Choose the format first. GRP is the old 8-bit one and it does not work properly on Remastered: inserting a GRP does not replace the image, it shifts the original up and left by half the bitmap size you built it at. The Remastered format is the 32-bit anim.
An anim file lives in the game's CASC storage as anim/main_<imageId>.anim. The image id comes from EUD Editor 3's Images tab, and CascView - Open Online, then StarCraft 1 - is how you pull the file out.
Open the extracted anim in Animosity. Exporting with Sprite then Export Frames, tick diffuse only and leave bright, teamcolor and the rest off; the frames come out as PNGs.
The frame count looks daunting and the structure is not. The Civilian has 136, which is 17 x 8: a bundle of 17 directions, times 8 motions. You work out which motion each bundle is and fill the same slots with your own art in the same order.
Why there are only 17 directions matters. StarCraft stores art from twelve o'clock round to six - 0 to 180 degrees - and mirrors it for 181 through 359. So you never draw a left-facing frame at all, which halves the work.
| 색 깊이 | Export at 32-bit. Saved at 8-bit it simply breaks. |
|---|---|
| 투명 배경 | Use sprites with a transparent background, or you erase every frame by hand. |
| 크기 감각 | A 128x128 image covers 4x4 terrain tiles, because a tile is 32x32. |
| 정지 모션 | An idle bundle is not guaranteed to be an idle frame. The Civilian's last bundle is idle but the art is a right-foot step, so check each bundle by eye. |
This procedure comes from one mapper's public guide, and its author says plainly that some of it is inference. The format and structure parts - anim versus GRP, 17 directions and mirroring, the CASC path - hold up elsewhere; treat the tool steps as something to confirm as you follow them.
Knowing what the file looks like inside explains why the tools behave as they do. SD is not split into separate anim files: SD/mainSD.anim holds all of them, one entry per image id, 999 in total. HD and Carbot are the other way round, one entry per file.
| 엔트리 999개 | One per image id. |
|---|---|
| 131개는 다른 엔트리를 가리키는 참조 | A frame count of 0 marks a reference - there is no art of its own. |
| DXT1 756개 · DXT5 112개 | DXT5 is the ones that need real alpha - the effects. |
| 155개만 teamcolor 레이어를 가짐 | The rest take no player colour at all. |
An SD teamcolor layer is not a DDS. It is the four characters "BMP " followed by width times height bytes, each 0x00 or 0xFF - a white pixel takes the player colour fully and a black one not at all. Only HD (0x0202) and later use a DDS for it. This is Remastered's equivalent of the magenta placeholder in the old GRP palette.
An SD entry's own width and height are 0 - take the size from the layer record. And the entry-pointer array exists only in the SD file; in an HD file the entry follows the header directly.
The graphics chain, unit to GRP