December 15, 2018, 03:17:21 AM

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Author Topic: Portrait meshes  (Read 53866 times)
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olly
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« Reply #90 on: March 25, 2018, 06:59:37 PM »

Thanks!

Smiley
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
EvgenS
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« Reply #91 on: March 30, 2018, 09:39:55 PM »

I haven't checked the forum for awhile and just noticed your sneaky conversation.
Great progress Dougie!
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Dark Omen Reborn remake project
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dougie
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« Reply #92 on: March 30, 2018, 11:38:27 PM »

Thanks Evgen, I hope to have some screenshots and a working application with the coming weeks
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dougie
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« Reply #93 on: April 16, 2018, 03:48:42 PM »

Things are looking good here, but I have a few concerns like whether the system I'm making will run smoothly on slower computers, I'll have to test that out.  but otherwise I've got lighting to work with render targets.  I'll post screenshots of the grissburg scene that I'm creating.
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dougie
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« Reply #94 on: April 16, 2018, 06:32:17 PM »

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olly
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« Reply #95 on: April 16, 2018, 07:46:28 PM »

Very nice! Well done

Smiley
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
dougie
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« Reply #96 on: April 16, 2018, 08:08:33 PM »

Cheers  Smiley, I'll keep going with it till I've got some levels implemented, probably
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dougie
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« Reply #97 on: April 29, 2018, 10:32:55 AM »

An update on the portraits implementation. The animations are looking pretty good
like the original, First scene is working with clicks.

Here's a screenshot.


I'm about to start on some ui elements, arrow buttons basically

I maybe need help working out which animation sets are used by each
character, there are a multitude 0-64
so it's a time consuming task

For example Clouse has animation set 26 immediately when he starts talking.

All the animation sets currently are in 0.seq

code looks like this:
Code:
c->SetBodyAnimation(26, this); or
for example
c->SetBodyAnimation(0, this);
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dougie
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« Reply #98 on: April 29, 2018, 11:01:28 AM »

just realized, I might have edited that 0.seq a while back, could be less than 64 Smiley
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olly
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« Reply #99 on: April 29, 2018, 07:38:36 PM »

Looking good!

Smiley
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
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