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 Post subject: Re: zbm2obj
PostPosted: Fri Feb 27, 2015 10:34 pm 
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Joined: Fri Feb 06, 2015 12:01 am
Posts: 17
After a bunch of research about Z-buffer and our disposable output (I refer to scummrev3 and GrimEdi solutions), I decided to take a very long launch using GLIntercept and OGLE in order to extract something useful from the game from Grim Remastered.

SURPRISE!
Besides having access to all new local textures (remember the new MATERIALS.LAB?), I just found this:
Image
Nothing more than a Z-buffer in 24 bits with only Red channel!!
As in GF:R, developers said that original zb was 16 bits.
I extracted a .zbm and after some hexadecimal magic, I can proudly present to you:

GrimEdi now supporting z-buffer.
ZBM2OBJ with some fixes about RGB weights.

Here some comparisons between scummrev3, previous GrimEdi, new GrimEdi and GF:R:
Image

And here the result:
Image

PERFETTO!


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 Post subject: Re: zbm2obj
PostPosted: Sat Feb 28, 2015 6:56 am 
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Joined: Sat Jan 24, 2015 7:36 pm
Posts: 36
thank you so much, it looks perfect now. i tried to combine a couple of angles of a room and now they fit perfectly with a little scaling.

i updated the first post with your links.

Cervian wrote:
After a bunch of research about Z-buffer and our disposable output (I refer to scummrev3 and GrimEdi solutions), I decided to take a very long launch using GLIntercept and OGLE in order to extract something useful from the game from Grim Remastered.


actually using GLIntercept was the first thing i did but i was not able to get any results from it.


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 Post subject: Re: zbm2obj
PostPosted: Tue Mar 03, 2015 12:28 pm 
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Joined: Tue Jul 19, 2011 2:51 am
Posts: 324
Location: aka ThunderPeel2001
This is great stuff. What do you think we might be able to do with this new information?


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 Post subject: Re: zbm2obj
PostPosted: Tue Mar 03, 2015 2:36 pm 
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Joined: Fri Feb 06, 2015 12:01 am
Posts: 17
I think we have the opportunity to recreate better quality backgrounds. They can be used for example as a perspective and enviroment-coherent guideline for photoshop pipeline. Than there is a remote possibility to make a full 3d GF, but this is another problem.


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 Post subject: Re: zbm2obj
PostPosted: Tue Mar 03, 2015 2:55 pm 
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Joined: Tue Jul 19, 2011 2:51 am
Posts: 324
Location: aka ThunderPeel2001
This is really quite special! How long does it take to create one background, though?


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 Post subject: Re: zbm2obj
PostPosted: Tue Mar 03, 2015 5:34 pm 
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Joined: Fri Feb 06, 2015 12:01 am
Posts: 17
You mean by software or redesignig?
In any case, drawing a full room (right now I only did untextured Manny's Office) should take no more than a day. If it is only required to design guide volumes for photoshop, I think that 2-3 hours are enough.


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 Post subject: Re: zbm2obj
PostPosted: Tue Mar 03, 2015 6:49 pm 
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Joined: Tue Jul 19, 2011 2:51 am
Posts: 324
Location: aka ThunderPeel2001
Cool. I'm just wondering how realistic is might be to re-render each of the 150+ rooms. Definitely a very cool thing that's been uncovered!


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 Post subject: Re: zbm2obj
PostPosted: Tue Mar 03, 2015 9:50 pm 
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Joined: Fri Feb 06, 2015 12:01 am
Posts: 17
Yes! Truly awesome stuff! And the best has to come!


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 Post subject: Re: zbm2obj
PostPosted: Thu Jul 16, 2015 12:02 pm 
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Joined: Wed Jul 15, 2015 8:04 pm
Posts: 6
Location: germany
Really love this, it really seems to be a great starting point if you want to recreate the backgrounds.
Will try it out and post it.

Thanks


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