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stankarp
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australia
Feb 2002 time: 05:30
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Line show up in game and only started happening since I started runing makepsr in XP. I did not have lines and shadows when using win 98.
BTW Martin, not having your ctp 2 installed and not opened in recent times could be an offence:-)))))
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Martin the Dane
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Aarhus, Denmark
Feb 2000 time: 06:30
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quote: Originally posted by stankarp
BTW Martin, not having your ctp 2 installed and not opened in recent times could be an offence:-))))) |
It turned out that I did have it installed (and still do), but I'm guilty as charged with regard to playing the game. 
But back to the subject.
I have implemented half the tga-import routine for combined images. There is still some work to do before it will be useful though, as it is now I can change the images of single frames, as long as the image-size is correct that is.
This brings a question, witch of the three image systems do you artists prefer?- One image per frame. Shadow is a distinct color, and mask is placed in the alpha channel.
- Two images per frame. Shadow in separate image, mask is placed in alpha channel of pix-image.
- Three images per frame. Pixel, shadow, and mask in separate images.
I will implement all three, but unless I get to many protests I’ll do it in the same order as listed above.
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Martin the Dane
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Aarhus, Denmark
Feb 2000 time: 06:30
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An update and a question.
First I have fianly finished the "housecleaning" of my code, and have completed the tga-import functions, so it is now possible to change, add, and remove frames, for now this only works correctly for uni-directional animations (Idle, Wictory/Death, and Effects).
This brings me to the question. As I se it there are two ways of handling penta-directional animations (Move, Attack, and Work). Theses require the same number of frames for each headding, so building each headding individually will requre too much error-handling in TileEdit.
The first possible way of handling this is that when a frame is added to one of the headdings, blank frames for each of the other. These blank frames can then be eddited later. (here I would limit the ability to add frames to the first headding).
The second option is that the "OK"-button on the add/insert screen will not be available untill all five frames have been filled with graphics of the correct size.
Personally I'd prefer the first option, first becaus I find this to be the most logical approach, secondly becaus it seems to be the easiest to program. But since I'm probably not going to make many sprites, I'll program whatever you guys find the most logical.
I'll post a new build later today.
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E
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July 24,2005 Ctp2 Tiles in sig!
May 1999 time: 21:30
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quote: Originally posted by Martin the Dane
Ok, made it.
I have now implemented Add, Remove, Insert, and Edit Sprite Frame. This is verry much beta, so please report any odd behaviour. Note that it is not possible create sprites from scratch, (thats next on my list) for now you'll have to open a sprite of the desired type, with the desired animations, and start from there.
Just grab Build 10 from my sig. |
I'm assuming you mean the different types ofanimations (move, attack, etc).
I'll give it a whirl thanks!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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E
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July 24,2005 Ctp2 Tiles in sig!
May 1999 time: 21:30
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Sorry Martin but I think I found a problem. I made my first sprite.
I edited the GU02 sprite of the cradle settler and used the civ3 settler. I exported the files from flicster (pcx format) then batch converted them using PSP 7 into 24bit uncompressed TGAs. Then frame by frane I added each one into the sprite. I did delete one "row" or set of directions (9 instad of ten) for the moves. and added a bunch in the death.
I started a new game. game started fine and the idlle worked (I didnt add or delete frames there) but when I tried to move the game crashed. Also when I went to "kill" the unit, it just disappeared with no animation. this is a uni-directional death and I added frames.
So I think it has to do with deleting frames.
Here's the sprite (I renamed the file to replace the ctp2 standard settler so I could see it on start up so mine is GU002)
Attachment: settler-test.zip
This has been downloaded 2 time(s).
Last edited by E on 31-12-2004 at 12:04
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