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novapaddy

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the procedure that i did is:

1) launch FLICster and open run.flc

2) Export-Export Type-"Multiple filmstrip PCXs (8 files) and unckeck border!!!

3) Open a file with gimp: image-mode-indexed so "generate optimum palette" 256 colors
click convert

4) after that windows-Dockable Dialogs-palettes and so
palettes menus-import palette, I select image and click import

5) tools-colour picker and i pick the colour of backgroud.
Drag and drop the colour in first position (top on the left).
the same thing with shadow color but in second position
I save the palette

6) image-mode-indexed and i select in custom palettes the last one that i saved.
uncheck "Remove unused colous from colourmap" and click Convert

7) export in bmp the sprite imagine

8) now it is the turn of palette file:
new-dimensions 4x4 and click ok.

9) image-mode-indexed chose custom palette and uncheck "Remove unused colous from colourmap"
click convert (here the little square of the palette become light brown, why not pink or so...?)

10) export in bmp the palette file


i did this procedure many times and it works only 1 time, there is something that i wrong...

note: everytime I export in bmp when i am in indexed mode (not in RGB mode) or I have not chance to create a working sprite


where do u think i am missing something?



Please read through this slowly as you are making a basic mistake.

Generate the 8 bmp files for each sprite Run, Fire and one for Stand, 17 files in total.

Open up the first Fire bmp image.

Colour of shadow, colour of background are very different. Note the colour settings in gimp.

Background (bright magenta) will be 300, 100, 93, 238, 0 238.

Dark magenta (shadow) will be 300, 100, 58, 149 0, 149. or something close to that.

Make sure the shadow colour is selected in the toolbox, click the Select by Colour Tool, and select all the shadows in the sprite.

You are making all the shadows the shadow colour.

Unselect.

Choose the background colour in toolbox.

Use the Select by Colour Tool and to remove all those extra pink spots around the sprite that show up as flashing pink spots around the sprite in the game. Set all the spots to the background colour to remove them.

When done:

You need to create your palette for this sprite.

Go Image, Mode, RGB.
Go image, Mode, Indexed

A gui pops up. Select Generate Optimum Palette, 255 colours, Untick remove unused colours from colourmap.. Click Convert

Ensure the palette menu is open.. if not go, Windows, Dockable dialogs, open up the palette.

Palette menu, Name the palette, Select the image, Name the new palette to suit the sprite.

Import

The palette is now in a list. Double click it to open it. Enlarge it.

Use the dropper tool in the GIMP tools menu to select the background colur.. click on the sprite to select it... See what colour is highlighted, move that colour tile to the top left corner.

Repeat for the shadow colour, move to the top left corner, but one tile to the right of the previous (background) colour.

Your top left corner will now be:

Background colour : shadow colour.. and then the rest of the colours. Save.

You now have saved and named your palette.

................

Now you process all the other sprite bmp files using this palette.

Go back to your original FIRE sprite that you used to create your palette.

Go, Image, Mode, RGB.
Go, Image, Mode, Indexed

The gui pops up again.

This time you choose Use Custom palette, click on the box of colours, select the palette you just made, leave all else unticked, and Convert.

You have now converted the image to your palette.

Save the file in the normal way to name a sprite.

With the file still open on the desktop:

Go, Image, Scale Image, make the file 4 x 4, (a dot).

Go, Image, Mode, RGB.
Go, Image, Mode, Indexed

The gui pops up again.

This time you choose Use Custom palette, click on the box of colours, select the palette you just made, leave all else unticked, and Convert.

Save the file as your palette file..like sprite_palette.bmp

Repeat for all the other images.

I mean: you've just processed one sprite and created your palette.

Use this palette to process all the other images. You have to do the background and the shadow on every image.
 

sobrano

First Lieutenant
May 16, 2006
204
11
Please read through this slowly as you are making a basic mistake.

Generate the 8 bmp files for each sprite Run, Fire and one for Stand, 17 files in total.

Open up the first Fire bmp image.

Colour of shadow, colour of background are very different. Note the colour settings in gimp.

Background (bright magenta) will be 300, 100, 93, 238, 0 238.

Dark magenta (shadow) will be 300, 100, 58, 149 0, 149. or something close to that.

Make sure the shadow colour is selected in the toolbox, click the Select by Colour Tool, and select all the shadows in the sprite.

You are making all the shadows the shadow colour.

Unselect.

Choose the background colour in toolbox.

Use the Select by Colour Tool and to remove all those extra pink spots around the sprite that show up as flashing pink spots around the sprite in the game. Set all the spots to the background colour to remove them.

When done:

You need to create your palette for this sprite.

Go Image, Mode, RGB.
Go image, Mode, Indexed

A gui pops up. Select Generate Optimum Palette, 255 colours, Untick remove unused colours from colourmap.. Click Convert

Ensure the palette menu is open.. if not go, Windows, Dockable dialogs, open up the palette.

Palette menu, Name the palette, Select the image, Name the new palette to suit the sprite.

Import

The palette is now in a list. Double click it to open it. Enlarge it.

Use the dropper tool in the GIMP tools menu to select the background colur.. click on the sprite to select it... See what colour is highlighted, move that colour tile to the top left corner.

Repeat for the shadow colour, move to the top left corner, but one tile to the right of the previous (background) colour.

Your top left corner will now be:

Background colour : shadow colour.. and then the rest of the colours. Save.

You now have saved and named your palette.

................

Now you process all the other sprite bmp files using this palette.

Go back to your original FIRE sprite that you used to create your palette.

Go, Image, Mode, RGB.
Go, Image, Mode, Indexed

The gui pops up again.

This time you choose Use Custom palette, click on the box of colours, select the palette you just made, leave all else unticked, and Convert.

You have now converted the image to your palette.

Save the file in the normal way to name a sprite.

With the file still open on the desktop:

Go, Image, Scale Image, make the file 4 x 4, (a dot).

Go, Image, Mode, RGB.
Go, Image, Mode, Indexed

The gui pops up again.

This time you choose Use Custom palette, click on the box of colours, select the palette you just made, leave all else unticked, and Convert.

Save the file as your palette file..like sprite_palette.bmp

Repeat for all the other images.

I mean: you've just processed one sprite and created your palette.

Use this palette to process all the other images. You have to do the background and the shadow on every image.



Thank you very much.
now i cleaned the sprite at first and after i did the 256 palette

but my procedure is pretty close yours procedure, can u put in evidence "the basic mistake" that i do pls?

p.s. yesterday i created my first naval bomber, it is the "betty G4M" of the japanese marine, i did WALK files (the STAND file for airplanes is the D-SW file) this evening i go ahead with FIRE files, but in civ3 sprites the FIRE image dont have the little cloud of smoke under the plane, i dont know exactly which I could use as FIRE images...(suggestions...?)
 

novapaddy

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Thank you very much.
now i cleaned the sprite at first and after i did the 256 palette

but my procedure is pretty close yours procedure, can u put in evidence "the basic mistake" that i do pls?

p.s. yesterday i created my first naval bomber, it is the "betty G4M" of the japanese marine, i did WALK files (the STAND file for airplanes is the D-SW file) this evening i go ahead with FIRE files, but in civ3 sprites the FIRE image dont have the little cloud of smoke under the plane, i dont know exactly which I could use as FIRE images...(suggestions...?)

It is 255 colours, NOT 256 colours.

You do the FIRE sprites first, as they have more colours, so when you do the palette, you are also including the fire colours.
 

sobrano

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May 16, 2006
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It is 255 colours, NOT 256 colours.

You do the FIRE sprites first, as they have more colours, so when you do the palette, you are also including the fire colours.

it works!!! very well ty very much the naval bomber betty G4M is complete and working well.
now i am doing the strategical bomber of Jap it is very good too, but it is too big so i tried to scale down the image but i lost resolution.
is there a way to resize sprite without lost resolution?
 

novapaddy

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it works!!! very well ty very much the naval bomber betty G4M is complete and working well.
now i am doing the strategical bomber of Jap it is very good too, but it is too big so i tried to scale down the image but i lost resolution.
is there a way to resize sprite without lost resolution?

Glad you got it to work.

Resizing sprites, beyond my knowledge, sorry.
 

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is there a way to resize sprite without lost resolution?

I don't think so. In GIMP at least it will always simply remove a whole line (or whole lines) of pixels. You can get away with small reductions, but big reductions will always look weird.
 

sobrano

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May 16, 2006
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hi,

I think in several days i can release my bomber sprite pack.
I have a little problem about transport planes:
What I should to use as FIRE files for the transport planes?
I tried to looking for in DarkestHour\gfx folder to see default files but there is nothing about transport planes and I dont think that they use the classic little smoke cloud...
 

novapaddy

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hi,

I think in several days i can release my bomber sprite pack.
I have a little problem about transport planes:
What I should to use as FIRE files for the transport planes?
I tried to looking for in DarkestHour\gfx folder to see default files but there is nothing about transport planes and I dont think that they use the classic little smoke cloud...

The transport plane doesn't fire so you don't need a fire sprite. If you prefer, just use the other walk sprites and rename them as fire.
 

sobrano

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May 16, 2006
204
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The transport plane doesn't fire so you don't need a fire sprite. If you prefer, just use the other walk sprites and rename them as fire.

1) maybe i could add para-animation but i dont know if i will add it bc i dont want para-aniamtion when transport plane fight against interceptors.

2) now the biggest problem is that i dont have a model for japanese transport plane!!! do u know where can i find it pls?


p.s. I found about 90% of real historical models, but i was forced to add some model not 100% right (i.e. naval GER that i found was a medium bomber not exactly a naval bomber...)
 

novapaddy

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1) maybe i could add para-animation but i dont know if i will add it bc i dont want para-aniamtion when transport plane fight against interceptors.

2) now the biggest problem is that i dont have a model for japanese transport plane!!! do u know where can i find it pls?


p.s. I found about 90% of real historical models, but i was forced to add some model not 100% right (i.e. naval GER that i found was a medium bomber not exactly a naval bomber...)

PARA FIRE sprite is the paras jumping... lots of parachutes landing sprite. The air transport fire sprite isn't usually done, since the plane cannot defend itself.

I posted Puma's sprites in the DH part of the forum last week. You'll find any sprite that you desire there.

Yeah, sometimes you just cannot find the right sprite and have to make-do, or go convert yet another one.. Check out civfanatics.com for sprites
 

sobrano

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May 16, 2006
204
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I posted Puma's sprites in the DH part of the forum last week. You'll find any sprite that you desire there.

wonderfull it is a very good complement.

I tried this pack and i had only 1 little problem:
the icons of brigates are not compatibles with DH so i need to remove them but i dont understand which file from the berbo pack I should remove to restore default brigates icons
 

novapaddy

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wonderfull it is a very good complement.

I tried this pack and i had only 1 little problem:
the icons of brigates are not compatibles with DH so i need to remove them but i dont understand which file from the berbo pack I should remove to restore default brigates icons

They should be compatible, since basically it is the same game.
Remember you need 3 things...
The BMP's for the sprites x 17.. 8 walk, 1 stand, 8 fire sprites, you'll find these in the BMP folder.
Then you also need 17 SPR files to match the bmp files above. Easy because they will have the exactly the same name.
Then you need to open up the SPR file, just one, and see what palette file was used. Go find the palette file in the gfx/palette folder. When you have all of these, the sprite will work.
I've never had a Puma sprite that didn't work.

As for Bebro's sprites, look in the BMP folder for the brigade you want, and then find all the other files as mentioned above. Make sure the levels are correct, and it should work.
 

sobrano

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May 16, 2006
204
11
Ty novapaddy,

The puma pack is not fully compatible, there are little things as brigates icons too big and it switch to advanced air models too early for DH (in 1936 the interceptor VII for DH is a biplane for Puma it is a turbojet interceptor)
As u said in Dh forum the puma pack is not a mod but a pack ( a collection of sprites ready to be used)


I did an huge sprite pack DH compatible from pumas big pack (it is an huge work!!! i worked 10 hours par day for 3 days!!!) i am a bit tired now... :)

now i have to debug my pack (i have to find for several sprites a good centred position, tuning x = and y = ).
But i had a problem that i still didnt understand, i try to explain you:

i.e. for tactical bomber i used 2 sprites , the first for standard tactical and the second for turbojet tactical (i did the same for strategical bomber, interceptors, fighter...bla bla)

i loaded an old game in 1950 to check the sprites, i checked england and japan atm:

for the england i see the tactical switched well but not the interceptor (i still see the biplane for the england)
for the japan i can see the interceptor well switched but i cant see the tactical turbojet (i still have the standard tactical)

I use the names something like:

T-TACTICAL A-STAND C-JAP L-1.spr (standard tactical)
T-TACTICAL A-STAND C-JAP L-9.spr (I want turbojet model at lvl 9)

so I tried to rename L-9 in L-1 and it work!!! i can see the tactical turbojet of japan on the map, the problem is that i dont want it at lvl 1 but i want to see it at lvl 9!!! when the turbojet is discovered

i tried to use too:
T-TACTICAL A-STAND C-JAP L-1.spr (standard tactical)
T-TACTICAL A-STAND C-JAP L-2.spr (turbojet model)

but still it didnt work i always have only standard tactical (it seem that japan cant read tactical models over lvl 1...but it can for interceptor models !?@#?)

similar problem for england interceptor

what i miss?
 
Last edited:

novapaddy

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@sobrano:

OK....

A few things to note:
In the mods/mod/db folder, see the country.csv file...

country;main color;leader language;ArmyNationalitySprite;END
AFG;White;ENG;ENG;X
ALB;DarkBrown;ENG;ITA;X
ALG;LightYellow;FRA;FRA;X
ANG;Brown;POR;ENG;X
ARA;UserColor3;TUR;ENG;X

AFG has the ENG sprite, just check JAP has the JAP sprite, as it may have MIN (minor).

.....................

Sprites are also controlled in the db/units/divisions_types.txt file.
Just in case you cannot get a particular sprite to work, it has to be set here also.

......................

The best thing to do is this.
I would have the BMP sprite models in a correct manner, I mean Level 1, Level 2... Level 20... have them set in a historical way, exactly this model, then the next, then next and so on.

BUT, use the SPR files to control what actually shows up in the game.
Open up an SPR file in notepad++, the top line can be set to ANY sprite, any nation, any level.

This is how you gain full control.

So using the SPR files, say for T-INTERCEPTOR A-FIRE C-JAP L-8 D-SW.bmp.....

I could have one SPR file for JAP using this L8 sprite as L8, or L1, or any level I wish.

I could also change the top line in the SPR file to have that same BMP file, set for L2, ENG.. whatever.

So I can have ONE image, but the text SPR file uses it for different countries, different levels.

I hope this helps
 

sobrano

First Lieutenant
May 16, 2006
204
11
hello,
I did a really huge work these weeks.
Unlikely the puma's sprites are totally not centred when loaded in DH, so i centred all the sprites one by one...
I did sprites for any units in the game using pumas sprites and several personal sprites that i did to complete the pack.

I centred any units and I checked any Walk direction and Stand.
I resized several sprites because some puma sprite is too little or too big

I really need an help from u guys to do the last corrections to do a good debugging of this huge sprite pack,
These sprites needs only to be centerd in FIRE directions (where it is needed) and if we have time we can center the sprites of the others minor nations (as argentina,china etc...)
Atm what is absolutely needed to do a good release of this sprite pack is to center Fire directions...

IS THERE SOMEONE THAT CAN HELP ME TO COMPLETE THE DEBUGGING PLS?


This pack contain singles differents sprites for ENG-FRA-GER-ITA-JAP-SOV-SPA-USA-MIN (+ others minors nations still to be centered ARG-CHI-ROM...)

Air units (differents models for any country):-----------------------

Strategic Bomber
Strategic TurboJet Bomber
Tactical Bomber
Tactical TurboJet Bomber
Naval Bomber
Naval Turbojet Bomber
CAS
CAS turbojet
Interceptor Early
Interceptor Modern
Interceptor Turbojet
Fighter Early
Fighter Modern
Fighter Turbojet
Transport Planes

Sea Units (differents models for any country):----------------------

Carrier
Battleship
Heavy Cruisier
Light Cruisier
BattleCruisier
Escort Carrier
Destroyer
Submarine
Transport

Land Units (differents models for any country): -------------------------------

Infantry
Mountain infantry
Motorized
Mechanized
Militia
Cavalry
Cavalry Motorized
Marines
Paratroper
HQ
Panzer
Light Panzer
Garrison


If someone want to use this pack in a DH game, it will be usefull your feedback to fix bugs

http://www.2shared.com/file/PZnrlaac/DH_HugeSpriteRepack_Sobrano_v1.html
 

novapaddy

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@sobrano:

You should start a new thread so guys can find you easier. If they find you, they may help you.

I hope you are using software like Rename-It to easily rename all files in a folder; and InfoRapidSearch & Replace, for renaming the internals of SPR files?
 

sobrano

First Lieutenant
May 16, 2006
204
11
ok i will start a new thread.

I am using File renamer 7.1 but i didnt find a good way to change quickly the x and y values to center the sprites...(i only have to open the .spr one by one and change x and y values)
i used 70% of the time only for centering

novapaddy, do u use a sprite pack complete as this that i am doing? (with differents sprites for any unit?) if u have it and it work can u zip it and link please?

Thank you
 

novapaddy

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ok i will start a new thread.

I am using File renamer 7.1 but i didnt find a good way to change quickly the x and y values to center the sprites...(i only have to open the .spr one by one and change x and y values)
i used 70% of the time only for centering

novapaddy, do u use a sprite pack complete as this that i am doing? (with differents sprites for any unit?) if u have it and it work can u zip it and link please?

Thank you

I did do a lot of sprites for RDD, (Puma pack >> RDD) as did Chicken Spadge (you could contact him for help?), but I only changed the levels to suit the RDD mod, so they wouldn't be any use for DH. I didn't change any of the sprites either, as I figured if they were good enough for Puma, then they must be ok, and if there were any problems, I could do them later on.

A guy called Arbeiter1982 is interested learning about/helping with sprites, he may PM you?

If you are missing any particular sprite, let me know and I'll see if I have it. But it may be at the wrong level, ok.
 

sobrano

First Lieutenant
May 16, 2006
204
11
A guy called Arbeiter1982 is interested learning about/helping with sprites, he may PM you?

If you are missing any particular sprite, let me know and I'll see if I have it. But it may be at the wrong level, ok.


I have any sprite I only need to center the FIRE files of the majors: ENG-FRA-GER-ITA-JAP-SOV-SPA-USA-MIN

Of course Arbeiter 1982can pm me if he want to help to complete the debugging of this pack
 

Adonnus

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This is not a very clearly written tutorial. But I'll have a crack at it, see if I can convert some sprites.

EDIT: This makes absolutely no sense.


"Open up an old file, change:"

Open up an old file? What old file? Any old file? What??

And what program do I open it up in?


"Speed: 50 is slow, 10 is fast. Adjust as necessary."

How fast are other sprites in the game? Or the ones you've made that work and look good?

"MAKING THE PALETTE FILE.

Create a new file in GIMP, size to 4 x 4 pixels, colour doesn't matter. Palette does.

Image > Mode > RGB again.
Image > Mode > Indexed, choose Custom Palette
click on the coloured icon to get a list of palettes, choose the one you just made and Convert.

So, no 24-bit work, all very straightforward. Better than the previous method!
Repeat as necessary for all the other sprite strips."

What on Earth have I just done? I now have a small, white cube with nothing in it. What do I save it as? What is this supposed to be doing?

Also, I tried to convert the .pcx file to a .spr file with FLICster and it just crashes when I select the direction I did (East).

Do I have to repeat this whole process for every one of the eight directions?
 
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