| 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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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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Tue Jul 19, 2011 6:53 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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Wed Jul 20, 2011 8:34 am |
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somaen

Joined: 24 Nov 2010
Posts: 271
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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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Thu Jul 21, 2011 8:39 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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Thu Jul 21, 2011 10:13 am |
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mogul
Joined: 25 Jul 2011
Posts: 10
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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. _________________ Lead Programmer, Grim Fandango
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Mon Jul 25, 2011 6:26 pm |
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somaen

Joined: 24 Nov 2010
Posts: 271
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The current meshes have VERY few polygons. Just take a look at Glottis.
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Mon Jul 25, 2011 6:59 pm |
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mogul
Joined: 25 Jul 2011
Posts: 10
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quote: Originally posted by giucam
@ Mogul
Hey, welcome on this forum 
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. _________________ Lead Programmer, Grim Fandango
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Mon Jul 25, 2011 9:19 pm |
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somaen

Joined: 24 Nov 2010
Posts: 271
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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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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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Thu Jul 28, 2011 9:11 am |
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