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Messages - Kawa

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Personally, I prefer the classic palette myself. Even have it as a PSP preset.

*works on 995.v56*

Congratulations troflip. You're the new Nic Cage.

By loop: walk, look, do, talk, use, inventory, exit, controls, zipper because I'm a squkid at heart, help, score, skip, dummy, masks.

SCI Companion and Sierra (and Scumm) read the files one way, SV.exe reads them slightly differently.
SCI Studio reads them right too, just for the record.

There's some seriously gnarly shit going down with the pic resources here, when you look at them in SV. Oddly, they clearly render just fine at runtime, both the template scene and what's supposed to be one of those close-up portraits.

Still a bit too much snap on the arm, maybe, but here's a tweak with proper hotspots:

Haha sniped me :D Separate tool it is!

I'd probably have two layers per item, one in front and one in back. Thus long hair might have the bangs in the front layer for all but the (diagonal) back directions, where it's in the back layer instead, and the rest of the hair in the back layer, but in the front for the back directions if that makes sense.
Then, I might do a thing where, assuming the character is on layer 0, you can change the z-index of each part, where that part's back layer is automatically the inverse. So you might have a character with a jacket, shirt, and pants, and the shirt and pants overlap a bit:
3 Jacket
2 Shirt
1 Pants
0 Ego
-1 Pants
-2 Shirt
-3 Jacket
Then you shift the order for the pants to tuck in the shirt, and that'd set the pants to 2 and shirt to 1, and their back layers to -2 and -1 respectively, leaving the jacket on top of it all:
3 Jacket
2 Pants
1 Shirt
0 Ego
-1 Shirt
-2 Pants
-3 Jacket
bro where are your shoes

Each layer I would allow an arbitrary color remap. Imagine if you will the classic SCI palette, and look at the pics of Template and me that I posted. Boils down to remapping the pants layer as [ 2: 48, 3: 49, 4: 50 ] doesn't it?

This is why I wanted the v56 format spec. Instead of importing it all loop-by-loop or worse and redefining all the lost data, you'd just import a v56 file that my tool produces. I'll worry about the project file format myself ;)

Make it a separate tool from the View editor. Or at least an optional add-on system like the polygon system.
Or just make sure there's a stable way to import sheets.

Or point me towards a document on the v56 format and I'll cover it myself as a little personal challenge ;)

Edit: nvm I forgot about ScummVM's wiki.

Wonderful work!
Thank you! No it isn't.

To demonstrate how easy it can be to work with a template like this, here's me as of earlier today:

The hair took longest.

Updort: first attempt at animating what I drew earlier. No hotspot centering, no filters.

Yes I am aware of the jerky arms.

Studio template ego was actually on my mind when I wrote about presets in the OP.

Updort: take one, from scratch. Note that Gabriel and Devon are scaled to Roger's size.

Sixteen of 'em... *shudder*

So yeah! I'm kinda partial to Gabe myself anyway.

I never said he wasn't. You sorta kinda implied PQ3 was head-on but had no diagonals. All I said was yes it did have diagonals, mistaking your comment as referring to the first view, not the special case you meant.

But more importantly, if the head-on sprite doesn't have diagonals... well, it's a blurry mess anyway.

hahaha omg

Insert ancient aliens macro here.

I've been wondering about this myself. I'd think maybe PQ3 would be a decent base as it seems generic enough, but it doesn't have diagonals. PQ1VGA does, but most of them are kind of a top-down view instead of head on. There must be a head on view in there somewhere, though..
PQ1 and 3 alike so do have diagonals. In fact, the only differences between regular uniformed Sonny in PQ1 an PQ3 are that PQ1 has a different global palette and Sonny's head is different -- both in art and attachedness. His body, fleshtone aside, is exactly the same. My only gripe with these sprites is that you can tell they're digitized from video recordings, compared to GK1 and KQ6.

Which brings me to another thing to consider when picking a base: what height would you go for?

Larry gtfo outta here you're too cartoony to be eligible for this!

If I were going to generate some default views, I would probably find a 3d model (and walking animation) I could use, and then render it out in various orientations. I dunno if it would work, but given how bad I am at drawing 2d animations, it's what I might try first.
I actually tried that some time back, and frankly it looked like Sonny and WD-40 got bizzay in all the wrong ways.

Now that we can make SCI1.1 games, and considering the state of this site's views gallery, I'd like to make a nice set of starting views drawn in such a way that one might easily add things like shirts or jackets and such, maybe different hairdos, by simply pasting them onto the bare doll in one's favorite bitmap editor, and maybe have a couple preset combinations in .v56 format that you can stick in SCI Companion's sample folder and then recolor as needed okay let's face it you get the picture.

My only problem is that to make a base of adequate quality, I need another base, to paint over if not use a guide. So my question to the good folks of what games, not necessarily SCI, would you suggest be used as the foundation for this undertaking? The only requirement is that your suggestion has diagonals and standing frames.

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