Search found 54 matches

by cplhenshaw
Mon Jul 16, 2012 8:32 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 743637

Alright I'll give this a go, doesn't seem too hard now that it's all layed out in front of me :)

I expect it will take a bit of fiddling to get it all working as expected, so I'm not sure how long it will take.
by cplhenshaw
Sat Jul 14, 2012 7:28 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 743637

There is a very useful writeup of the MODL format here. http://wiki.multimedia.cx/index.php?title=MODL After all the definitions of the pieces of the model there's a hierarchy of "Nodes" which tell you how the pieces are parented to each other, and for each piece gives the offset from it's...
by cplhenshaw
Sat Jul 14, 2012 5:35 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 743637

In the model format as well as the position of each part of the model, there is also some default rotation of each piece. Most of the models in the first half of the game don't have any rotation data, so they come out fine, but as you move through the game they start to use them (and some of them ar...
by cplhenshaw
Wed Jul 11, 2012 6:03 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 743637

Hey guys, sorry I've been absent for a while I've been pretty busy lately. Way to go Nitrus, looks like you've been working pretty hard, it all looks great! :D I'm not much for modelling but I reckon I could have a go at increasing the resolution of some of the textures. Any ideas where I should sta...
by cplhenshaw
Mon Apr 09, 2012 7:26 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 743637

In the way that a regular vertex is a position in 3d space, a texture vertex is a 2d position on a texture. In Blender when you do UV mapping, the points you move about on the image are the texture vertices. By scaling the texture vertices I mean scaling each coordinate from the range 0 - 256 (pixel...
by cplhenshaw
Mon Apr 09, 2012 10:44 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 743637

I took the original version of glottis and replaced it piece by piece with your new version, compiling each time until it stopped working, which is when the chest piece was replaced. I then tried all pieces except the chest piece and the model compiled fine. Presumably when this piece is read in it ...
by cplhenshaw
Sat Apr 07, 2012 4:53 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 743637

The obj3do.exe doesn't work anymore on my machine. Have no idea whats going wrong. Can someone compile the model to test it ingame? I couldn't compile the model either, and I'm not really sure why. The model is rotated upright from its original position (I guess from when you rendered the pictures)...
by cplhenshaw
Tue Mar 20, 2012 12:23 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 743637

Okay, here it is. mannysuit.3do

It looks great. I think it's the 3d collar and tie that really sells it. :D
by cplhenshaw
Tue Mar 20, 2012 6:25 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 743637

Ah, quick update. While I was examining the model I converted the head to triangles in Blender before exporting, and this is what stopped the lighting issue (for whatever reason).

In Blender edit the head mesh and press CTRL-T to convert it to triangles.
by cplhenshaw
Tue Mar 20, 2012 6:14 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 743637

That lighting on the forehead is pretty strange, it looks like a normal got flipped, but it seems strange that it would be just one like that. I tried building a .3do from one of the .obj files that Blacksad posted earlier and it actually turned out without this glitch weirdly enough. I guess maybe ...
by cplhenshaw
Thu Mar 08, 2012 11:59 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 743637

Here's how it looks in game. http://i44.tinypic.com/2a5nho0.png And a LAB so you can try it yourself. LAB file It looks good. :) Blacksad, as for getting the .obj files in the first place here are the latest versions of the programs I use to do these. 3doTools.zip To get a .obj file: 1. Get the orig...
by cplhenshaw
Fri Feb 24, 2012 8:17 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 743637

Did a quick google: Add to your Residual ResidualVM config file the line antialiasing=$samples, with $samples equal to 0 (that is, no antialiasing), 2, 4, or whatever your graphics card supports, and enjoy the improved and smooth graphics! From http://lostsoulsalliance.wordpress.com/2011/11/21/recen...
by cplhenshaw
Fri Feb 24, 2012 6:46 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 743637

Thats a good point about multiple character models. I suppose we'll need to carefully consider how much we improve certain characters. For example most of the characters in the Blue Casket dont move very much, occupy a small area of the screen and are wearing black in a darkish room so theres not re...
by cplhenshaw
Thu Feb 23, 2012 12:46 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 743637

OK, so I mocked up some Manny's of various polygon counts just by subdividing various pieces of his body, then observed the frame rate in game. http://i42.tinypic.com/2aacxs1.jpg The frame rate is capped and seems to hover around 33.33 with the original model and the smaller polygon counts. The firs...
by cplhenshaw
Wed Feb 15, 2012 8:07 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 743637

Ah, knew it would be nice and easy like that. Thanks.