help with finishing my unit

ruby_sauce

Outside the box
Joined
Jun 17, 2007
Messages
712
Location
Netherlands
ok, I got a few questions:

I did the sound on my unit from spearman, and copied that file into my mod/units etc. I named it in the ini file, but somehow I get a different sound (I believe the fortify sound, the fortify from Hoplite. I first tried all these files, but attack still sounded weird. then I tried swapping the spearman attack for the hoplite attack, because I know what the spearman attack should sound like) when I attack, what the heck?

and what speed do I need to set the framerate in flicster at? when I see the preview, it is good, and when I play it in game, it plays ALOT slower? and on that note, how do I change the framerate of existing .flc files (the files I want to play faster?)? sorry it's been a long time since I made this unit... and it is my first >_<

and I got a problem with my unit in the game... somehow there are 2 lines there, that shouldn't be there, I took a screen of it, since my poor english can't explain it well enough >_< :

spartanstreep.jpg


can someone please help me on these?
 
It looks like a problem with the model you probaly acciden;t mad a line. But I've never made a unit. On another not it looks nice and you should post it when you are done with it.
 
- wrong sounds playing during animations: you should check that the correct sound files are written to the correct places in the ini-file

-unit speed: you can change the unit framerate with flicster. Also changing the Normal Speed= - number in the ini-file changes unit speed, but that concerns all animations. I've forgotten which way it works... somehow I remember, that the larger number, the faster animations - but I'm not sure.

- additional lines in the unit frame: you have some palette issues. Even though the animation storyboard might not show anything out of the ordinary, you might have the same colour in more than one palette index - most likely in the shadow palette section. But this is all speculation, since I've no idea what kind of palette you're packing with that unit.

cheers.
 
The sounds are probably playing wrongly because your unit's animations are not precisely the same length as the animations of the unit you're taking the sounds from. When this happens, the game may try to play the sounds over each other, resulting in an unpleasant effect. There are two main solutions to this. The first is to time your unit's animations so they are precisely the same length as those of the other unit. The second is to make your own sounds, generally by taking the sounds of the other unit and editing them (making them longer or shorter) so they match your unit. Both of these methods are somewhat tedious, but the second is more satisfying.
 
I think that the awkward unit bug ("turntable-scratch") is due to linking .amb -unit sound files to other units, when the new unit animation has a different amount of frames than the original. This is especially noticeable in kinboat's paperdoll run animations - the animation is 15 frames long, but most of the civ3-unit run animations are either 10 or 12 frames long.
 
-unit speed: you can change the unit framerate with flicster. Also changing the Normal Speed= - number in the ini-file changes unit speed, but that concerns all animations. I've forgotten which way it works... somehow I remember, that the larger number, the faster animations - but I'm not sure.

this doesn't work. it only makes the unit move faster, as in, it is now speeding across the map >_<.

for the line, if I understand correctly from aaglo, it means I have one(of a few) color(s) multiple times in the palette? so if I make the palette again, and make sure NO double colors are there, it should be gone?

and for sound, I made this unit along with utahjazz's tutorial, so my frames are the same as his. I guess I can just download his units and take his sounds....

I found out that the animations I see in flicster, and adjust in flicster with the appropriate frame delay, aren't the ones I see ingame. somehow, ingame, I see the default frame delay. I made the .flc files again, and made absolutely sure I set frame delay to ''current frame delay''.

I copied and pasted the fortify (for testing) in my spartan map in my mod, but it STILL plays with default frame delay. how do I fix this?

I haven't tried out the palette thing, nor the sound thing yet. I want this to work the most...
 
AARRGGHH

never mind, all my files were losT :(

I had some virus warning, so I ran a virus control that found and removed the virus, but now my PC won't restart again. so I will probably have to take it away and egt it repaired, wich has happened before, and then it also got my files all gone :(

oh well...

I'd still like to know why flicster doesn't play my animations at normal speed in-game...
 
I had the same (or similar, at least) problem making my unit.

It has nothing to do with the frame rate, it has to do with the "Animation Time" that you see on the "File Information" page in Flicster. Compare it to the times of other units, and your's will probably be a lot larger. Moeniir (who created Flicster) adresses this problem in his thread

...If you're referring to your FLC that crashes Civ3, I finally got that one figured out! The standard flc format has a Speed field in the header which is the delay in ms between frames. The civ3 version of the flc format has another field, Anim_Time, in the custom header. The info I had said that Anim_time was unused, but that doesn't seem to be the case. Anim_time should be equal to frames_per_anim * speed. Once I corrected this in your animation, it works fine in game. I'm attaching a copy.

This is a bug in the FXM->FLC export code. I will try to put out a patch in the next few days. In the meantime: After creating a Civ3Unit FLC from your pcx file(s), open the newly created FLC (becomes first item on MRU file list after exporting) with FLICster, and look for "Animation Time" on the info tab. If the value is 0 ( or not equal to the value of "frames per direction" x the value of "speed") then fix it like this:
* export to Multi-flc format
* open the INI file (the one in ...\art\units\unitname\FLICster)
* edit the anim_time=0 line, enter the correct value
* now open the ini file with FLICster and export to Civ3Unit Flc again...

I have no idea what causes this problem in the first place, but Moeniir's directions fixed it.
 
thank you VERY MUCH rifleman, this seems to have solved my problem!
 
Back
Top Bottom