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Beam Weapon/Teleporter Animation

WildWeazel

Carthago Creanda Est
Joined
Jul 14, 2003
Messages
7,437
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/mnt/games/Civ3/Conquests/Scenarios
This is one (1) FLC, an animated beam. It's civ-colored, with a big white flash. I came up with the idea as a sci-fi paradrop animation (the unit would appear after the flash) but I suppose it could be a bombing/nuke substitute as well. There are no sound effects ATM.

beam3he.gif
 

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This is cool, God can use it to strike down atheists. :joke:

:goodjob:
 
You did get around to making this...I was wondering if you were going to after you mentioned it on my thread for the Mi Particle Beam Transporter I made for Bhiit's Mech Walker. As I said then, the way you have it is universal and can be used by any unit. Far easier than making a separate animation for each unit to use a Transporter Beam. Good to have :goodjob:
 
Vuldacon said:
You did get around to making this...I was wondering if you were going to after you mentioned it on my thread for the Mi Particle Beam Transporter I made for Bhiit's Mech Walker. As I said then, the way you have it is universal and can be used by any unit. Far easier than making a separate animation for each unit to use a Transporter Beam. Good to have :goodjob:
Yes, I finally got it to work. :D I ran into palette problems on the first try (ir turns out the smoke and shadow rows do not transition smoothly) and gave up. I found it again last week when I was cleaning up my Civ3 folder, and wrestled it into submission. It's too bad I could only use 9 levels of transparency- it looked much better in the storyboard:
 
It's too bad I could only use 9 levels of transparency- it looked much better in the storyboard
...Yes, The levels of transparency in the game palettes has always created problems in trying to show a smoother transition with Glowing Light. The problem happens when applying the palette to the storyboards to "nearest color" and the Graphics Editor programs apply those closest shades in solid, graduated layers which then causes the line effect since there are not enough intermittent shades that would fill in smoother. The shades that are applied would have to be intermixed using layering techniques to avoid lines and that requires manually manipulating each frame of the animation which is a more time consuming task at best.
 
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