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Official Grimrock Intro/Outro graphics pages

Posted: Sun Feb 10, 2013 8:06 pm
by Alcator
Hello, this might come in handy to someone who is looking to use the original intro/outro "cinematic" assets.

Create a file "intro.lua" (for intro) or "[anyname].lua" (for outro) in mod_assets/cinematics folder.

Then, use the following "showImage" calls to display whichever image you want to show:

INTRO images:

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showImage("assets/textures/cinematic/intro/page01.tga")   -- distant view, airship arriving to top of mountain

showImage("assets/textures/cinematic/intro/page02.tga")   -- guards and prisoners departing the airship

showImage("assets/textures/cinematic/intro/page03.tga")   -- prisoners standing around the pit

showImage("assets/textures/cinematic/intro/page04.tga")   -- prisoners being cast into the pit
OUTRO images

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showImage("assets/textures/cinematic/outro/page01.tga")    -- heroes standing in dungeon, ceiling collapsing

showImage("assets/textures/cinematic/outro/page02.tga")    -- outside view, huge thunderstorm

showImage("assets/textures/cinematic/outro/page03.tga")    -- destroyed PRISONER

showImage("assets/textures/cinematic/outro/page04.tga")    -- outside view, mountain in vortex of magic lightnings

showImage("assets/textures/cinematic/outro/page05.tga")    -- heroes running into the light (exit)

showImage("assets/textures/cinematic/outro/page06.tga")    -- outside view, beam of light (mountain exploding)

showImage("assets/textures/cinematic/outro/page07.tga")    -- crater left after the destruction of the mountain
Typically, you will need to use it like this:

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showImage("assets/textures/cinematic/outro/page01.tga") 
fadeIn(1) -- 1 = time in seconds how long it should take for the image to fade.
-- Now the image is fully displayed, so if you want to show text over it, paste the TEXT code here.
sleep(1) -- alternatively, if there is no text to display, you would use sleep(x) (x = seconds) to let the image be shown a while
fadeOut(1) -- 1 = time in seconds how long it should take for the image to fade.
and you can repeat this for multiple images (and/or texts)

For intro, the file intro.lua gets included automatically (however you can only see it in the game proper, not in the editor).
For outro, you have to use completeGame([path-to-script-file]) in a script entity to launch it.

Re: Official Grimrock Intro/Outro graphics pages

Posted: Mon Feb 11, 2013 11:34 am
by tymur
Super, thank you.
One little question: Can I run similar cinematic during the game, for example in middle to evoke mood?

Re: Official Grimrock Intro/Outro graphics pages

Posted: Mon Feb 11, 2013 4:46 pm
by Neikun
Komag has been able to figure out something like that. He did something like teleport the party to a room and spawn projectiles that made up the cutscene I think.
I really want to know how he did the scramble text from the original game though. haha

How much longer, Komag? :D

Re: Official Grimrock Intro/Outro graphics pages

Posted: Mon Feb 11, 2013 5:54 pm
by Komag
The scramble text was a nightmare! I can't even understand how I made it work now that I go back and look at the code, tons of procedural tables generating random characters in a reducing pattern as it approaches the final text.

cutscenes in-game? only sort of, could be done partially with gui stuff, but we can't stop the player pausing the game to go to the menu, opening the automap, etc. Even if the player behaves we cannot get rid of the shadow boxes that show up in place of the portraits, and heaven forbid the player has the arrow keys showing on-screen, as those glaring bright things stick around no matter what. But those issues aside, some sort of cutscenes can be done :)

I'm playing/testing my first run-through of the completed game right now. After I'm done with that I'll ask for a handful of serious beta testers, probably next week.