On Sat, 9 Dec 2006 16:49:13 +0000
Stuart J Urquhart <[EMAIL PROTECTED]> wrote:

> Jesse,
> 
> 
> On 9 Dec 2006, at 10:25, Jesse McGrew wrote:
> 
> > I'm trying to make an actor with multiple limbs. Each one is an

I never really tried to use multiple limbs so there might be some
shortcomming.

> > indexed BMP, 58x125 pixels (I eventually want to crop each limb to the
> > correct size and position it separately, but not yet). Here's the
> > costume code:
> >
> > And here's the code to initialize the actor:
> >
> > But when I run the compiled game, Ted isn't visible at all - his
> > speech shows up in the right place, but he doesn't appear himself.
> 
> If all of the limbs are full size, then perhaps they are being  
> erroneously drawn over each other?

Yep, althouth that should prevent having "something" displayed.

> >
> > This is a simple drawing that only uses 6 colors, so I get warnings
> > from the costume compiler: "Warning, image frontarm-standing.bmp
> > doesn't have the same number of colors as the palette: 6 != 16." Do I
> > need to enlarge the palette?
> 
> Using the correct palette range would be a good idea. If you are  
> starting from the wrong color in the room palette, or using too few  
> colors in the room palette, i could imagine that things could get  
> messy quite easily. Using the same palette for all the limbs would  
> make sense too, otherwise the global nature of the palette assignment  
> doesn't make any sense.

That's right you definitly need to use the same palette for all limbs
as their is a single palette for the whole costume. The range/entries
selected for the palette must definitly have 16 or 32 entries. But these
are just "pointers" to entries in the room palette so it doesn't matter
if you don't actually use them all. So this warning can be safly ignored.

> >
> > Also, how does transparency work for actors? Does the room's
> > transparency color setting have anything to do with it--doesn't seem
> > likely since the actors have their own palettes--or is there some
> > other way the VM figures out which color is transparent?
> 
> If you look at Alban's devil, the first color in its palette is pink,  
> which leads me to believe that the first color is counted as  
> transparent. As of yet, i have no idea if this is customisable.  
> Perhaps Alban could give some pointers?

The first color (ie color 0) is transparent, afaik this can't be
changed.

Now for your costume i would first try to define anims for all 4
directions. When i added the discussion with santa i tried to use
setActorDirection() but i couldn't get it to work. However i just
remebered that i used it in the old ParkingPast example. Looking at
that it seems this function use degree as input (south beeing 180).
Anyway having something displayed for each direction will definitly
help to figure out if it is just a problem with the direction.

        Albeu

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