk
Jan 09, 2005, 08:55 PM
There does still seem to be a bug associated with saving an adjusted timing rate. Whereas before, exporting to a flc with custom timing would often play fine in both your program and flicster, the time would default to 10 sec per frame. The work around was to first export to flc, and then "save as" with the same custome time. I just noticed (when I doublechecked all the times) that it is still saving a time delay different from the custom one selected, probably the default one it started with. The work around, as before, is to export to flc and then follow with a second save.
Thank you for bug report! :)

I'll look for it.

Drivebymaster
Jan 09, 2005, 09:16 PM
Cyber for some dam reason the land background is all scewed and warped do you know what it is? The .pcx file is fine and the flic plays but the grass and ocean background are messed up.

Cyber Dreyk
Jan 10, 2005, 08:27 PM
Cyber for some dam reason the land background is all scewed and warped do you know what it is? The .pcx file is fine and the flic plays but the grass and ocean background are messed up.
No, I don't know, what happend - on my PC all working fine.
Did you try to remove pcx files or replace them with different handmaded?
And one more question - wich OS you have installed on your PC?

Drivebymaster
Jan 10, 2005, 08:45 PM
No I didn't replace any of the pcx files it hapened right after I had made a pcx with flicster and used the PCX to replace the pcx storyboard made by your program. Have no clue what happened.

I run windows XP on a 2.4GHz processer with 516MB of RAM an ATI radeon 9225 pro video card.

Dease
Jan 11, 2005, 02:33 PM
First of all, the latest update is excellent! :goodjob: much easier than flicster and more userfriendly. :thumbsup:

The offset feature is by far the most useful feature, i find, it works perfectly though I'd suggest keeping the bonus grassland indicator since it's helpful for centering. On that note, I'd suggest the ability to overlay an outline of the grid on the background for even easier centering :)

When creating a new storyboard I usually already have an 8bit storyboard all ready to save over the blank storyboard that the program creates. Would it be possible to tell Civ3FlcEdit to not create a blank SB but use a specified SB so civ3flcedit would simply create a c3f file.

I'd suggest to make the .c3f file not dependant on the name specified in the process of creating a storyboard. For example, if I have a unit with 7 different animations, but they all have 15 frames and dimensions of 160*160, then it's more efficient to simply create one .c3f file w/ those specs and just copy and paste to create 7 files. Then renaming them to thier appropriate animation, causes the .c3f file not to recgognize your SB.

Whenever I try and select a single direction for the animation to play, the program freezes, any ideas?

The colour replacer tool looks like it could be very powerful but, whenever I open it, and try and do something (anything) a popup says "a required resource was" in unusually bold letters which makes me think it has something to do w/ system ressources, I have win98.

Once again, great job on this utility, it's extremely useful. Would you mind if I linked to this utility in my sig? :)

- Dease

Cyber Dreyk
Jan 11, 2005, 08:22 PM
No I didn't replace any of the pcx files it hapened right after I had made a pcx with flicster and used the PCX to replace the pcx storyboard made by your program. Have no clue what happened.
It's a very curiously. I have the Win XP and never seen this problem. :(

Did you try NOW to remove pcx files or replace them with different handmaded? ;)

I run windows XP on a 2.4GHz processer with 516MB of RAM an ATI radeon 9225 pro video card.
Well, you have a good PC! :)

Cyber Dreyk
Jan 11, 2005, 08:54 PM
The offset feature is by far the most useful feature, i find, it works perfectly though I'd suggest keeping the bonus grassland indicator since it's helpful for centering. On that note, I'd suggest the ability to overlay an outline of the grid on the background for even easier centering :)
Maybe you are right. Now you can simple replace Sea.pcx or Land.pcx with handmaded pcx file with necessary grid to easy change frame offset.

When creating a new storyboard I usually already have an 8bit storyboard all ready to save over the blank storyboard that the program creates. Would it be possible to tell Civ3FlcEdit to not create a blank SB but use a specified SB so civ3flcedit would simply create a c3f file.
You can try to use 'Import To Storyboard' feature (menu File). But you need a correct palette file.
Otherwise you need to create new C3F storyboard and then replace created pcx file with your one.

I'd suggest to make the .c3f file not dependant on the name specified in the process of creating a storyboard. For example, if I have a unit with 7 different animations, but they all have 15 frames and dimensions of 160*160, then it's more efficient to simply create one .c3f file w/ those specs and just copy and paste to create 7 files. Then renaming them to thier appropriate animation, causes the .c3f file not to recgognize your SB.
It seems to me that it's not impossible. How the utility will knows which image file is the same necessary file in case we have several storyboards in the same directory and C3F file will not contain information about image file name? :)
You can try to manually edit C3F file to change image file's name - first 64 chars reserved for it. But it's better to make 7 C3F storyboards - now you can do it quickly enough.

Whenever I try and select a single direction for the animation to play, the program freezes, any ideas?
What did you mean? Is the utility hang up, or just animation stop to playing?
In the second case try to click 'Pause' in the 'Animation' menu option or press "Pause/Break" button on keyboard.

The colour replacer tool looks like it could be very powerful but, whenever I open it, and try and do something (anything) a popup says "a required resource was" in unusually bold letters which makes me think it has something to do w/ system ressources, I have win98.
Yes, I know about such bug under Win 9x. Unfortunately, I have not Win 98 with compiller to check what happends. :( Win 2000 and Win XP have not such problem. I'll try to find way to fix this bug in future because it's a very useful features.

Would you mind if I linked to this utility in my sig? :)
Sure! :)

Thank you for such interesting advices! :)

Drivebymaster
Jan 12, 2005, 06:00 PM
No no no I had not ever thought about replacing the .pcx's with handmade ones here is what happened in a chain of events.

Got a request to make an Apache Multi Unit (it's in my sig)
When I had opened the apache flic and exported them the border outside the origanal was lighter. But I expoted it any ways. Then I opened the same apache file with flicster and exported it at 240x240 (same with your program). Then I used the SBB storyboard creator made by Steph. Opened the PCX from flicster with SBB and made a multi unit correctly. Then I just replaced the origanal pcx that your program made. Then that is when the problem started.

Here is the summary:
1: Made a story board with your program at 240x240
2: Made another storyboard with the same file at 240x240
3: I took the pcx from #3 and made a multi unit correctly
4: replaced the pcx file that your program made
5: This is when the background was all screwy
6: Took the finished pcx and made it a flic. It works I finished the unit look in my sig, those units were made in a simpler method because they were all pretty easy to resize.

I looked at the pcx files that are used for the background and they are fine. I will try and post a screenie but I might have to just uninstall then reinstall.

Sorry if it sounded complicated but in my mind it wasn't. :lol:

Cyber Dreyk
Jan 12, 2005, 08:16 PM
No no no I had not ever thought about replacing the .pcx's with handmade ones here is what happened in a chain of events.
Please, TRY to remove these background image files (land and sea). Civ3FlcEdit will automatically create a new one when you try to select land background... Maybe it will fix your problem.
Otherwise you can try to reinstall Civ3FlcEdit, but I doubt whether it will help.

I really cannot understand what happened... :(

...Sorry if it sounded complicated but in my mind it wasn't. :lol:
In my opinion, all your movements described above have not any interdependence with background problem.

Did you made any hardware/software changes when it happened or shortly before?

Drivebymaster
Jan 13, 2005, 08:53 PM
Ya actually I did never thought of that I just added the new Video card (ATI 9225 pro), a new Linksys wireless G with speed booster, a TV wonder pro card, and a CD/DVD burner. Those have any affects on it. BTW I will try to remove the file and see what happens from there.

Drivebymaster
Jan 13, 2005, 08:54 PM
God I love christmas got those all as gifts :mischief:

Drivebymaster
Jan 14, 2005, 09:36 PM
:cry: :cry: :cry: :cry: :cry: I still can't get it to look right. I deleted the pcx's just like you said then I got pooped on.

Drivebymaster
Jan 15, 2005, 02:19 PM
Ohh and here is a cool Idea cyber could you make a multi unit editor but instead of saving it as a BMP save it as a pcx. I think it could be better than stephs SBB storyboard builder.

Dease
Jan 15, 2005, 02:36 PM
You can try to use 'Import To Storyboard' feature (menu File). But you need a correct palette file.
Otherwise you need to create new C3F storyboard and then replace created pcx file with your one.
Wow, I never even noticed that feature, it looks perfect, I can go from a 24bit bmp to a centered .flc in one step, thanks! :D

It seems to me that it's not impossible. How the utility will knows which image file is the same necessary file in case we have several storyboards in the same directory and C3F file will not contain information about image file name? :)
You can try to manually edit C3F file to change image file's name - first 64 chars reserved for it. But it's better to make 7 C3F storyboards - now you can do it quickly enough.
I'm not sure how it would work exacly, but it works w/ flicster so at least it's possible, though the import to storyboard seems to fix that too! :D
What did you mean? Is the utility hang up, or just animation stop to playing?
In the second case try to click 'Pause' in the 'Animation' menu option or press "Pause/Break" button on keyboard.
The utility hangs up, I have to close it via ctrl+alt+delete :( the pause method doesn't work either
Yes, I know about such bug under Win 9x. Unfortunately, I have not Win 98 with compiller to check what happends. :( Win 2000 and Win XP have not such problem. I'll try to find way to fix this bug in future because it's a very useful features.
If it's not hard I'd be willing to do whatever it is that has to be done to get you the info you need :D

Cyber Dreyk
Jan 16, 2005, 08:48 PM
Ya actually I did never thought of that I just added the new Video card (ATI 9225 pro), a new Linksys wireless G with speed booster, a TV wonder pro card, and a CD/DVD burner. Those have any affects on it. BTW I will try to remove the file and see what happens from there.
Well, possible your new video card is plausible reason of this affects... Throw out this hardware! ;) Actually, I don't know what else propose... :(

God I love christmas got those all as gifts
Yes, I see! :)

:cry: I still can't get it to look right. I deleted the pcx's just like you said then I got pooped on.
Ah! Please, don't cry! :(

Ohh and here is a cool Idea cyber could you make a multi unit editor but instead of saving it as a BMP save it as a pcx. I think it could be better than stephs SBB storyboard builder.
I don't think so! :)
At first, we are already have the MU editor and I think that Steph's SBB is working fine. From other hand, Steph is my friend (I hope so :)) and I don't want to compete with him.
As far as I know, Steph want to make a new version of SBB with FLC support. I think that it will more useful than current version. :)

P.S. Nice armoured troop-carriers on the attached preview!

Cyber Dreyk
Jan 16, 2005, 08:53 PM
Wow, I never even noticed that feature, it looks perfect, I can go from a 24bit bmp to a centered .flc in one step, thanks! :D

I'm not sure how it would work exacly, but it works w/ flicster so at least it's possible, though the import to storyboard seems to fix that too! :D

OK, that's good. I'm glad that you like this feature.

The utility hangs up, I have to close it via ctrl+alt+delete :( the pause method doesn't work either
I'll look for the bug.

If it's not hard I'd be willing to do whatever it is that has to be done to get you the info you need :D
Good news - I have already fix problem with palette tables under Win 9x. It will be in the next release. :)

Drivebymaster
Jan 16, 2005, 08:55 PM
Well I am just gonna uninstall it then reinstall it just to see if it works.

Drivebymaster
Jan 16, 2005, 09:00 PM
Hey I have an Idea or Ideas:

Put an uninstall icon availible for people like me
And could you E-mail me the dll's my e-mail is: widereceivernumber89@yahoo.com

Drivebymaster
Jan 16, 2005, 09:07 PM
Well I reinstalled it still crap and I went back to my other video card nothing still I think I did something really weird. But I can live with it for now :(

Cyber Dreyk
Jan 17, 2005, 08:34 PM
Well I reinstalled it still crap and I went back to my other video card nothing still I think I did something really weird. But I can live with it for now :(
Don't worry, I'll try to fix this problem in the next release. ;)

Drivebymaster
Jan 17, 2005, 08:47 PM
K will be waiting patiently (not really more like anxiously awaiting)

The Great Apple
Jan 18, 2005, 11:49 AM
First thing: This update is great. It has many new good features.

Second thing: A found a bug/minor irritant.... When using "Import to Storeyboard", it insists that my pallette only has 183 colours, and it needs 256. It doesn't let you have duplicate colours anywhere in the pallette (it would seem...) Now, the thing is, it really helps to have duplicate colours.

For example, I never use rows 2 3 and 4, as they behave very weirdly (civ-specifics), so I usually set them all as lime green, a colour which I hardly ever use in my units... BUT, these don't count as separet pallette entries in the colour counter, so I have to change each one by one tiny RGB value. Very tedious....

EDIT: It would appear that perhaps rows 2,3 and 4 aren't my problem. It may be I have dupicate entries elsewhere.... I really can't be bothered to find them all.

Cyber Dreyk
Jan 18, 2005, 08:22 PM
First thing: This update is great. It has many new good features.
Thank you! :)

Second thing: A found a bug/minor irritant.... When using "Import to Storeyboard", it insists that my pallette only has 183 colours, and it needs 256...
Yes, I know about this. Now Civ3FlcEdit needs 256 colors palette to correctly import a storyboard. I still don't know, how to solve the problem. :(
One advice: you can use "Source Palette" option to specify template palette. Then you don't need to worry about how many colors contain your storyboard. Civ3FlcEdit will use this external palette during importing - just make several experiments and you'll see how it's work.

Drivebymaster
Jan 18, 2005, 08:37 PM
One other thing that would be helpful is an INI creator. That would make my job soooo much easier.

Cyber Dreyk
Jan 19, 2005, 02:27 AM
One other thing that would be helpful is an INI creator. That would make my job soooo much easier.
You can use Civ3MM utility for this purpose. When you'll create an unit, INI file will be automatically created. I'm too lazy (and have not enough time) to make a separate INI-file editor... ;)

Good news: I have made top-left offset feature, requested by you some time ago (if I understood you right). :)

CamJH
Jan 19, 2005, 10:26 PM
Cyber Dreyk,
Just wanted to say a quick thanks. I've listed you among the credits in all my units, but I don't think I've ever thanked you directly. It's long overdue. This is a wonderful program, it's simple to use and makes my job so much easier. I appreciate all the work you've put into it. :goodjob:

CamJH

The Great Apple
Jan 22, 2005, 11:58 AM
Any chance you could make a program like the image resizer, which crops instead of resizing? I'd be very useful, as on many occasions I have realised that I've spent hours doing something, which has to be redone, as I got all the images the wrong sizes...

Right at the moment, for example, I have a unit which I rendered in 240*200 pixels, and I need to change the left-right offset. It has a load of unused pink on the left and right, but it won't let me change the offset (as there is no room).

Dease
Jan 22, 2005, 02:27 PM
Any chance you could make a program like the image resizer, which crops instead of resizing? I'd be very useful, as on many occasions I have realised that I've spent hours doing something, which has to be redone, as I got all the images the wrong sizes...

Right at the moment, for example, I have a unit which I rendered in 240*200 pixels, and I need to change the left-right offset. It has a load of unused pink on the left and right, but it won't let me change the offset (as there is no room).
InstaCropper (www.downlinx.com/proghtml/203/20374.htm) one of my favorite utilities, simple to use and it can process all your frames at once :cool:

The Great Apple
Jan 23, 2005, 04:34 PM
InstaCropper (www.downlinx.com/proghtml/203/20374.htm) one of my favorite utilities, simple to use and it can process all your frames at once :cool:
EXCELLENT! I had a version of this program which lasted for a set amount of days, but this is an older version, so has no limit! Thanks!

EDIT: ARRGH it doesn't half eat my memory!

The Great Apple
Jan 28, 2005, 04:59 PM
Ok, everything is going great.

A few more comments!

1) Would it be possable to open up the .c3f file after you use the import to storyboard function?

2) The alpha blend smoke colours still aren't right - in Civ3FlcEdit I get white pixels, while it game it all looks fine

Cyber Dreyk
Jan 30, 2005, 08:10 PM
1) Would it be possable to open up the .c3f file after you use the import to storyboard function?
Yes, sure. You can convert an image file to C3F storyboard using "Import to Storyboard" feature. Then you can works with it like with any other C3F storyboard.
Did you have any problems with it?

2) The alpha blend smoke colours still aren't right - in Civ3FlcEdit I get white pixels, while it game it all looks fine
Really? Well, it's possible. I should more carefully select alfa-blending values. I'll try to fix it in the next updates.

Thank you for the comments! :)

Aeon221
Jan 31, 2005, 02:05 AM
Hey!

Sorry if this is something of a hijack, but its 3am an this seems like as good a place to ask as any ;p

I have made a few MUnits with a single unit type with your program now (managed it with flicster too), but I cannot figure out how to do it for 2+ different kinds of units. Is this not supported? Or am I just doing something wrong?

I am trying to (using SBB) make a pikeman and musketman (standard graphics...) Munit in the 3 pikes forward 2 muskets rear formation for the scenario I am making (gonna make my own graphics at some point too... yeah... ;p).

I get the two seperate units up to the point required to make munits out of them, then mix them with SBB, then save it... cant remember as what right now because its late, but its the same thing I do for single type MUnits. I just am not getting either the c3f file or the flc file that I need for animation.

Sorry for the uselessness of this post (tried to give you an idea of what I was doing... yeah) but how exactly do you make multi-type munits with this program?

sorry, and thanks!

PS: I really do like your program a ton! I mean I have been using it for almost five consecutive hours ;p

Drivebymaster
Jan 31, 2005, 05:57 PM
Ok do you want a tutorial on how to make an M-Unit? Because I make them (just look in my sig)

Drivebymaster
Jan 31, 2005, 06:01 PM
Just E-mail me at widereceivernumber89@yahoo.com

No this prog can't make M-units wish it did (I think it would take a load off of Steph)

Aeon221
Jan 31, 2005, 07:19 PM
Thanks for your offer! Im a little more awake now, but I am still scratching my head ;p

Aluminium
Jan 31, 2005, 08:11 PM
Really? Well, it's possible. I should more carefully select alfa-blending values. I'll try to fix it in the next updates.
Perhaps this helps. Here are two images of palettes with alfa-blending values as it is in the game if the background is magenta/white.

Look also here (http://forums.civfanatics.com/showthread.php?t=109648).

http://www.civfanatics.net/uploads8/Alpha_magenta.png http://www.civfanatics.net/uploads8/Alpha_white.png

Neomega
Feb 01, 2005, 06:04 AM
Finally gettig back into unit making, and since evrything else I am using is new, decided to go ahead and try this out.....

So far it looks great! And visually appealing as well!

The more I look at it, the more amazed I am by the extra amount of power this tool carries!

Cyber Dreyk
Feb 02, 2005, 08:53 PM
Perhaps this helps. Here are two images of palettes with alfa-blending values as it is in the game if the background is magenta/white.
Thank you for the help! I'll try to make smoke/shadows better. :)

Cyber Dreyk
Feb 02, 2005, 08:55 PM
So far it looks great! And visually appealing as well!
The more I look at it, the more amazed I am by the extra amount of power this tool carries!
Thank you for the compliments! :)

Drivebymaster
Feb 13, 2005, 05:08 PM
Hey Cyber I just thought of an idea

Make the program able to convert a Flic to a Gif because I hate having to open two other programs and slowing my comp down.

Cyber Dreyk
Feb 13, 2005, 10:10 PM
Hey Cyber I just thought of an idea

Make the program able to convert a Flic to a Gif because I hate having to open two other programs and slowing my comp down.
Sorry, I have not enough free time for it. Now I have busy with my own mode, so have not time for programming... :(
Maybe I'll make it late. ;)

Bjornlo
Mar 04, 2005, 01:58 AM
Hi Cyber Dreyk,
Nice utility.

A couple of comments in case you find the time to come back to this.
Using build 3, 0, 6, 85

There are a couple of bugs in the display.
1: It can cause items not in the screen to display. I have a fighter plane, shooting. In the first frame, it shows bullets in the first frame of the SE facing where there are none in the PCX. It does the same in the E facing.
2: When you hit stop and advance frame by frame, the last frame displayed is from the next facing. ie: last E frame is actually first SE frame.

A bug in the save frame dialog.
It claims to support BMP, but always saves in PCX only no matter what you select.

Suggestions:
In the save frame dialog, have the default name be the name of the file + the frame count. ie: run.flc save 1st frame and default file name is run_frame1.pcx
In the save fram dialog, allow for saving directly in GIF.
Allow for resizing the the background without changing the shape of the item being displayed. ie: a frame death.flc might not be the same as in run.flc, but we might want them in the same gif.
Allow for saving an entire facing as an animated gif.
Have the default save path be a sub-dir (or the same dir) as the path that was used to open the file. This can be a simple parse of the file name to extract the path.
Have preset configurations that are preserved from load to load. ie: have a default save path. have a default save_frame location and extension, and so on.
You have a zoom, have the zoom show the unit zoomed in, but still animated unless you hit the STOP button. In which case have the zoom show the same frame as the small frame. This would give us the ability to in close detail examine an animation for flaws without squinting at the fairly small units.

Keep up the good work. I know we all appreciate it.

Bjornlo
Mar 04, 2005, 02:32 AM
Some examples of the bugs I found.

http://img32.exs.cx/img32/434/civ3flceditbug40au.gif
This image shows the frame count with an impossibly high number. In programming terms, you forgot to do boundry checking.

http://img32.exs.cx/img32/96/civ3flceditbug56ti.gif
Here is a screen shot of where I finally found the first frame in the PCX file. I had to go back and forth through several of the facings until I found it.

http://img32.exs.cx/img32/4031/civ3flceditbug62gk.gif
This is the image as I finally found it. You will note the graphics anomoly I have circled in red. This error is not present in the source file.

http://img32.exs.cx/img32/8075/civ3flceditbug73ou.gif
Here is the frame from the source file, so you can see it does not have the mistake above.

Grand Cadfael
Mar 04, 2005, 02:27 PM
Sorry if this has been asked but,dose it work for Windows 98?

Cyber Dreyk
Mar 06, 2005, 09:47 PM
Hi, Bjornlo!

Thank you for your interest to Civ3FlcEdit and bug report. :)

Using build 3, 0, 6, 85
Please, check a last update - v.3,0,7,90 which was uploaded in the end of January. ;)

1: It can cause items not in the screen to display. I have a fighter plane, shooting. In the first frame, it shows bullets in the first frame of the SE facing where there are none in the PCX. It does the same in the E facing.
Most likely it's not a Civ3FlcEdit's bug. I think that it may be a problem of importing from Storyboard to FLC - you can miss some parameters... Can you send to me or (it's better) attach here the Storyboard - C3F file & image file?

2: When you hit stop and advance frame by frame, the last frame displayed is from the next facing. ie: last E frame is actually first SE frame.
Yes, this is a bug! I'll fix it in the next update.

A bug in the save frame dialog.
It claims to support BMP, but always saves in PCX only no matter what you select.
Already fixed, but I'm afraid that still missed in the v.3,0,7,90.

Suggestions:
In the save frame dialog, have the default name be the name of the file + the frame count. ie: run.flc save 1st frame and default file name is run_frame1.pcx
In the save fram dialog, allow for saving directly in GIF.
Allow for resizing the the background without changing the shape of the item being displayed. ie: a frame death.flc might not be the same as in run.flc, but we might want them in the same gif.
Allow for saving an entire facing as an animated gif.
Have the default save path be a sub-dir (or the same dir) as the path that was used to open the file. This can be a simple parse of the file name to extract the path.
Have preset configurations that are preserved from load to load. ie: have a default save path. have a default save_frame location and extension, and so on.
You have a zoom, have the zoom show the unit zoomed in, but still animated unless you hit the STOP button. In which case have the zoom show the same frame as the small frame. This would give us the ability to in close detail examine an animation for flaws without squinting at the fairly small units.
I'll thinking about this! :)

Cyber Dreyk
Mar 06, 2005, 09:49 PM
Sorry if this has been asked but,dose it work for Windows 98?
Yes, it works with Win 9x qite well. But possible some minor bugs may occurs under such OS.

vbraun
Mar 07, 2005, 04:18 PM
I really don't want to go through the entire thread so.

Will it work on a computer if Civilization is not installed? thx.

Cyber Dreyk
Mar 08, 2005, 08:06 PM
Will it work on a computer if Civilization is not installed?
Yes, it work without installed Civ III too.