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PostPosted: Thu Sep 08, 2016 9:30 pm 

Joined: Fri Feb 06, 2015 12:01 am
Posts: 17
About 1 year ago I started to observe data structure in Grim Fandango.
The initial thought was to completely rebuild the game form scratch.
Actually, forgetting manpower, it was not technically impossible; main issues were:
  • backgrounds - smartly solved by kavehth here
  • Models and anims - coded in a really painful way (*.COS and *.KEY files are the main actors of this messed up conglomerate)


So, I wrote a tool capable to make a decent order of this crap.
  • Export in .dae COLLADA format
  • T-pose and/or embedded animation decryption
  • Materials mimicking .3do data
  • UV Mapping converted to current standards
  • Skeleton creation following current standards
  • Hieracy folder group creation containing all dependents

It is necessary to know correlation between .3do and .key files.
All textures must be already decoded in .png format and with the original name (it is possible to produce this output by batch operations but I forgot the procedure...)
All requested files must be in the same folder.

I share with the community only the binary file, unfortunately it is the only file I still have on my laptop :(

PostPosted: Sun Oct 09, 2016 9:20 am 
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Joined: Wed Jul 15, 2015 8:04 pm
Posts: 6
Location: germany
First of all, I want to thank you Cervian.
This tool works perfectly and your description is worth NumberNine tickets.

Using the plugin to import to i.e. 3dsmax works great. From there you can export it to anything you like, here shown the UnrealEngine 4.


Thank you again, I am really having great fun with it.

PostPosted: Sun Oct 23, 2016 10:36 pm 
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Joined: Tue Jul 19, 2011 2:51 am
Posts: 324
Location: aka ThunderPeel2001
Oh wow. Thank you Cervian!

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