Search found 39 matches

by Pirateguybrush
Sun Jan 29, 2012 12:58 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 744110

Jumba, as far as I know, no-one's been doing that, but it sounds excellent. I'd love to see how they look. I wouldn't get too far into it until we can confirm it's possible for us to stick upscaled videos and backgrounds back into the game though. That said, great work - I'd love to see it. Has anyo...
by Pirateguybrush
Sat Jan 28, 2012 3:48 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 744110

That sounds like awesome work. I'll take a look at it in a while. When you say you want to help with 2d work, do you mean textures? As for the comprehensive breakdown you mentioned, it sounds like that would be perfect if anyone ever decides to remodel the whole game so it can be re-rendered at a hi...
by Pirateguybrush
Fri Jan 20, 2012 7:08 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 744110

I wasn't the doing that side of things, but I was told he repacked it into the original file. We'll see if we can do it the other way though.
by Pirateguybrush
Thu Jan 19, 2012 2:07 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 744110

Progress! The model has been exported out of Grim, converted to obj, imported into blender, edited, converted to 3do again, and back into Grim. Somewhere along the way some texture information has been lost, and it's placing the same texture on the whole model. But it's a good start. Once we've work...
by Pirateguybrush
Thu Jan 19, 2012 1:06 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 744110

cplhenshaw and I are now on Steam chat, working out the details of getting the models into Maya correctly, then back out of Maya (possibly making a stop through Blender on the way), then back into the game. I think we're making decent progress.
by Pirateguybrush
Thu Jan 19, 2012 11:18 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 744110

Sent. Let me know how you go. If it works, I'd love for you to put it back into data000.lab, zip it (it compresses to about 8mb) and send it on over so I can take a look at him in-game.
by Pirateguybrush
Thu Jan 19, 2012 9:36 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 744110

Perfect, thanks. It's a shame the models are so messy, means we'll have to either start from scratch, or retopologise the whole thing. Anyway, I've made some changes to the model, I just want to see if it works, to start with. I've smoothed him a fair bit, but I'd want to take a more directed approa...
by Pirateguybrush
Wed Jan 18, 2012 9:19 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 744110

The alternative for wide-screen support is to crop the image top and bottom making sure to crop so that no puzzles or objects are lost. Possible, but it would likely cause gameplay issues. If you wanted to do that, it would be best done in Residual itself, rather than editing the backgrounds. It co...
by Pirateguybrush
Wed Jan 18, 2012 9:02 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 744110

If the scene files still exist, and if they can track down the right versions of whatever software was used to open and render them, that might be possible - however I can't see that happening. If they were to do that, it would be for an official HD release. As for doing it ourselves, photoshopping ...
by Pirateguybrush
Wed Jan 18, 2012 4:57 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 744110

The characters don't need to be broken up. When you open a character, each moveable section is a separate object. They're all arranged in the right position though, so you can easily tell which is which and work on it. It does limit your ability to improve the joint areas though. As for model swaps,...
by Pirateguybrush
Wed Jan 18, 2012 2:30 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 744110

I get an error when I try and convert him (maybe I'm not doing it right?) Can someone please convert to an obj and email them to me? It's just my username at gmail.
by Pirateguybrush
Wed Jan 18, 2012 10:41 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 744110

I can have a crack at remodelling him, but I need to know if I can do it in Maya. If I save it as a .ma file, or export it as an obj, do we have a way of getting that back in to the game?
by Pirateguybrush
Wed Jan 18, 2012 7:58 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 744110

We need to know how his mouth works, first of all. Is it a texture with transparency (like Manny), or is it a model swap, or is it an animated rig? Then we'll need someone who can handle organic modelling.
by Pirateguybrush
Tue Jan 17, 2012 10:53 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 744110

Here's something interesting. The blocky geometry of the characters contributes significantly to how the textures look. These two models are using the same tile texture, same shader, but the one I made (very quickly sketching it out for rough proportions without worrying too much about detail) looks...
by Pirateguybrush
Tue Jan 17, 2012 10:36 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 744110

Until I closely examined the models, I can't say I ever noticed that Manny's fingers were intersecting planes. As part of a significant overhaul it would be on the "to fix" list, but I'm not convinced it would make a significant difference at this stage. Improving the textures is probably ...