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Martin the Dane is offline Martin the Dane
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Aarhus, Denmark
Feb 2000
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  Old Post 28-04-2004 03:55 Visit Martin the Dane's homepage!
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This is not a bug in EpriteEdit but in the sprite, some sprites have more frames than is used, these will be exported, but not shown, I have not implemented a display by frame number feature, but that might be added at some point.

The Big Mc is offline The Big Mc
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  Old Post 28-04-2004 11:00 Visit The Big Mc's homepage!
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so actocrap strike again

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 21-05-2004 18:49 Visit Martin Gühmann's homepage!
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By the way Martin when do we see SpriteEdit in the directory. I just looked were TileEdit is but there is no SpriteEdit.

-Martin

Martin the Dane is offline Martin the Dane
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  Old Post 22-05-2004 05:23 Visit Martin the Dane's homepage!
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Er... well... eh... I don't know.

The original plan was to post it there when I have a fully functional version, right now it's not much of an editor, just a sprite-extractor.

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 22-05-2004 22:41 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Martin the Dane
Er... well... eh... I don't know.

The original plan was to post it there when I have a fully functional version, right now it's not much of an editor, just a sprite-extractor.


And I thought that was the aim not to have a full sprite editor I mean you have PSP or something else to do the art work.

-Martin

The Big Mc is offline The Big Mc
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  Old Post 22-05-2004 23:43 Visit The Big Mc's homepage!
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yes but at the moment you have to use the old actocrap compiler to compile which is useless. The idea was to get a sprite editor which could make a new animation a make the spr files.

Martin the Dane is offline Martin the Dane
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  Old Post 23-05-2004 02:26 Visit Martin the Dane's homepage!
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Well, yes: No graphics editor, but still the ability to import graphics.

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
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  Old Post 29-05-2004 05:30 Visit E's homepage!
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If this has already been asked then just pound me. I'm attempting to start making sprites and one thing I noticed is thatthe background is the fuschia pink. If I'm converting Civ3 units can I keep the background as pink (just select that as the alphachannel?) or do I have to still convert it to black?

I still need makespr to make sprites right?

Martin the Dane is offline Martin the Dane
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  Old Post 29-05-2004 12:17 Visit Martin the Dane's homepage!
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I'm not going to pound you, just hit you in the head no, just kidding . I don't know whether or not the questions have been answered earlier.

makespr does not use a background color, it uses the alpha channel as a transparency mask, here you can graduate the transparency. So the answer to your first question is no, you don't need to convert the bg. but you will have to create a mask (in the alpha channel).
Just a note of caution: Do not use black (RGB 0,0,0) for anything other than bg-color. Black is a reserved color in ctp.

And yes you still need to use makespr. I have not had the time to work on SpriteEdit lately. What I plan to include is an import function that uses a bg-color as transparency, and a single image import where transparency, shadow and unit is imported from the same image (separate images for each frame). Exactly how and what have not been determined, but I'll listen to the people making sprites.

E is offline E
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  Old Post 30-05-2004 01:36 Visit E's homepage!
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Thanks Martin, It would be nice if makespr let you import single frames where you could pick the background and shadow color like tileedit. But also have a function like newsprite so you can set the number of frames per section etc.

I hope also it will allow import of pcx, jpg, etc. ( iwish it would do frame by frame import from a FLC of course but I know thats asking too much)

Martin the Dane is offline Martin the Dane
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  Old Post 01-06-2004 02:23 Visit Martin the Dane's homepage!
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Well The first two things I'm going to add to SpriteEdit (what I'm currently working on) are:

  1. Single frame import, like the import function for graphics in TileEdit.
  2. The ability to create new sprites from scratch.


quote:
I hope also it will allow import of pcx, jpg, etc.

I will focus on tga-import first as this is a format I'm familiar with, and have routenes coded for.

quote:
( iwish it would do frame by frame import from a FLC of course but I know thats asking too much)
Well that will have to wait till someone is willing to pay me a decent salary for doing it 30-50$/h

E is offline E
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  Old Post 01-06-2004 05:52 Visit E's homepage!
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When I hit the lottery you'll be the first to know! thanks for the work martin i look forward to the frame importation (but I hope it allows for different sizes!)

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
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  Old Post 07-06-2004 03:09 Visit E's homepage!
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OK I've been trying to do a few city sprites. One came out fine then I did another the same way and got what you see below. What did I do wrong?

Attachment: image3.jpg
This has been downloaded 93 time(s).

J Bytheway is offline J Bytheway
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  Old Post 07-06-2004 04:05 Visit J Bytheway's homepage!
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I'll take a wild stab in the dark and say it was related to the shadow...

Martin the Dane is offline Martin the Dane
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  Old Post 07-06-2004 10:20 Visit Martin the Dane's homepage!
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Looks like you have a problem with either the shadow or the transparency. (witch I can't tell without looking at the actual sprite) Make sure the alpha chanel is correct and the shadow tiff if you use one is pure black and white.

E is offline E
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  Old Post 07-06-2004 21:55 Visit E's homepage!
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It ended up being the background. I kept it as fuschia and set the alpha channel and got this. I have since went back and made the background 0,0,0 black and its fine. but I could of swore that I could use any color...

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 07-06-2004 22:35 Visit Martin Gühmann's homepage!
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quote:
Originally posted by E
It ended up being the background. I kept it as fuschia and set the alpha channel and got this. I have since went back and made the background 0,0,0 black and its fine. but I could of swore that I could use any color...


Did you set the alpha channel of the fuschia pixels to zero. We used black as background as PSP4 has a nice alpha generator for black pixels, that makes alpha for black pixels zero. Another thing is that edge pixels of the tiffs should have also zero alpha.

-Martin

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  Old Post 07-06-2004 23:33 Visit E's homepage!
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quote:
Originally posted by Martin Gühmann


Did you set the alpha channel of the fuschia pixels to zero. We used black as background as PSP4 has a nice alpha generator for black pixels, that makes alpha for black pixels zero. Another thing is that edge pixels of the tiffs should have also zero alpha.

-Martin


that kind of went over my head. I'm going to stick to changing the backgrounds to 0,0,0 black since it works for me.

On a side note when I do hot points how do you guage where the center is? is it pixels from the bottom and right?

Martin - I may be pestering you for Citymod2 questions soon, I'm looking to convert Civ3 cities and put them in a citymod2 format but also add more city culture types like India, native america, african and may need help (I do like your cities but I tend to prefer the larger and dimmer civ3 styles...)

Martin the Dane is offline Martin the Dane
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  Old Post 08-06-2004 00:45 Visit Martin the Dane's homepage!
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E, what Martin says is that you should make sure that all pixels at the edge of the image are fully transparent.

I must cofess that I don't remember what the hotpoints are relative to, but I think it's the upper left.

E is offline E
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  Old Post 09-06-2004 06:37 Visit E's homepage!
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Thanks Martin,

Quick city sprite question (I have cradle installed which I think uses CityMod2) I notice that sprites GC049-GC072 are modern city spries but they are just three copies of the same graphic. I am assuming these are used as modern city sprites for the different civs. I also noticed that there are new modern sprites done later down the chain (in the 100s).

Are those 49-72 sets still used or are they kept there incase you play an unmodded game?

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 09-06-2004 21:36 Visit Martin Gühmann's homepage!
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quote:
Originally posted by E
OK I've been trying to do a few city sprites. One came out fine then I did another the same way and got what you see below. What did I do wrong?


Well another thing that came into my mind with this Fruschia is that this color is a special color in CTP2, in most of the files pixels colored like this are replaced by something else. But there are some *.tga's that are displayed on the map like this icon that indicated that a city contains slaves. It has a chain with an edge around it. On the map the area around the chain inside the edge is transparent but darker, like around your city. And the pixels that are replaced are Fruschia in the original *.rim file. So I guess you forget to set the alpha channel of those Fruschia pixels to zero.

quote:
Originally posted by E
Quick city sprite question (I have cradle installed which I think uses CityMod2) I notice that sprites GC049-GC072 are modern city spries but they are just three copies of the same graphic. I am assuming these are used as modern city sprites for the different civs. I also noticed that there are new modern sprites done later down the chain (in the 100s).

Are those 49-72 sets still used or are they kept there incase you play an unmodded game?


GC049-GC072 are the modern city sprites that came with the game indeed they are copies of each other, just in one you find a different byte. They are kept, because to make sure that the standart game uses the original sprites and because I use them for my Computer Age. Yeah the computer age makes everyone equal. The difference between these modern sprites and my sprites is that my sprites are unique for each style, but I just did a set of 5 sprites for each style in comparision to the original set with 8 sprites.

-Martin

E is offline E
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  Old Post 09-06-2004 23:11 Visit E's homepage!
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Thanks Martin!

I'm almost done with my Civ3 Graphics pack for CityMod2 but I'm looking to change one set of Euro graphics (either palace or castle) to African city styles. I'm also looking to add more city styles, I'm assuming that the limit is still 200 for city sprites too so that gives me only 188-200, but also can I use sprites less than 28 (001-027) for new styles? (I still want to add native american, Indian, and age only unique graphics for byzantines, Venice, Americans, etc.)

Thanks!

New Question: I think it was mentioned before but what causes the lines through my sprites? I haven't tested in game but in the sprite editor some images have lines running through them.

Last edited by E on 10-06-2004 at 01:55

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 10-06-2004 22:47 Visit Martin Gühmann's homepage!
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quote:
Originally posted by E
I'm almost done with my Civ3 Graphics pack for CityMod2 but I'm looking to change one set of Euro graphics (either palace or castle) to African city styles.


Eh changing? Using them as a base and made from that African styles doesn't make sense, either. So I prefer adding.

quote:
Originally posted by E
I'm also looking to add more city styles, I'm assuming that the limit is still 200 for city sprites too so that gives me only 188-200, but also can I use sprites less than 28 (001-027) for new styles? (I still want to add native american, Indian, and age only unique graphics for byzantines, Venice, Americans, etc.)


It is still 200, but just because we didn't change it does not mean we cannot change it, the only problem is that we might reserve much more memory then needed. Actual it is just a number to update. And another remark programmers start to count at zero, so you can use sprites (000-027) and at the end you can only use the nubers 188-199, well maybe we should renumber the sprites and forget about backwards compartibility with mods and leave the task to restore the mod compartibility to the modders. That would have the advance to group the sprites of each style.

quote:
Originally posted by E
New Question: I think it was mentioned before but what causes the lines through my sprites? I haven't tested in game but in the sprite editor some images have lines running through them.


As I said you used the edge pixels and gave them an alpha chanel bigger zero.

-Martin

E is offline E
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  Old Post 23-06-2004 20:41 Visit E's homepage!
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Check this out!

http://forums.civfanatics.com/showt...602#post1947602

Could this make it possible to convert FLCs easier?

E is offline E
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  Old Post 24-06-2004 08:53 Visit E's homepage!
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I got this from Cyber Dreyk

I can give to you source code of the Civ3Flc v.1,0,0,20, written on Microsovt Visual C++ (v.6). Maybe it can help you...
You can get it here: http://www.civfanatics.net/uploads7/Steph.zip (I have uploaded it a few days ago for Steph).

One remark: in case this code will be used you should make mention of Jimmyh and Cyber Dreyk and inform me about it.

E is offline E
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no pressure Martin but I'm praying that your silence is because you are working on the TGA importing... I'll have my computer online in October I'll be ready to do some heavy converting...

Martin the Dane is offline Martin the Dane
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quote:
I'm praying that your silence is because you are working on the TGA importing.

Unfortunately, from the perspective of SpriteEdit, that's not the case, the truth is that I have simply not had the time to do any programing for the last several months. I have been working ~50 hours a week. Most of my spare time has been devoted to rest, and writing and rewriting a short-storry (in Danish).

Hopefully I'll have a bit more time for programing in the comming months. As for status I have implemented part of the import functions, but unfortunately I don't remember where I left off , so resuming will requre some detective work.

stankarp is offline stankarp
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Feb 2002
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  Old Post 05-08-2004 12:34
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I noticed the problem with the shadow file above. I have had the same issue but its a bit confusing.

I had it with images extracted through sprite extractor even though I selected the background and flood filled with pure black. I also had it with images recently from sprites I made last year. At that time they ran fine. I re-did several recently to make new wonder units and fix my chariot archer which was a bit small, and now I got the same problem with some of the shadow files. I also made a couple of new goods and it happened to a lesser degre with one of them, with diagonal streaks appearing. I corrected a couple with sprite editor by deleting the offending frame.

The only thing I can think of is I am now running Win XP while the sprites were originally done on Win 98.

What OS are you using E?

Martin the Dane is offline Martin the Dane
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  Old Post 05-08-2004 14:41 Visit Martin the Dane's homepage!
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Btw. has anyone tested the sprites with lines in the game. I havn't had the game opend in a verry long time. If the lines does show up in-game the error is in makespr (and not my problem ) if not the error is in SpriteEdit (and very much my problem).

E is offline E
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the lines show up in game. I have since corrected them by removing the pixel. I use xp

 
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