On Tue, 13 May 2008 13:26:15 -0700
"G33K" <[EMAIL PROTECTED]> wrote:

> > 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...

I used costview on some dott costume and took yet another look at the
scummvm sources. To extract blocks from the original game I use
scummrev with wine. A bit buggy but it's a quiet handy tool.

> > 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?

It was there, but I didn't knew how to use 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.

I worked a bit on the costume compiler to get rid of picture indexes.
It is mostly ready so I should get around to commit it, along with
a fixed zob costume (although w/o separate head), this week.
Better wait for this commit as it will change the costume syntax quiet
a bit.

> > 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.

Yes, it is a pain. But honestly I doubt that it is easy to convert
from another format. And akos will be even worse as they include a mini
language allowing to conditionally switch anims, start sound, etc

On the other hand I think the compiler can be improved to make things
less verbose.

        Albeu


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