Benjy Posted July 20, 2009 Share Posted July 20, 2009 Hi everyone, Wow, it's been years since I had come here. Anyway, this might seem to be a dumb question, but what is the engine behind MI: SE? A newer SCUMM? Mmm... no one knows? Link to comment Share on other sites More sharing options...
Espiox Posted July 20, 2009 Share Posted July 20, 2009 Mmm... no one knows? I'm pretty sure Lucasarts have confirmed that it is SCUMM, but I would imagine it's a heavily-altered version. Link to comment Share on other sites More sharing options...
irishmile Posted July 21, 2009 Share Posted July 21, 2009 Not sure if this will work in game but......... ? Im not even close to being done with all of the sprites... I based it off the original box art. What I need to know is since his hair is shorter here will it mess up the ingame sprite? Like will he have black splotches on top? I have no clue how to actually put it in the game. http://img262.imageshack.us/img262/6403/guybrush.png Link to comment Share on other sites More sharing options...
Guy.brush Posted July 21, 2009 Share Posted July 21, 2009 The SE uses DXT textures. They either have a built in interpolated alpha channel or in some cases seperate mask images seem to have been used. Height shouldn't be a problem as long as he is the same size or SHORTER than the SE version. If he is taller, you might get more overlapping problems with parts of rooms (door frames, etc). Oh and you will eventually have to generate that new alpha channel for your version, so keep that in mind when altering images. Link to comment Share on other sites More sharing options...
irishmile Posted July 21, 2009 Share Posted July 21, 2009 I give up LOL Link to comment Share on other sites More sharing options...
Guy.brush Posted July 21, 2009 Share Posted July 21, 2009 WHat? don't give up, his hair looks very good. Just remember that you need a version with him cut out. I dunno how the sprites work, maybe they just need to be on pure black or another color for the game to make that color transparent, but some of the game art I looked at definitely had alpha channels/masks. You know what an alpha channel is? An integrated channel that serves as a mask to make parts of an image semi-/transparent. Link to comment Share on other sites More sharing options...
deadca7 Posted July 21, 2009 Share Posted July 21, 2009 Don't give up at all! It's very easy to do. I'm using photoshop. but it should be about the same for every paint program that support alpha 1. Go in to channels, CTRL click the alpha map 2. Go bak to layers. Press CTRL + J, now you should have Guybrush on a separate layer 3. Paint the new hair, or what ever you wanna do 4. Go back to channels, paint alpha map black 5. Go back to layers 6. CTRL click on the Guybrush layer 7. Go back to channels, and fill the selection with WHITE All that is white is gonna show in game, gray is 50% transparent. Done EDIT: I took my time to render your edit out, just to test it in-game. I'm uploading it as .png (with transparency) so you can use it if you didn't paint on transparency. And it works like a charm in-game btw Link to comment Share on other sites More sharing options...
jott Posted July 21, 2009 Share Posted July 21, 2009 Please continue your work! It looks really promising. Actually the DXT5 format used for all the sprites supports an alpha channel. Your PNG picture above has a black background. In your graphics program, is it black there too? All those sprites should have a transparent background. This means, you should be able to just use the regular alpha channel of your graphics program without any special treatment. Link to comment Share on other sites More sharing options...
jott Posted July 21, 2009 Share Posted July 21, 2009 ...other than that, use my dds2dxt tool to convert the DDS that your graphics program (or any 3rd party tool) saves back to DXT. Just drag&drop the DDS file on it. Then you can just replace it with the original dxt file and you should see it in-game. Link to comment Share on other sites More sharing options...
irishmile Posted July 21, 2009 Share Posted July 21, 2009 I have just been using the .png files someone posted here because I actually have no clue how to extract them and then put it back in. Link to comment Share on other sites More sharing options...
irishmile Posted July 21, 2009 Share Posted July 21, 2009 I have been using these..... I will work on them some more off and on.. but I may need someone to work the magic on them again and make what I do with them workable in game. Just for fun, by the way, here's most of Guybrush's costume: http://www.jither.net/media/images/guybrush.png http://www.jither.net/media/images/guybrush2.png http://www.jither.net/media/images/guyho.png Link to comment Share on other sites More sharing options...
jott Posted July 21, 2009 Share Posted July 21, 2009 It's not that hard to extract the data files. Just run extractpak in the Monkey Island SE directory (where the Monkey1.pak is). This will extract all artwork and store it in the "DDS" format. Now you just need a tool to load and save DDS files. There seems to be a Photoshop DDS Plugin by Nvidia so you might want to check it out if you use Photoshop. That's actually all about it. If you finished your work just convert it back to the original dxt format with dds2dxt. Link to comment Share on other sites More sharing options...
irishmile Posted July 21, 2009 Share Posted July 21, 2009 Here are the other two... http://img515.imageshack.us/img515/1016/guybrush2.png http://img148.imageshack.us/img148/3938/guyho.png Link to comment Share on other sites More sharing options...
Guy.brush Posted July 21, 2009 Share Posted July 21, 2009 love it. Link to comment Share on other sites More sharing options...
jott Posted July 21, 2009 Share Posted July 21, 2009 Indeed. Much better than the "original" one. The facial expression is still weird though........ I wonder how much better the remake would have been perceived from many fans, when Guybrush looked decent. Link to comment Share on other sites More sharing options...
Snugglecakes Posted July 21, 2009 Share Posted July 21, 2009 Oh wow wow wow! This is so awesome, great stuff. I still don't know how LEC came up with that awful default character that doesn't look like anything from any of the other MI games. Link to comment Share on other sites More sharing options...
irishmile Posted July 21, 2009 Share Posted July 21, 2009 Indeed. Much better than the "original" one. The facial expression is still weird though........ I wonder how much better the remake would have been perceived from many fans, when Guybrush looked decent. I seriously thought about redeoing the face as well... but decided the hair was a big enough project as it is... Seeing as how I have not even really dented the amount of sprites still left to do I am glad I didnt do the face as well..... I mean anytime he interacts with something new he needs a new head..... WHY couldnt lucasarts just use a head replacement for all the animations? I suppose they didnt feel the need to make it easy for us to make their ugly sprite a little less ugly. Link to comment Share on other sites More sharing options...
Burarum Posted July 22, 2009 Share Posted July 22, 2009 Any updates on the Tales music? Link to comment Share on other sites More sharing options...
Benny Posted July 22, 2009 Author Share Posted July 22, 2009 Tales music is coming. I'm working on it now. Link to comment Share on other sites More sharing options...
ronzbig1 Posted July 23, 2009 Share Posted July 23, 2009 From what I could gather, the header before each "group of cues" entry in the speech.info file has the following fields. 4 bytes that are some kind of CRC or otherwise uniquely indexing a spoken line (in english). This means that the cues: "Guybrush Threepwood.", "Guybrush THREEPWOOD", "Guybrush Threepwood!" will all have the same value for this field, even though they are spoken from different characters, and have differences in pronounciation. I really have trouble understanding the reason for this field, but I bet that this is what causes problems with fansubs. 2 bytes that index the room where the cue is spoken 2 bytes that are some kind of index for the "interaction" where the cue is spoken (e.g. same value if guybrush interacts with the same object, same value throughout one conversation) 2 bytes that somehow index the cue within the conversation or the room -I am not sure. 2 bytes that incementally index a "subcue" (if any) within a single cue. Subcues are seperated by the escape sequence \255\003 in the original text. (value 00 for the first subcue, 01 for the second etc.) 2 bytes: that have the value 01 if the line is spoken by Guybrush, and 00 else. 2 bytes: of unknown purpose. They almost always seem to be 00, but there are cases where they have other value. Do you think you could write some editor, which gives chance to add new language/change other? Link to comment Share on other sites More sharing options...
koun Posted July 23, 2009 Share Posted July 23, 2009 I am currently working on a tool for easy translating of SoMI-SE (well, as "easy" as translating that many lines can be made). It will basically consist of a table that includes the following columns: -English line -Translated line [english before you changed it] (editable) -"is translated" checkbox [undo translation(replace with english again), mark translated(if you wanna keep the original, e.g. for "Grrrrrr")] -actor -scene -maybe other info... below will be some small tables showing: -lines identical (or similar) to the one selected -all subcues form the same cue as the selected one -all lines from the same scene as the selected one I plan for the following features: -tables can be sorted by any column -search/filter lines -add same translation to identical lines with one click (or multiple clicks if you wanna select part of the lines only) I'll open a new thread as soon as I got a preview version ready (I can currently parse the file and display the information in the table). Any feedback from translators that can help me understand how to make the job easier would be very welcome. Just post in this thread for now. Link to comment Share on other sites More sharing options...
Guy.brush Posted July 23, 2009 Share Posted July 23, 2009 Nice work koun! Maybe you could add a porn- ,nerd- or sweary-fyer or something like that? You know, some automatic translation, were certain nouns or verbs get exchanged with very naughty or silly words. Like those generators for webpages? Might be interesting to play a MI mod where the dialogue is full with random stuff like that. So imagine a checkbox for a swearing Guybrush where random curse words get inserted into his standard phrases. "For f***k's sake man, I can't fr***n pick that f***n **** up!" Or imagine a Christian Bale mod: "For f**k's sake man, walk to the sun? Walk to the f***n sun? You're amateur man." Link to comment Share on other sites More sharing options...
EmperorJello Posted July 23, 2009 Share Posted July 23, 2009 Here are the other two... http://img515.imageshack.us/img515/1016/guybrush2.png http://img148.imageshack.us/img148/3938/guyho.png Splendid. How do we use them in-game? Do we need to repack (and how?) or is there some sort of override directory functionality? And could we do something about Elaine's hair as well? Link to comment Share on other sites More sharing options...
Guy.brush Posted July 23, 2009 Share Posted July 23, 2009 If Irishsmile completes his work (including replacing the alphachannel/mask for the Guybrush sprite, which shouldn't be too hard) then all you'd have to do is place the new texture file inside the appropriate directory. The engine scans the base directory for art/.. and uses this with priority over the files packaged inside monkey1.pak. So if you name the texture like the original and it is in "legit" DXT format it will just work. Link to comment Share on other sites More sharing options...
jp-30 Posted July 23, 2009 Share Posted July 23, 2009 Nice work koun! Maybe you could add a porn- ,nerd- or sweary-fyer or something like that? You know, some automatic translation, were certain nouns or verbs get exchanged with very naughty or silly words. Like those generators for webpages? Might be interesting to play a MI mod where the dialogue is full with random stuff like that. So imagine a checkbox for a swearing Guybrush where random curse words get inserted into his standard phrases. "For f***k's sake man, I can't fr***n pick that f***n **** up!" Or imagine a Christian Bale mod: "For f**k's sake man, walk to the sun? Walk to the f***n sun? You're amateur man." Uhh, let's not push our luck with LucasArts, eh? Do you really think LucasArts would be happy to see that mod? Anyway... Is anyone working on adding alpha to Irishsmile's beautiful work and saving them as the individual replacement files that can be zipped up as a mod-pack (and unzipped into the required game directory)? If not I'm happy to give it go, but don't want to do it if someone's already working on it. Oh, and can anyone extract the Guybrush closeups so Irishsmile may consider applying the new hairstyle to those graphics too? I can open them in photoshop, but they have weird striping in the backgrounds. The bad news, Irishsmile, is that there are a lot more guybrush sprites - Cannon shot, pulley swing, Q-Tip, Meat swinging, Chest Carrying, Slipping over etc, but I dare say 95% of them are just cut and pastes of your existing hair designs. Plus several closeups, of course. Link to comment Share on other sites More sharing options...
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