X & Y Offsets have been coded for the next release. I haven't released anything yet. I've been a little busy the last week, and I've been banging my head against the wall trying to implement Alpha Blending against a terain bmp.
I'd been hoping to avoid a bunch of different releases, but I...
If you want to try generating the FLCs again, and send me a set, I'll see why FLICster isn't working with them. You can shoot me a zip at moeniir@comcast.net.
Copying the frames one at a time has got to suck.
--Moe :cooool:
Sold. BMPs are in :D And the other ideas look good. I'll update the suggestion list (and perhaps make an official 'in-the-patch' list later this week.
By the way, I had some time to kill this morning on a train to Manhattan... so I spent some time working on the list. Stupid me had an...
A couple questions/notes:
* regarding "unit management/ini file creator"... I'm not too up on this end of things. Does this in anyway overlap with other tools, such as Gramphos' Civ3MultiTool? I like the idea, however, since the info in the INI file will help with another feature request...
So here's the enhancement requests that i've culled from the responses so far (some comments in parens):
Ability to change the X and Y offset of a unit
Command line mode (for batch processing)
'Open' dialog should remember last directory
Pallet Editor
Background terrain with grid option...
That rings a bell... FLC files support the notion of frame delay, or how long each frame is display. Animation Shop fakes this by inserting duplicate frames. I'll play with it and see what I can find.
I'm not entirely sure that Leaderhead flcs use 'standard' FLCs. I believe they also use the modified format used by units. However, one of the fields in the 'extra' header in the Civ3Flic format indicates the number of 'directions' in the animation. In a normal unit animation, there are 8...
Hi All -
It's been a while since I've been here. RL and other pursuits have kept me busy. Now It looks like I'll have some time to make some improvements to FLICster, so I'm looking for suggestions.
One thing that is already on my list is foreign-language support. I have received some...
FLICster doesn't create MS Pal files, it create JASC Pal files, for use with PaintShopPro - and I've only tested it with version 6. Does photoshop want MS Pal files? I think I have something around here that explains that format, I'll try to take a look. I've been really busy lately and have...
OMG Heardie :eek:, are you trying to make my eyes bleed? I'm primarily a VB programmer - and everyone knows we're too dumb to read C! :D
Seriously, thats an interesting idea. Is the goal to translate CTP units for Civ3 use? If so, i'd be tempted to make the export create FXM files in all...
Homie -
FLICster only handles unit animations. I *think* Mega-Dan Megha, Firaxian Extrondinaire, once posted some info here on this site about leader heads. I believe they do use the Custom flic format, but only have a single direction defined; I seem to recall Dan thoerizing that a...
Humtake -
FLC is a standard animation format, HOWEVER, Civ3 uses a non-standard variation. There's alot more info in the FLICster thread (and the readme file) over in the utils forum.
Basically, you have 2 options - You can use FLICster to convert an existing Civ3UnitFlc into a set of 8...
humtake -
Pop over to the Utility programs forum and pick up FLICster - you'll need it to work with the CIv3Unit Animations- they are non-standard FLCs. There's a bunch of info in the readme and on the thread. Then, go to the Tutorials forum and read DarkSheer's outstanding tutorial on unit...
Thanks for the info DS. I'll try to get time to build a patch. Been extra busy at work lately... not in the mood for more coding at nite. I hope you were kidding about cut & pasting.... just exporting to Storyboard (you can start from a storyboard) & enlarging the frame width (using the...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.