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 Post subject: Helping with Textures
PostPosted: Wed Mar 05, 2014 10:38 am 
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Joined: Sat Nov 17, 2012 11:46 pm
Posts: 33
Hello everyone!

I've contacted the project email about helping with textures but haven't gotten a response. Is the project still in development?


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 Post subject:
PostPosted: Wed Mar 05, 2014 3:59 pm 
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I'd venture to say that it is still in development, though active members have faded a little bit.

Are you willing to offer help with textures? If so, take a look at the following:

"How can I help?"
http://forums.residualvm.org/viewtopic.php?t=262

...and then this:
"TO DO: Texturing & Modelling"
http://forums.residualvm.org/viewtopic.php?t=264

Then, you can choose whatever you want to work on, and get to it! :)
I think we have worked on models "in order of appearance" (or chronologically) so far, so I guess you can take a look at what's been done, and take the next step. E.G. for Manny, I think the next one would be the Casino model from year two.

Usually, either myself or JohnnyWalker2001 will be available to offer any assistance, should you have any questions.
Cheers!


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 Post subject:
PostPosted: Wed Mar 05, 2014 10:57 pm 
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Joined: Sat Nov 17, 2012 11:46 pm
Posts: 33
I'll just copy and paste the email here.

Progress on Glottis Textures but Having some Issues

Hello There!

My Name is Michael, I've been using Photoshop just as long as I've been playing Grim Fandango and it is absolutely my favorite video game. So I wanted to start helping with textures I've started on Glottis here's an example.

http://imgur.com/a/xYjwM

I'm confidant that I can get the texture up to the quality the project demands I have extensive experience with game textures in the past with various source engine games and even contributing to the Half Life 2 mod Black Mesa, I would like to get more involved.

I am having trouble with the Grim Reaper tool, it keeps on crashing on the second time I try to save something as a ACT.

Your tutorials are very helpful but I'm still struggling to confirm if I've located all the texture I need to have to complete a character. I'm very clumsy with this sort of stuff so I don't know if it would be better to just send you all the fresh BMP's instead.

Looking forward to hearing from you!

-Michael

Since I wrote the email I've finished all the glottis textures I could find (first draft of course). And I still couldn't figure out how to put them in the game and the Grim Reaper exe still crashes after the second ACT file.


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 Post subject:
PostPosted: Thu Mar 06, 2014 12:04 am 
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Ugh, I knew that I should have cleaned that up a bit better...

OK, here's another, newer work-in-progress-and-it-will-be-done-when-I-find-the-time version, just don't use the 3D or COS tabs, or it might crash (COS actually works, but I haven't put in code for selecting relevant directories. 3D works too, but I didn't figure out the rotations. Still, no valid directories with that one either, so it too will probably crash for you).

 Binary:
Image

Also, make sure you have downloaded and installed the .NET 4.0 framework, which is needed by the program. Try this out, and tell me how it goes.

I love the images by the way, very nice details.

If you're going for Glottis, you can find out the files you'd need to modify from here.

UPDATE: I compiled your textures only to be reminded that the model's UVs would need to be scaled too. I'll get around doing that probably tomorrow. In the meantime you can try and make the *.MAT yourself, mine came out at 8,389,708 bytes. (8MB)


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 Post subject:
PostPosted: Thu Mar 06, 2014 1:48 am 
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This new Grim Reaper is working really well thanks so much!

Plus this list of MAT's will help me alot. I't seems I have all of Glottis and Sailor Glottis Done.

I installed .NET 4.0 framework, sorry if the email seemed a little weird it kinda came out at a psudo-resume. I'm really excited to be working on this! I'm not sure how much help I'll be outside of the textures but I'll do my best and I'm eager to learn more stuff.


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 Post subject:
PostPosted: Thu Mar 06, 2014 1:56 am 
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OK, here the datausr.lab with Glottis with updated UVs. The mouth should display correctly now, (though everything else will look bad until it's scaled 4 times).

https://dl.dropboxusercontent.com/u/39978570/DATAUSR.rar

I noticed that the inside of the mouth area is transparent. After scaling all the textures, check if it's the same way with you, if it is, you'd probably have to paint the transparent areas with SOMETHING ELSE than a certain Alpha color, I think it's usually the first one in the palettes.

I'm glad the new version worked for you, I'll try to finish it up soon. As for the e-mail, it did it's job of explaining things, so I guess all is well :D

EDIT: I think I added the MAT with your images here as well.


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 Post subject:
PostPosted: Thu Mar 06, 2014 2:21 am 
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Here's all the other textures for Glottis. They still need some cleaning up but there x4.

https://www.dropbox.com/s/967ug10q5s7j7vb/Complete.rar

I'm not sure whats causing it, but the black line around the edge of his mouth is missing like you said. Maybe the rest of these textures will fix it.


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 Post subject:
PostPosted: Thu Mar 06, 2014 2:42 am 
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Also his nose is clear, so I'm thinking the color black is not coming through or something, I don't know the engine that well.


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 Post subject:
PostPosted: Thu Mar 06, 2014 7:25 pm 
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OK I confirmed my suspicions, it seems for this particular model/palette, the pitch black color (#000000) IS the transparent color.

Here's an example, the heads use the upper left area to paint the mouth part black:

Image

Which means any parts which weren't really black and you painted them black, will now be transparent.

Here's the link again updated with gl_eye.mat, and with the gray color in the upper corner. I think the eyes need to be gray too.


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 Post subject:
PostPosted: Thu Mar 06, 2014 9:11 pm 
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Ah ha! your a genius! I'll scan through all the textures and change all pure blacks to the new off black and send it to you later today. Also whats the progress on the cafe manny textures?


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 Post subject:
PostPosted: Thu Mar 06, 2014 9:21 pm 
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As it says here, (scroll down a bit), both the model and textures are "to do", so I guess nothing has been done for them so far.


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 Post subject:
PostPosted: Fri Mar 07, 2014 1:33 am 
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Alright, I was just making sure because I loaded up a version of Deluxe where year two manny had a blank face which of course was just a WIP build but it made me wonder if something was being done about it because he was different. Good to know.


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 Post subject:
PostPosted: Fri Mar 07, 2014 2:00 am 
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Alright here are all of Year 1 Glottis and Sailor Glottis Textures with the adjusted black. I used exactly whatever black the original texture used.

https://www.dropbox.com/s/zudq53wtkxapp ... 0Black.rar


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 Post subject:
PostPosted: Fri Mar 07, 2014 10:44 am 
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Again I'm sorry I keep on needing things explained to me, but I can't figure out how to get the BMP's into the game itself. I tried following the tutorial but it's not coming out right. I've been able to use the Resource File Creator to extract files of course but I converted all the the BMP's to MAT's using the reaper and then put them into the lab but they were spazzing out in the actual game. I can't figure out the whole ACT file process and how it factors in with the colors in the game. Hopefully when I get this figured out I can run textures through the game without needing you to do it first so I can present finished textures in a LAB for you. Thanks again man!


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 Post subject:
PostPosted: Fri Mar 07, 2014 7:24 pm 
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Hi Michael, so sorry for not getting back to you sooner. Great that Nitrus was here to help you out, and also fix the issue with his Grim Reaper app.

Great job on the textures, btw!

If you can explain exactly what you mean by "spazzing out" in the actual game, that will help me explain to you what the problem is. A screenshot would be good!

Failing that, I'll try to put your textures into the game itself. Maybe I can see what's going wrong.

Thanks again for the work!

And thanks Nitrus for updating your tool. I like the new "Deluxe"-ness :)


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