cinematic in LoG2 ?
cinematic in LoG2 ?
Did anyone ever got a cinematic to work?
John included an unfinished cinematic-script into GrimTK but AFAIK it doesn't do any useful. But how to do something like that?
All I need is some code to show images, play music and fade in/fade out the game-screen.
John included an unfinished cinematic-script into GrimTK but AFAIK it doesn't do any useful. But how to do something like that?
All I need is some code to show images, play music and fade in/fade out the game-screen.
Re: cinematic in LoG2 ?
I use a dialogue box from grimTK (example 3).
At the beginning, the party directly trigger the script, via a hidden trigger plate. The pictures I use are 640*480 (for the most larger) or less.
At the beginning, the party directly trigger the script, via a hidden trigger plate. The pictures I use are 640*480 (for the most larger) or less.
Re: cinematic in LoG2 ?
Sure. I worked out a script that played cinematic slide-shows, and supported translations.
https://www.dropbox.com/s/3r1b2pxa20ylw ... u.avi?dl=0
*It needs reworked, and it isn't quite finished; but the premise is simply to display images using the GUI, and for each mouse-click (or fixed delay), display a new one.
One caveat though... GUI imagery means that the text needs to be part of the image; unless there is a way to draw text over top of drawImage(). I didn't find one.
** Note: the Skype notification sound is in the video; so no need to go checking for messages.
*** I wonder of Config.language would be useful to set? Mods could use it if present, and it would survive reloads, and map changes.
https://www.dropbox.com/s/3r1b2pxa20ylw ... u.avi?dl=0
*It needs reworked, and it isn't quite finished; but the premise is simply to display images using the GUI, and for each mouse-click (or fixed delay), display a new one.
One caveat though... GUI imagery means that the text needs to be part of the image; unless there is a way to draw text over top of drawImage(). I didn't find one.
** Note: the Skype notification sound is in the video; so no need to go checking for messages.

*** I wonder of Config.language would be useful to set? Mods could use it if present, and it would survive reloads, and map changes.
Re: cinematic in LoG2 ?
Um...just call GraphicsContext.drawText() after you call GraphicsContext.drawImage()...Isaac wrote:One caveat though... GUI imagery means that the text needs to be part of the image; unless there is a way to draw text over top of drawImage(). I didn't find one.
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Re: cinematic in LoG2 ?
One would think. (I'm not saying it wouldn't work, but...)minmay wrote:Um...just call GraphicsContext.drawText() after you call GraphicsContext.drawImage()...Isaac wrote:One caveat though... GUI imagery means that the text needs to be part of the image; unless there is a way to draw text over top of drawImage(). I didn't find one.
I'm going to have to find that map; I'm pretty sure there was a problem created with that when I tried it. I certainly did not want to resort to having a duplicate image set for each language, but that's what I wound up doing. Hence it was shelved for later.
Re: cinematic in LoG2 ?
I've been drawing text on top of images for years. GrimTK draws text on top of images. I have publicly uploaded mods that draw text on top of images. You are doing it wrong.
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Re: cinematic in LoG2 ?
Like I said, I think it created a problem for me. My intention going in was always to draw the text on top of the image. I will have to load the map and dive into it again to find out; (I found it tonight).minmay wrote:I've been drawing text on top of images for years. GrimTK draws text on top of images. I have publicly uploaded mods that draw text on top of images. You are doing it wrong.
*The script draws text on the buttons when it builds the menu; drawing text (in and of itself) wasn't the problem; using it where it would have had to appear in the script ~may have been... I don't know [again] yet.

Update: The map is from last year. There are two versions of the script on the map; one supports drawing text over images, the other is disabled, and possibly incomplete, and does not support overlay text. IRRC, I had wanted to seamlessly mix slides with video, and optionally draw text over both. I'm not going to work on it tonight [it's 4AM here], but my guess is that it might not be possible to draw text over a streaming video.
Re: cinematic in LoG2 ?
So the way to do cinematics in LOG1 is not the way to do them in LOG 2?
Is there a way that came with LOG2 normally?
LordGarth
Is there a way that came with LOG2 normally?
LordGarth
Dungeon Master and DOOM will live forever.
Re: cinematic in LoG2 ?
LoG2 uses vp8 encoded videos for its cinematics. These files have the extension .ivfLordGarth wrote:So the way to do cinematics in LOG1 is not the way to do them in LOG 2?
Is there a way that came with LOG2 normally?
LordGarth
http://www.grimrock.net/modding/creating-cinematics/
One can make a video of still images (including text), to simulate an LoG1 style cinematic.
**This can also be done in script, using still images (and be a lot smaller in size than a video), but it's a bit more involved.
Re: cinematic in LoG2 ?
What is the exact code and everything needed to be put into the cinematic folder.
LordGarth
LordGarth
Dungeon Master and DOOM will live forever.