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Old December 4, 2001, 20:28   #1
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Sprite Extractor?
Here hoping

I know there wasn';t onoe a while ago, but is there one now?

Even one to view the frames? With Civ 3 know out this would be a great way to get newe units, and vice-vers (eg. Civ3 units to *.spr format).

Is/Was there ever one planned? I mean the format is actually given. Surely with the egreat programmers around who can crack *.zfs and *.rim's and *.til's someone could do this?
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Old December 5, 2001, 11:24   #2
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You should contact Martin the Dane about that. It is just a question of time and how much he knows about the sprite format. Fortunatly the readme about the sprite maker contains some information about the format. You could also ask Klaus Kaan as he tries to make a CTP2 emulator so he has to know everything about the format when he is finished.

So far there is only the hard way of extracting graphics screen captures. A not very fast way and with a not not very good result.

But for me it is enough to convert Civ3 units to CTP2 Sprite format as neither there will be a German version available in the near future nor I won't have enough time to play, so it can be get cheap until I will buy it maybe.

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Old December 5, 2001, 20:50   #3
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Actually I found a good way to do it
1. Use tile extractor, set the tiles to color 255,0,255
2.. User hypercam to record avi's
3. go into the game and move a unit
4. use animation shop to edit

Would work bbetter if you could get right of the green circle around the unit. Can you?
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Old December 6, 2001, 06:58   #4
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I have been thinking of capturing the sprite frames. it may be possible to capture death sequences and attack I will look into it and post what I found here
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Old December 6, 2001, 13:55   #5
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Quote:
Originally posted by heardie
2.. User hypercam to record avi's
Use what?
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Old December 7, 2001, 06:35   #6
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what is hypercam. i thick its a program to make make a movie on what you so on the computer like a print screen.i myself havent got it but i have been loking for a way around it.
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Old December 7, 2001, 16:17   #7
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Woohoo, hypercam is pretty good

Captures avi's from PC screen. Then open in Animation shop, copy frames to PSP, and cut out relevant bits. (The trial version leaves a 'unregistered version' message in the top corner, but since I cut out only a bit anyway, it doesn't bother me.)

PS. I love the colourise tool
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Old December 10, 2001, 08:37   #8
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so it works but one big question remains which site did you download it from and how many meg
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Old December 10, 2001, 13:28   #9
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Dunno, do a search at http://www.google.com for HyperCam. Its not big, only 374 kb
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Old December 11, 2001, 06:58   #10
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I will do that and post the hyper link here
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Old December 11, 2001, 08:11   #11
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Quote:
Originally posted by The Big Mc
I will do that and post the hyper link here
Too late

http://www.hyperionics.com/hc/
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Old December 11, 2001, 09:13   #12
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great I have not looked yet
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Old December 18, 2001, 08:07   #13
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Can anyone give any more detail on making sprites?

I have paint shop pro 7 and animation shop 3. I want to convert Civ3 units to CTP2 so how do go from animation shop to a animated sprite usable for CTP2?

Thanks

E
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Old December 18, 2001, 08:16   #14
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Can anyone give any more detail on making sprites?

I have paint shop pro 7 and animation shop 3. I want to convert Civ3 units to CTP2 so how do go from animation shop to a animated sprite usable for CTP2?

Thanks

E
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Old December 18, 2001, 08:50   #15
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yes

use hyper cam to capture your units movement then move the pics into animation shop so you can cut it up so that you just have a series of images of your unit moving move this images into paint shop and then use the sprite maker after moding from there .

oh and merry Christmas
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Old December 18, 2001, 13:19   #16
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thanks Big MC

good news is that animation shop already opens the Civ3 animation. Now I gotta find the sprite maker.

happy holidays
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Old December 19, 2001, 07:09   #17
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The sprite maker is here

http://www.apolyton.net/ctp2/files/M...ion/Utilities/

what about the unit pics have you got them it may be worth just give the first frame or some thing as well as the unit to put in as the unit pic.
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Old December 19, 2001, 13:13   #18
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Thanks MC

going to it now. Attached is a Zip of the Aztec's Jaguar Warrior attack animation. You or who else is good at making sprites might want to give it a shot in case i'm a little slow if figuring out. once you do please give some details.

the file is *.flc and can be opened by JASC Animation Shop (comes with PSP 7)
Attached Files:
File Type: zip jaguarwarriorattacka.zip (96.6 KB, 5 views)
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Old December 19, 2001, 13:16   #19
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Everytime I try to download from those pages I always get this:


Internal Server Error
The server encountered an internal error or misconfiguration and was unable to complete your request.
Please contact the server administrator, webmaster@worldchat.com and inform them of the time the error occurred, and anything you might have done that may have caused the error.

More information about this error may be available in the server error log.



--------------------------------------------------------------------------------

Apache/1.3.12 Server at www.apolyton.net Port 80



anyone else get this? can you post the sprite maker? pls!
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Old December 19, 2001, 13:30   #20
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As I tried the link there I got this:

Code:
Internal Server Error
The server encountered an internal error or
misconfiguration and was unable to complete
your request.
Please contact the server administrator,
 webmaster@worldchat.com and inform them of the time the error occurred,
and anything you might have done that may have
caused the error.
More information about this error may be available
in the server error log.
Apache/1.3.12 Server at www.apolyton.net Port 80
As long this doesn't work use the direct link:

http://www.apolyton.net/ctp2/files/M...itcreation.zip

That's not the official way but the only one that works currently But if the official way will work some time later you should use the official one as we all want to know how many people downloaded the sprite maker.

BTW the file format for the sprites is *.tif.

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Old December 19, 2001, 17:51   #21
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As long this doesn't work use the direct link:

http://www.apolyton.net/ctp2/files/M...itcreation.zip

That's not the official way but the only one that works currently But if the official way will work some time later you should use the official one as we all want to know how many people downloaded the sprite maker.

BTW the file format for the sprites is *.tif.

-Martin [/QUOTE]

thanks the link worked. can you get me the lin for modswapper too.

Also the unit creation readme only describes a five frame sprite is there any info for the fighting and dying sequences because I've got access to them all in Civ3 units. I can also get all Aof Empires II units too.
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Old December 20, 2001, 07:02   #22
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ops

I know if you miss out the death sprit it just fades away.

but I am not so good with the sprit maker maybe martin will help
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Old December 20, 2001, 09:08   #23
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Quote:
Also the unit creation readme only describes a five frame sprite is there any info for the fighting and dying sequences because I've got access to them all in Civ3 units. I can also get all Aof Empires II units too.
Are you sure you actually read the readme and not just Harlan's guide? AFAIK the readme should contain all the info you need (although the info on combat etc is brief since it's virtually identical to regular animation). Be sure to click the 'agree to license' link though.
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Old December 20, 2001, 10:13   #24
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Quote:
Originally posted by E
Also the unit creation readme only describes a five frame sprite is there any info for the fighting and dying sequences because I've got access to them all in Civ3 units. I can also get all Aof Empires II units too.
Locutus, the readme uses the cow sprite as an example, which is very irritating, because it means no attack animation. E, if you missed it in the other thread, here is a complete (move, attack, death) script file:
Attached Files:
File Type: txt gu02.txt (3.8 KB, 10 views)
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Old December 20, 2001, 10:20   #25
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Quote:
Originally posted by E
going to it now. Attached is a Zip of the Aztec's Jaguar Warrior attack animation. You or who else is good at making sprites might want to give it a shot in case i'm a little slow if figuring out. once you do please give some details.

the file is *.flc and can be opened by JASC Animation Shop (comes with PSP 7)
Fantastic, this will be so much easier that AoK. There all the units are on some crappy white background, and have stupoidly low resolution. This it will actually be possible to make into top-quality sprites, shadows included Someone has a holiday project

Could you attach the other animations (or better still email me)?
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Old December 20, 2001, 11:14   #26
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IW. I'm going to post them all up in the Civ3 possible? thread (since its closer to the subject). Here's hoping for a Civ3 Mod (the way Civ3 is supposed to be)
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Old December 20, 2001, 11:53   #27
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I was thinking that thread could turn into a SLIC-fest... it doesn't really matter anyway.
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Old December 20, 2001, 12:41   #28
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Quote:
Originally posted by E
thanks the link worked. can you get me the lin for modswapper too
Here is the direct link to the version of Modswapper on Wes' page: http://apolyton.net/wes/modswap.zip

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Old January 7, 2002, 14:21   #29
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Quote:
Originally posted by Immortal Wombat
Locutus, the readme uses the cow sprite as an example, which is very irritating, because it means no attack animation. E, if you missed it in the other thread, here is a complete (move, attack, death) script file:
Ben could you attach the script file again. I downloaded it twice and both times the file was somehow corrupted.

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Old January 7, 2002, 18:34   #30
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Wierd. I'll transcript it.

Code:
##############################################################
# This is a Unit Sprite script. 
##############################################################


0 # Required 0

UNIT_SPRITE
{
	UNIT_SPRITE_MOVE	1
    {
        # This is the sprite action definition block.  All sprite
        # actions require this block if the sprite action is defined.
        #
        SPRITE_NUM_FRAMES     1    # number of frames of animation
        SPRITE_FIRST_FRAME    0    # the index of the first frame
        SPRITE_WIDTH         96    # the width of each sprite image
        SPRITE_HEIGHT        72    # the height of each sprite image
        SPRITE_HOT_POINTS          # the hot points (center points) of
                                   # the sprite for each of the 5 facings
            49 54     # facing 1
            49 54     # facing 2
            49 54     # facing 3
            49 54     # facing 4
            49 54     # facing 5
    }
	ANIM	1
	{
		ANIM_TYPE		1
		ANIM_NUM_FRAMES		1
		ANIM_PLAYBACK_TIME	1000
		ANIM_DELAY		10000
		ANIM_FRAME_DATA
			0

		ANIM_MOVE_DELTAS	0
		ANIM_TRANSPARENCIES	0
	}

	UNIT_SPRITE_ATTACK	1
    
	UNIT_SPRITE_ATTACK_IS_DIRECTIONAL	0
	{
        # This is the sprite action definition block.  All sprite
        # actions require this block if the sprite action is defined.
        #
        SPRITE_NUM_FRAMES     4    # number of frames of animation
        SPRITE_FIRST_FRAME    1    # the index of the first frame
        SPRITE_WIDTH         96    # the width of each sprite image
        SPRITE_HEIGHT        72    # the height of each sprite image
        SPRITE_HOT_POINTS          # the hot points (center points) of
                                   # the sprite for each of the 5 facings
            49 54     # facing 1
            49 54     # facing 2
            49 54     # facing 3
            49 54     # facing 4
            49 54     # facing 5
    }
	ANIM	1
	{
		ANIM_TYPE		1
		ANIM_NUM_FRAMES		4
		ANIM_PLAYBACK_TIME	1000
		ANIM_DELAY		1000
		ANIM_FRAME_DATA
			1	2	3	4

		ANIM_MOVE_DELTAS	1
		{

		0 0
		0 0
		0 0
		0 0

		}
		ANIM_TRANSPARENCIES    1
		{
			15    15    15    15          
	        }
	}

	UNIT_SPRITE_IDLE	0



	UNIT_SPRITE_VICTORY		1
	UNIT_SPRITE_IS_DEATH		1
    {
        # This is the sprite action definition block.  All sprite
        # actions require this block if the sprite action is defined.
        #
        SPRITE_NUM_FRAMES     4    # number of frames of animation
        SPRITE_FIRST_FRAME    1    # the index of the first frame
        SPRITE_WIDTH         96    # the width of each sprite image
        SPRITE_HEIGHT        72    # the height of each sprite image
        SPRITE_HOT_POINT    58 38
	}
	ANIM	1
	{
		ANIM_TYPE		0
		ANIM_NUM_FRAMES		4
		ANIM_PLAYBACK_TIME	10000
		ANIM_DELAY		1000
		ANIM_FRAME_DATA
			1	2	3	4

		ANIM_MOVE_DELTAS	1
		{

		0 0
		0 0
		0 0
		0 0 

		}
		ANIM_TRANSPARENCIES    1
		{
			15    15    15    15       
	        }
	}

	UNIT_SPRITE_WORK		0

	UNIT_SPRITE_FIREPOINTS		0

	UNIT_SPRITE_FIREPOINTS_WORK	0

	UNIT_SPRITE_MOVEOFFSETS		0

    UNIT_SPRITE_SHIELDPOINTS    1
    {    
        UNIT_SPRITE_SHIELDPOINTS_MOVE
            72 9
            72 9
            72 9
            72 9
            72 9
        UNIT_SPRITE_SHIELDPOINTS_ATTACK
            48 36
            48 36
            48 36
            48 36
            48 36
        UNIT_SPRITE_SHIELDPOINTS_IDLE
            48 36
            48 36
            48 36
            48 36
            48 36
        UNIT_SPRITE_SHIELDPOINTS_VICTORY
            82 9
            48 36
            48 36
            48 36
            48 36
        UNIT_SPRITE_SHIELDPOINTS_WORK
            48 36
            48 36
            48 36
            48 36
            48 36
    }
}
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