SBB : storyboard builder

So, how do you find the tool?

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Originally posted by zulu9812


aah - no I didn't. Steph, you might want to have the SBB export as a 256 colour bmp (which I assumed it did), rather than the user having to do it himself. Just a thought.

Well... I tried, but I can't make the palette works :o I got a very nice black bmp :(
Anyway, when you mix several units that don't share the same palette, it would not work
 
Originally posted by zulu9812

Here, you can see that I subsequently selected the 2 lines of 3 formation, and it messed the preview up

The legionary has more than 15 frames. Don't forget to give SBB the correct number of frames. 15 is just a default value, used by most of Vanilla CIV3 animation
 
Originally posted by computerdude113
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!

I'm trying to make a squad of aB-52 with F-14s as escorts, and this is what I get!
And worst yet, after I'm done with this, I try and re-do it by starting the creator again, AND NOTHING SHOWS UP THAT TIME!
We need your help Kryten or Steph! SHOW US THE WAY!

Could you make your screenshot a little bigger? I can't read anything on it.
 
Originally posted by Steph


The legionary has more than 15 frames. Don't forget to give SBB the correct number of frames. 15 is just a default value, used by most of Vanilla CIV3 animation

The Imperial Legion run flc that I extracted with FLICSter does have exactly 15 frames.

EDIT: never mind, I was trying to put an existing munit storyboard as the input. Doh!
 
Originally posted by zulu9812

EDIT: never mind, I was trying to put an existing munit storyboard as the input. Doh!
This is a trick to make munits with more than 6 figures...
But it could be used only if you reduce the size enough
 
Steph: How do you remove the Black square that appeares when you have one 15 frames and another with 10 Frames?

Also, How do you preserve the "dark pink" areas (Where the game converts it to smoke and Shaddows. I use Paint Shop Pro to transfer the Bmp made storybord to the PCX version of the storyboard?
 
Originally posted by CivGeneral
Steph: How do you remove the Black square that appeares when you have one 15 frames and another with 10 Frames?

First, export all the storyboard with 15 frames. So the 10 animation will have 5 blank frames.
Now, you have 2 options:
- You use paint shop pro to copy & paste something in the blank frames (like add a part of the default in the fidget)
- In the timing area, you select "waiting" for the type of delay, in the first figure (delay) you enter 2 (for instance), and for the end you enter 10 (or less, but not more!). Result : first frame will displayed 3 times, then it carry on with frame 2, and when it reaches frame 10, it remains there, and copies frame 10 in the last frame. So you have an animation with "static" start and end, but it's now a 15 frames animation, and it can be mixed with the 15 frames animation
 
Thanks Steph :).
Also, How do you preserve the "dark pink" areas? (Where the game converts it to smoke and Shaddows.) I use Paint Shop Pro to transfer the Bmp made storybord to the PCX version of the storyboard.

EDIT: Wenever I paste the BMP from the multi-unit tool. It does not carry over the "Dark Pink" area where the smoke and shaddows are normaly are :(. In the next version, Is there going to be a option to export it as a *.pcx file
 
When I make a unit, I don't copy the bmp storyboard into a PCX one. I first change the format to pcx (save as), and then I apply a new palette. I had no problem with the smoke this way.
The pb is not copying a bmp into a pcx, so creating a PCX won't help (although I could do this to avoid one step).
The pb is transforming a true color picture into a 256 colors picture
 
I am not getting much sucsess saving it as a PCX. Mspaint does not have an option to save it as a PCX. When I did via PSP, It wanted it to be 2bit color. I am not having any susscess in convering a *.bmp to a *.pcx :(. I should call myself "Newbie of File Conversions" :(.
 
ok, can someone who got this to work explane step by step what to do after you generated the bmp palete, no matter what I do I keep getting an error.
 
Steph, with 1.02 I've noticed that the program main window (where it asks you for single or multi) always opens in the top left of the screen. Did you mean that to happen? Any chance of moving it back to the centre?
 
Hey Steph... Works great for me. I just used the win98 version to make the Spearman I'm posting now, and did a brief test of the Multi unit tool... No real problems, there was a graphical glitch. When I clicked on the formation the little picture went bad, the preview looked fine and it exported fine. So this isn't a big issue just a note. Excellent program.
 
Originally posted by zulu9812
Steph, with 1.02 I've noticed that the program main window (where it asks you for single or multi) always opens in the top left of the screen. Did you mean that to happen? Any chance of moving it back to the centre?

I was not aware of that. I will check this week end
 
You need a better user manual, I can't even work the thing.

Open the FLC of all the individual animation,with FLICSTER and export it as a storyboard.

Wow, that doesn't help at all. There's not one FLC for everything, there's attack and death and move and stuff. I have no idea what you're talking about in the manual.
 
Originally posted by Subsidere
You need a better user manual, I can't even work the thing.

Wow, that doesn't help at all. There's not one FLC for everything, there's attack and death and move and stuff. I have no idea what you're talking about in the manual.

I don't understand what you're on about. No one said there was one flc for everything. If there was, this tool would be a lot harder to use. Here's how to make a run flc for a munit, using just the one run flc from an existing unit:

1. Use FLICSter to extract a stroyboard of the Run flc

2. Start up SBB and select Multiple Figures Unit Storyboard Builder

3. Select the formation for your unit

4. Under 'input storyboards', use the browse button (the one with '...') to select the stroyboard you extracted in step 1. You don't have to use the same original animation for the munit, what Kryrten has done in several of his munits is to have the front rank use the attack flc and the rear rank use the fidget flc for the attack flc of the new munit.

5. Do this until you have the correct no. of figures, e.g. if you selected the column formation you would need to have all 6 input storyboards boxes filled in. If you'd selected the T formation, you would only need to do this 4 times.

6. Set the the number in the 'number of frames' box to match the number of frames in the storyboard from step 1.

7. By now, a preview of how your unit would look should appear in the bottom right of the screen. You can change the background colour, terrain, grid, preview the animation and view from multiple directions.

8. If you want, you can customise the unit further by selecting a time delay for each individual figure so that the animations of the six figures in the munit don't all play at once. You can also change the positioning of each individual figure to add more variety. Finally, you can make changes to the formation of the munit as a whole, making the ranks tightly closed, spread out in a more 'skirmish' formation, and so on.

9. In the 'output storyboard' box you can specify where you want the new storyboard to be saved and under what name.

10. The 'Generate multi figures unit storyboard' button will export a bmp of the new munit storyboard, but you're not done yet.

11. Open the SBB-generated stroyboard bmp in a graphics program and change the colours to 256 (in Paintshop Pro this is done by the Colours drop-down menu, i.e. at the top on the same row as File, Edit, etc., selecting Decrease Colour Depth and going from there).

12. Now save this bmp as pcx, overwriting the original storyboard you'd extracted with FLICSter.

13. Since you had used FLICSter to extract the original storyboard, so you already have the XFM file. Use FLICSter to open the XFM file again and you should be able to preview your animation. Now go to the Export tab and export it as a Civ3 Unit FLC.

14. You're done!

On a personal note, might I just say that I don't like you're attitude. You've approached unit creation without trying to understand the broader concepts of what it involves. That's fine: I myself understand the temptation to just dive right in. But Steph has given us a wonderful tool for unit creation and you're attitude has simply been "How dare you give us a tool that still requires I have some basic skill?" Well, how dare you?
 
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