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Grim Fandango Deluxe
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JohnnyWalker2001



Joined: 19 Jul 2011
Posts: 153
Location: aka ThunderPeel2001
Grim Fandango Deluxe 

With ResidualVM now opening up Grim Fandango to us all, I was wondering if a Remastering process could be started. The way I see it there are two things which could be done:

1. Increase texture quality.

2. Remodel the characters.

Ender previously offered to share his knowledge when ResidualVM caught up, saying this was all very easy to do, so while I'll bug him, is there anyone else with knowledge to share?


Last edited by JohnnyWalker2001 on Sun Dec 04, 2011 2:12 pm; edited 1 time in total

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Post Tue Jul 19, 2011 12:20 pm 
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JohnnyWalker2001



Joined: 19 Jul 2011
Posts: 153
Location: aka ThunderPeel2001
 

Ok, so everything I will be messing with lives inside DATAxxx.LAB files. It seems that both the .3do files and .mat files have been altered in some way.

I've tried viewing the textures in MatMaster, but it maps the palette incorrectly -- so you can see the shapes, but the colours are all wrong.

Does anyone know of a good tool for dealing with .mat files?

Thanks.

Edit: It seems that .mat files usually come with a palette file. Does anyone know where I can find Grim Fandango's palette file?

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Post Tue Jul 19, 2011 6:53 pm 
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JohnnyWalker2001



Joined: 19 Jul 2011
Posts: 153
Location: aka ThunderPeel2001
 

Ok, I've managed to figure a few things out:

.mat files contain textures, sometimes several. To extract the BMPs use a tool like MatMaster 2.0, but you need to connect it with the right colormap (.cmp files) to get the right colours.

I found Manny's head and suit (m_eye.mat and m_s_chest.mat from within DATA000.LAB -- connected with suit.cmp).

I opened the BMPs up, converted them from 128x128 to 256x256 and drew all over them and re-saved them (in OS/2 format).

I then recompiled a .mat file and then recompiled the .lab using BGBennyBoy's ResourceCompilerCreator tool.

Unfortunately this is what I saw:


The textures don't scale down and add detail, they just display really big. Is there something ResidualVM can do about this?

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Post Tue Jul 19, 2011 8:38 pm 
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giucam



Joined: 21 Mar 2011
Posts: 131
Location: Belluno, Italy
 

Just guessing: the materials have the width and height of the textures stored. Did you fiddle with them?

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Post Wed Jul 20, 2011 8:34 am 
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JohnnyWalker2001



Joined: 19 Jul 2011
Posts: 153
Location: aka ThunderPeel2001
 

quote:
Originally posted by giucam
Just guessing: the materials have the width and height of the textures stored. Did you fiddle with them?


No, that .mat files have only the following text in them:

code:
MATM
FILENAME: m_eye.mat

TEXTURES: 1
m_eye-0.bmp


(Presuming you mean the .mat files?)

Also, there's nothing in the .3DO files that suggest 128x128 that I could find Sad
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Post Wed Jul 20, 2011 11:49 pm 
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somaen



Joined: 24 Nov 2010
Posts: 271
 

the width and height for materials are read in binary, not text by the engine, other than that, I don't know where they are defined.

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Post Thu Jul 21, 2011 8:39 am 
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giucam



Joined: 21 Mar 2011
Posts: 131
Location: Belluno, Italy
 

quote:
Originally posted by JohnnyWalker2001
quote:
Originally posted by giucam
Just guessing: the materials have the width and height of the textures stored. Did you fiddle with them?


No, that .mat files have only the following text in them:

code:
MATM
FILENAME: m_eye.mat

TEXTURES: 1
m_eye-0.bmp


(Presuming you mean the .mat files?)


Look at material.cpp. Maybe the tool you're using doesn't show them but they have a width and height field.

quote:
Originally posted by JohnnyWalker2001

Also, there's nothing in the .3DO files that suggest 128x128 that I could find Sad

There shouldn't be anything about that in the .3do, yes.
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Post Thu Jul 21, 2011 8:44 am 
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JohnnyWalker2001



Joined: 19 Jul 2011
Posts: 153
Location: aka ThunderPeel2001
 

quote:
Originally posted by giucam
Look at material.cpp. Maybe the tool you're using doesn't show them but they have a width and height field.


Nice. You're absolutely right. Does anyone know where the width and height are being read from?
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Post Thu Jul 21, 2011 10:13 am 
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mogul



Joined: 25 Jul 2011
Posts: 10
Re: Grim Fandango: Remastered 

quote:
Originally posted by JohnnyWalker2001
With ResidualVM now opening up Grim Fandango to us all, I was wondering if a Remastering process could be started. The way I see it there are two things which could be done:

1. Increase texture quality.

2. Remodel the characters.

Ender previously offered to share his knowledge when ResidualVM caught up, saying this was all very easy to do, so while I'll bug him, is there anyone else with knowledge to share?


3. Use the existing model meshes as control points for rendering higher-poly version using an interpolating subdivision surface scheme.
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Post Mon Jul 25, 2011 6:26 pm 
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somaen



Joined: 24 Nov 2010
Posts: 271
 

The current meshes have VERY few polygons. Just take a look at Glottis.

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Post Mon Jul 25, 2011 6:59 pm 
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giucam



Joined: 21 Mar 2011
Posts: 131
Location: Belluno, Italy
 

quote:
Originally posted by JohnnyWalker2001
Nice. You're absolutely right. Does anyone know where the width and height are being read from?


You can see that in material.cpp. The width is usually at offset 76+num_images*40, the height at 80+num_images*40.
The value of num_images is instead at offset 12.

But .mat files are quite a mistery to me. They have a lot of data which ResidualVM doesn't use and i don't know if that's just garbage or if it means something.

@ Mogul
Hey, welcome on this forum Smile
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Post Mon Jul 25, 2011 8:49 pm 
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mogul



Joined: 25 Jul 2011
Posts: 10
 

quote:
Originally posted by giucam

@ Mogul
Hey, welcome on this forum Smile


Thanks. I haven't got much time to think about GF anymore, but I'll try to keep up for a bit. Thanks for keeping the torch burning.
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Lead Programmer, Grim Fandango
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Post Mon Jul 25, 2011 9:19 pm 
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JohnnyWalker2001



Joined: 19 Jul 2011
Posts: 153
Location: aka ThunderPeel2001
Re: Grim Fandango: Remastered 

quote:
Originally posted by mogul
3. Use the existing model meshes as control points for rendering higher-poly version using an interpolating subdivision surface scheme.
Yep, that's definitely a possibility. Getting the model meshes into something like Maya where I could comfortably mess around with them is a whole other issue, unfortunately.

Could you share any insights that might help any part of this process?

quote:
Originally posted by giucam
You can see that in material.cpp. The width is usually at offset 76+num_images*40, the height at 80+num_images*40.
The value of num_images is instead at offset 12.
Thanks, I'm getting to understanding what's going on now, although I'm still not sure which *file* the offset is being read from. (Edit: I see you're saying it's in the .mat files?)

As for remodelling/increasing the polygon count, Ender had the following to say last time I asked him: "It's a very simple matter to add in a slab of code [to ResidualVM] to load whatever format you want. I'd suggest Cal3D, for which there are 3DS Max, Maya and Blender exporters at least."

Does this make sense to you clever programmer types? Smile
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Post Wed Jul 27, 2011 10:45 pm 
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somaen



Joined: 24 Nov 2010
Posts: 271
 

Sure, or OBJ for that matter, as long as it's a documented format, it shouldn't be that hard to add, the main issue would be detecting that the files are non-standard I guess.

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Post Thu Jul 28, 2011 1:23 am 
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giucam



Joined: 21 Mar 2011
Posts: 131
Location: Belluno, Italy
Re: Grim Fandango: Remastered 

quote:
Originally posted by JohnnyWalker2001
Thanks, I'm getting to understanding what's going on now, although I'm still not sure which *file* the offset is being read from. (Edit: I see you're saying it's in the .mat files?)


Yes, in the .mat files.
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Post Thu Jul 28, 2011 9:11 am 
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