> 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?


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