On the issue of Pixel, Palette and animation:
Pixel is Picture Element. it's a little dot in an image. HOI uses sprites, so it reads an image of BMP as a horizontal series of frames. each frame is can be of size 64x56 with each of that size a pixel.
I'm sorry but I never use Photoshop. I've seen it and it's too complicated and more angled towards, well, Photoediting. I use Jasc Paintshop Pro, which is an easy to use and quite feature rich graphics software. get the shareware from
www.jasc.com. In that program, you load up your sprite and if it's of 16 bit or higher color, decrease color depth to 256, and it would employ error correction to result on the best 256 palette. Then edit the palette
s first entry to the pink 255,0,255 and the second 0,255,255 Neon blue. Then save the palette! By this time don't worry if the color of your sprite looked... screwed. ANyway, reload the image and load the palette as well. You'll then have the correct palette format for HOI in 256 colors!
As for animating, to have turrets rotate and fire you should use a 3D modelling software. Not necessarily on the lines of Max, Maya or Lightwave. A good choice would be discreet's own Gmax, which is free on
www.discreet.com and is a toned down version of their 3D studio. Also, use Milkshape 3D (I forgot the URL) which is an excellent lowpoly (or high too?) modelling program. Rendering each frame of animation should'nt be problem after you get the model and textures right.
WHew! hope that helps.