Civ3FlcEdit - Civilization III animation viewer & editor

Dease said:
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. :)
 
Cyber Dreyk said:
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 said:
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
 
Aluminium said:
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
 

Attachments

  • FLCsample.gif
    FLCsample.gif
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Dease said:
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.
 
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?
 
Dease said:
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.
 
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.
 
Cyber Dreyk said:
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.
 
vingrjoe said:
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:
 
Aluminium said:
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.
 
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.? :)
 
Dease said:
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. :)
 
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
 
LAW_FREAK said:
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... ;)
 
Cyber Dreyk said:
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!
 
LAW_FREAK said:
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. :(
 
It doesn't anymore:
[url said:
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.
 
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?
 
Midnight Piper said:
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'.
 
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