> I took a look, using a costume from dott doesn't display the problem. > So I took a deeper look at how costume are working.
Congrats and thanks for clearing that one up, Alban! :) I think it was the last major bug in the game. Can you tell me which tools you used to swap and analyze the costumes? I was just looking at the decompiled scripts all the time, but was unable to get some costume de-scummer to work... > To solve our problem the talking head/lips animation must be in a > separate track that can be played with the stand animation. Then > talkStart just start the lips track and talkStop set it to play > nothing. To avoid having the lips animation playing while walking the > walk anim should hide the lips track and the stand one turn it visible > again. ScummC can already compile costumes with several limbs/tracks, but when I tried to set up a multi-track costume a few months ago, I think there wasn't support for turning a track invisible with an animation. Did I just overlook it? > However it might be preferable to > really cut out the head anim in a separate track for stand/talk anims. If you send me your working example, I can try to do that when I get the time. > Perhaps I also get to modify the costume compiler to remove the awkward > use of picture indexes :) Manually creating a working costume is a real pain. ;) Once we've consolidated the costume syntax, I think I'll try to write a script to convert animations from another format that's supported by some editor, e.g. Gimp animation. Your renaming makes sense to me. Cheers, Gerrit -- http://www.fastmail.fm - I mean, what is it about a decent email service? _______________________________________________ ScummC-general mailing list [email protected] https://mail.gna.org/listinfo/scummc-general
