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  1. #1
    Member Member Stazi's Avatar
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    Default Re: Converting Civilization3 unit animations

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    It works ok, only shadow it's too big IMHO. But you can leave it for now. Details like this can be changed in the end when we will have nothing else to do.
    Soldiers are still too small so reducing the size of other units is a must.

    EDIT
    It's strange. On your screens they look nearly the same size but on mine they are way too small although I set scale to 225.

    EDIT2
    They are ok. Forget all about the size I wrote above.
    Last edited by Stazi; 02-21-2016 at 09:48.
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

  2. #2

    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by Stazi View Post
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    It works ok, only shadow it's too big IMHO. But you can leave it for now. Details like this can be changed in the end when we will have nothing else to do.
    Soldiers are still too small so reducing the size of other units is a must.

    EDIT
    It's strange. On your screens they look nearly the same size but on mine they are way too small although I set scale to 225.
    I suggest you to use this BIF, which I haven't change to blue palette to green... I upload the green one by mistake, will reupload it.

    Any way to add faction colour?
    Last edited by zweihander; 02-21-2016 at 09:47.

  3. #3

    Default Re: Converting Civilization3 unit animations

    Alright, a faction colour version is done! Not perfect though.




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  4. #4
    Member Member Stazi's Avatar
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    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by zweihander View Post
    Any way to add faction colour?
    My method is probably not very professional but works for me. btw I use Photoshop CS6.

    Start with creating two palettes - one for pinks only and one for greens only. Something like this:
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    1. Select the area you want to change into faction colors.

    2. Make a new layer with the selected area

    3. Duplicate the layer to the new file

    4. Change the image mode (of the new file) to the indexed color. In the popup window choose Custom palette and find one of those two palettes you created. Photoshop will change and remap colors automatically.
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    5. If the result satisfies you copy the selected area again and paste it into the layer you created in 2nd step.

    6. Repeat steps for all green/pink areas.

    7. When done you will have to flatten the image and change to indexed color. Of course, you will need full palette containing all the colors to properly transform the image to the indexed mode.
    Last edited by Stazi; 02-21-2016 at 12:05.
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  5. #5

    Default Re: Converting Civilization3 unit animations

    Thanks Stazi!
    I found that colours in the last two line of the colour table will show as faction colour ingame, no mater they're Green/Pink or not:

    My method to add faction colour is: open the frame 1.bmp with GIMP, open the colour table, drag the colours you want to show as faction colour to the last two line, save this bmp. Use this bmp as the tamplate, copy other frame on it and save.
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  6. #6
    Member Member Stazi's Avatar
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    Default Re: Converting Civilization3 unit animations

    I like your method. It's certainly faster than mine. Good work!
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

  7. #7
    Crusading historian Member cegorach's Avatar
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    Default Re: Converting Civilization3 unit animations

    Very good.

    I usually copied/pasted to opened .BMP files extracted from the game replacing old animations.



    About the mounts - Stazi could you check if mounts added to those larger files cause problems with new factions? Some files tended to cause CTDs when used by added factions and I'd like to be sure.

    If there are no problems some files used by horses/camels can be spared and at least to could be assigned to Landsknechte units which have to be available to new factions.


    @zweihander

    If mounts give us free graphic entries to use it is safe to give the Landsknechts two animation directories occupied by mounts Stazi will clear.

    If you really need more tell us, but two is rather generous.


    CiV3 animations give a number of interesting options. Personally I am interested in armoured handgunners in a Russian pack.

    It will be useful for a number of units in E Europe esp. Russia and Georgia, perhaps even Persia.

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    If you don't know which pack it is from I'll try to locate it.


    Overall if we can clear some directories they can be used. Perhaps even one for more than one type of animation. Seems to be easier with handgunner/musketeer units and we really need some diversity - something for the Balcans (Albania, Greece) and Turkey, something for Scotland and something more for muslim states. If we could use larger frames they all probably could fit into one or two directories.
    Last edited by cegorach; 02-21-2016 at 15:25.

  8. #8

    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by cegorach View Post
    About the mounts - Stazi could you check if mounts added to those larger files cause problems with new factions? Some files tended to cause CTDs when used by added factions and I'd like to be sure.
    Now, the problem was that game crashes occured as the newly defined faction left the campaign
    map for the battle map--oddly this crash would only occur with certain units (e.g., peasants,
    highland clansmen, kerns, etc.). I discovered that only those units which were culled from texture
    folders associated with face-shields caused the crash. Units drawn from texture folders which are
    Adding New Faction Guide for Viking Invasion
    21
    not associated with face-shields (e.g., archers--which use the texture folder "Pestunic")do not
    cause a battle crash. Therefore newly defined factions, such as FN_FREE21 //WELSH, cannot
    utilize units which are drawn from the following bif texture folders, as they are associated with
    face-shields:
    "Peasant"
    "ChainHlm"
    "HlPlArSH"
    "LArmWCav"
    "MKnight"
    "MSHelm"
    "PlateS"
    -----Adding New Faction in VI guide, By starkhorn

    As I know, only these 7 folder will cause CTD.

    Currently, I simply place the new landskencht anim into LtOpHelm, which is the currently folder for Doppelsoldner unit, the other units in PMTW also using this folder are Gallowglass and Opolcheniye. I move Gallowglass and Opolcheniye to use the 'Peasant' anim. No idea you would like this idea or not...

    Here is a unit I want to convert(and I have already converted it to FTG! which will reduce my work to convert it to MTW), the Estalian Swordsman, it would be useful for those Sword&Shield units in PMTW.

    But unfortunately, converting the landsknecht cost me a whole day, as school days begin, I would not have time to convert Civ3 uits anymore, at least recently.

    Actually, converting civ3 units is not very difficult but need time and great patience. If any one want to learn how to convert, I can tell you the key progress.(but only to those who already have some experience of dealing with unit animations BIF files of MTW, I have no time to write a complete tutorial for beginners, sorry)
    Last edited by zweihander; 02-21-2016 at 16:46.

  9. #9
    Member Member Stazi's Avatar
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    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by cegorach View Post
    About the mounts - Stazi could you check if mounts added to those larger files cause problems with new factions? Some files tended to cause CTDs when used by added factions and I'd like to be sure.

    If there are no problems some files used by horses/camels can be spared and at least to could be assigned to Landsknechte units which have to be available to new factions.
    Ok. I'll check it.

    Quote Originally Posted by zweihander View Post
    If any one want to learn how to convert Civ3 units, I can tell you the key progress.(but only to those who already have some experience of dealing with unit animations BIF files of MTW, I have no time to write a complete tutorial for beginners, sorry)
    Please, write it as detailed as you can. I hope I'll get the idea.
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

  10. #10
    Member Member Stazi's Avatar
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    Default Re: Converting Civilization3 unit animations

    Quote Originally Posted by cegorach View Post
    About the mounts - Stazi could you check if mounts added to those larger files cause problems with new factions? Some files tended to cause CTDs when used by added factions and I'd like to be sure.

    If there are no problems some files used by horses/camels can be spared and at least to could be assigned to Landsknechte units which have to be available to new factions.

    For tests I chose Mousquetaires Du Roi because the unit uses "critical" MSHelm folder. For horses I chose the most popular LiHorse forder.

    First, I gave them to ALL_FACTIONS and started a few custom battles. Unfortunately, this unit cause CTD with new factions like Khazan, Livonia, etc. The new 1024p textures, obviously, cause CTD too.

    Second, I changed the texture in LiHorse and MSHelm folders (leaving Mousquetaires Du Roi to FN_FRENCH as intended). This time all worked smoothly. No crashes.

    Both steps were tested with several different units and faction setups.

    Conclusions:

    1. Technically, 1024p textures works the same as 512p. CTDs are caused by "critical" folders and new factions, not textures.

    2. Resizing mount textures to 1024p have to be followed by resizing all riders' folders (they have to be proportional because mounts don't have their own SCALE parameter). It involves changing/tuning all animations rectangles. Weapons and shields too. The whole procedure makes cavalry smaller so all infantry has to be scaled down accordingly or changed to 1024p too. Smaller models need also changes in UNIT_PROD (parameters like: RADIUS, FORMATION_WIDTH_SPACING, FORMATION_LENGTH_SPACING). Without it all units looks like in loose formation all the time. It looks the same like reducing a unit SCALE - leaves too much space between soldiers.

    The whole process is quite easy but very time consuming. It can be done for 2.0 but probably not for 1.6.
    All this testing thing gave me some new ideas. I let you know if I find something interesting.
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

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