January 23, 2019, 04:04:02 AM

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Author Topic: Portrait meshes  (Read 56462 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
https://blackdogs.atlassian.net/wiki/display/DOR/Dark+Omen+REBORN

"- Our steam tank has been damaged, can you help us?
- I'm not a mechanic..."
https://youtu.be/Xg6zzI4BxoU?t=27m6s
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)
devast3d
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« Reply #100 on: January 18, 2019, 01:12:17 PM »

Picking up the work. Did some tests on the 1.seq using 0 animation (that is charge).

13 XX XX XX
Seems to be the same as 03 XX XX XX, but only occurs as the first command in the animation

03 00 XX XX or 03 04 XX XX
Second byte seems to be controlling interpolation somehow. By changing 04 -> 00 and recording the videos I see some minor differences during the movement, but nothing really dramatic, only slight diff. Probably we can ignore this.

01 XX XX XX
Is connected somehow to the mouth animation (0A). By removing it from the charge the mouth animation started a lot earlier. Not sure it always works like this because sometimes 01 appears after 0A. Need more investigation. This flag appears rather unfrequently though.

02 00 00 00
Appears before 08 00 00 00 in the end of the animation. Only tested on charge. By removing it from the list mouth animation ended much-much earlier, so it again is connected to mouth (and/or sound) somehow. Need more investigation.

I've written the tool to edit SEQ files
* seqreplaceui.exe (18 KB - downloaded 1 times.)
. Here's the interface

* seqeditor.jpg (312.6 KB. 1920x692 - viewed 2 times.)
.

Open - select source and destination SEQ files
Save - save current state to the destination SEQ
MakeStatic - copies first frame of the animation all over the animation (kinda deprecated due to the next feature)
Edit - allows to edit the bytes manually, very handy. Bytes are in hex, each one should be separated by the whitespace/newline
ResetEdit - reverts the string to the original state


* seqreplaceui.exe (18 KB - downloaded 1 times.)
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olly
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« Reply #101 on: January 18, 2019, 05:18:35 PM »

Excellent 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)
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