Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MusicallyInspired

Pages: [1] 2 3 ... 104
1
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 17, 2020, 01:07:43 PM »
Lovely! I appreciate this work! :D

2
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 15, 2020, 01:06:11 AM »
Ah I just ran it again and a new window DID pop up showing the final image. Before it just said END OF PICTURE. Though, maybe I didn't just didn't notice the new window popup the first time for whatever reason. So it works as expected after all.

3
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 14, 2020, 11:21:07 PM »
This is super cool thanks for sharing!! Works great on Windows except it just hangs after it's finished and doesn't seem to do anything. Pressing CTRL+C drops back to prompt easily enough, though.

I notice it does get some pen tool pixel drawing wrong but that's expected as you said there are some bugs. I just made the final frame a capture of the proper final image and nobody's the wiser.

4
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 14, 2020, 08:08:03 PM »
I don't think that would be necessary. I'd be content with such a feature that just *bam* painted the floodfill without any extra frames of animation.

5
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 14, 2020, 08:39:13 AM »
Is that the same guy who runs the Pixel Art Of Sierra Twitter account? (Or perhaps this guy just used PAOS's GIF post?) It looks like the same types of animations. If it is, I already asked him and he said he's using an internal tool that is currently too convoluted and he's not comfortable with releasing it publicly.

6
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 13, 2020, 03:50:39 PM »
That's what I was thinking.  ;D It already does this for View resource Loop Cels. Obviously the graphic types are quite different...

7
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 11, 2020, 03:39:56 PM »
I used SCI Decoder (old DOS resource viewing tool) and captured that in DOSBox but it uses that ZMBV codec and when you convert it so much quality is lost. Not to mention you can't resize it. Then transforming video into a GIF loses even more data. I ended up just capturing the Pic editor and manually moving through the steps with Nvidia Desktop Capture and cropping the video afterward. No way to make a good GIF it seems other than cooying and pasting every single drawing frame.

8
SCI Development Tools / Batch export vector draw commands one by one
« on: October 10, 2020, 11:17:56 PM »
Is there a command line tool or something anywhere that will take SCI0 Picture resources and export each draw command step in frames? I'm trying to basically make an animated GIF of a Picture resource drawing from beginning to end. Is there any easy way to do this besides copying and pasting each frame from the Pic editor or capturing SCI Decoder drawing Pictures from DOSBox?

9
The Games and other Sierra Adventure stuff / Re: The Legend of ZCI
« on: October 10, 2020, 12:40:19 AM »
Yeah. That's a fun toy to play with, but I like the cleaner results that manual work creates.

10
The Games and other Sierra Adventure stuff / Re: The Legend of ZCI
« on: October 09, 2020, 05:49:01 PM »
: ) Those are really cool.

What did you use to make that? Like, did you draw it entirely in SCICompanion, or did you start in Photoshop or something then import after?

Just painted over the already-existing Ego View from the SCI0 Template Game using SCI Companion's View Editor.

Also worked on the logo in the Pic editor tracing over the official logo.

11
Sweet!

12
The Games and other Sierra Adventure stuff / The Legend of ZCI
« on: October 08, 2020, 10:53:36 PM »
Just felt like doing these paintovers of the original SCI0 template game Ego sprite tonight. (they're animated, click on them)

13
5) Yeah, 2gs sound is completely different from standard AGI sound resources. They can contain digital sounds for one. I know of no way to preview 2gs AGI sounds other than within the games themselves.

14
No. Companion will only let you import. It doesn't contain a MIDI sequencer/editor. It'd be pretty neat if it did. Even cooler if it supported MIDI input to record music straight in Companion with a MIDI keyboard or controller without the need of a MIDI editor/sequencer/DAW. That'd be a lot of work though I'd imagine (perhaps if some open source MIDI Editor was integrated?). It'd also be neat if Companion had built-in OPL emulation and could accurately playback with the Adlib patches from the game. And while we're at it, integrate MUNT as well and support for SoundFonts for GM.

Don't even get me started on a Patch editor. ;)

15
SCI Development Tools / Re: SQ3: Where is "Where am I?"?
« on: September 30, 2020, 10:04:51 AM »
http://sciprogramming.com/community/index.php?topic=592.0

What you're looking for is the AddWAV.exe program.

Pages: [1] 2 3 ... 104

SMF 2.0.14 | SMF © 2017, Simple Machines
Simple Audio Video Embedder

Page created in 0.112 seconds with 21 queries.