Nice! I've been looking for you two!
In the most updated datausr.lab
I've compiled, the following stuff is contained:
Regular Suit Manny (The one from Blacksad).
The upper part of the Grim Reaper robe (the skirt is made out of multiple models, so I didn't do that because of lack of time)
Revolutionary Manny (This one could do with some work).
@cplhenshaw I messed around with your tools a bit, and I made it read all strings to lowercase, but that created problems later on with the updating of the 3DO, which means this isn't a solution, just a temporal fix. I did this because if you look in the files like manny_head2.3do, you'll see that the Material files have been compiled with an uppercase extension, which confuses the read3do function, since all file names in matNames.h are lowercase.
As for the textures, I think Rubacava Manny would be next in line, or whatever you feel like doing, although I think Domino would be a great addition, gotta love that villain
. I'm not sure about if he appears in a suit in the first year, I can remember him boxing, in the sweaty shirt, but I don't remember if he appeared in a suit. I resized all the textures I've used four times (eg. what was 128 now is 512), because I think this was agreed upon earlier in the posts. (except for the Grim Reaper texture, and some other one-color textures, I didn't see the point in rescaling those, it would only be a waste of space).
@Blacksad the messed up models I think are a result of the aforementioned MAT extension mix-up. You could try using the tools cplhenshaw compiled (not the ones I did), but before that, open the 3do in whatever text or HEX editor you'd like and replace all .MAT with .mat . That should fix some problems. You could choose whatever you want to reshape, although I'd like it if first year Glottis were up and running. I know that you've already modelled him, but he has additional heads that need remodelling (don't know if you've done that already), and it'be great if we have him too. You could finish the Reaper costume if you feel like it too. (I used the Head and Hand you modelled for Manny on all the other models, so we could have consistency). It was a bit tricky to get the standalone heads positioned though, so what I did is Import the unmodded suits, and an unmodded head on top of that. Then on a identical vertex on both heads, I grabbed the Y and Z positions, and then applied the same math on the modded heads (I positioned the standalone head with the position differenced relative to the suit-head). I did most of the work in 3DsMax though, since I'm not very accustomed to Blender. And remember UV's are scaled-up four times. (At least I did it that way, because I used four times scaled textures too.)
You should use the tool I've made (The Grim Reaper
lolz) to import and export BMP's or TGA's as well as multi texture MAT files. On a side note, I've had some problems with TGA export and then import when using Photoshop. It could either be a Photoshop thing, or the Libraries I'm using. So what I'm doing is use BMP for editing in Photoshop and Importing in the MATS, but TGA's for importing into Blender, since my Blender wouldn't read BMP, dunno why.
Just as a refresher, what I do when editing textures is: I get them in Photoshop, convert them to RGB, resize them, edit as I please, and then convert them back to Index using an *.ACT Palette which you can export with the Grim Reaper tool, just don't save one Pallete on top of the other, it appends it instead of replacing it (a bug in my code). Or I think you could just save the pallette from Photoshop, before converting to RGB of course.
And finally, @Fischkopf
I'm not familiar with moddb... Is it a site specifically for mods? Either way, I don't know if I'd have the time to keep a thing like that running