GrimEdi - A tool for exploring/modifying Grim Fandango

General chat related to ScummVM, adventure gaming, and so on.

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jlaw90
Posts: 12
Joined: Sun Sep 28, 2014 8:59 pm

Re: GrimEdi - A tool for exploring/modifying Grim Fandango

Post by jlaw90 »

Ah brilliant, I'm glad you got it working :) First thing you'll notice with the model viewer is that the rotation is really arbitrary - I stole some ArcBall code from somewhere else and never got it working completely smoothly!

The build process has been modified to create both x86 and x64 JARs now and the original post has been updated to link to them - please let me know if this fixes your original issue as I don't currently have a 32-bit JVM installed.

P.S. Yes I love the music, that player is definitely my favourite part!
Nitrus
Posts: 177
Joined: Wed May 18, 2011 9:49 am

Re: GrimEdi - A tool for exploring/modifying Grim Fandango

Post by Nitrus »

Yup, that fixed it, the x86 executable worked great now! Thanks!

Also, in a second iteration of that software I made (not on Github sadly, can't find the source at the moment, was in C# in any case) I vaguely remember reading *.cos files, and cross referencing them to load models and approprate textures for them.

There was a roadmap as to what number is a MODL, CMP etc. in every COS.

It was all about the parents as I seem to recall, one of them always tied a palette, a model and textures that could comprise the full thing, as well as keys and such. It was relatively easy to read I think (though you would have to read through clear text, which would mean parsing lines). I might be misremembering, but I think that was the way things were.

And as you already read from the LABs themselves, crossreferencing shouldn't be a problem (I don't think anything was being read from other LABs, so you shouldn't get any nulls).

That may be a feature in one of your next releases, if you have the time and will to do it of course :)
jlaw90
Posts: 12
Joined: Sun Sep 28, 2014 8:59 pm

Re: GrimEdi - A tool for exploring/modifying Grim Fandango

Post by jlaw90 »

I did start work on creating the costume models and a codec:
models: https://github.com/jlaw90/Grimja/tree/m ... ry/costume
codec: https://github.com/jlaw90/Grimja/blob/m ... Codec.java

Sadly as you can see it's currently not doing much at all and I haven't had too much time to work on it. Hopefully I'll find some time in the near future though :)
Nitrus
Posts: 177
Joined: Wed May 18, 2011 9:49 am

Re: GrimEdi - A tool for exploring/modifying Grim Fandango

Post by Nitrus »

Yup, I see it, and you seem to be on the right track with the codec :)
So I guess it'll come when it comes.

Great work with everything so far in any case, I'm certainly going to keep an eye on this thread :P
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JohnnyWalker2001
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Joined: Mon Oct 16, 2006 1:27 pm
Location: London, UK

Re: GrimEdi - A tool for exploring/modifying Grim Fandango

Post by JohnnyWalker2001 »

Works great! (I thought I had the x64 bit version of Java installed, but either way, the new version fixed things for me -- thanks!)
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JohnnyWalker2001
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Location: London, UK

Re: GrimEdi - A tool for exploring/modifying Grim Fandango

Post by JohnnyWalker2001 »

I wonder if Remastered support might be added?
jlaw90
Posts: 12
Joined: Sun Sep 28, 2014 8:59 pm

Re: GrimEdi - A tool for exploring/modifying Grim Fandango

Post by jlaw90 »

Sorry for the long delay in my reply, haven't been active with this project in a while but I just purchased Grim Fandango Remastered as part of this weeks humble bundle, so thought I'd test GrimEdi out on it.

Suffice to say that some of the new game data is completely incompatible with this library and without documentation (or ResdiualVM sourcecode to scour) it's unlikely support will be added any time soon.

On the plus side it seems that they still use LAB files in the same format, and within those the music, models, animations and color maps are working (disclaimer: from the few files I tested).

Movies are not longer gzip compressed so I've fixed the SANM codec parser to handle these - SANM codec was broken before anyway so they're still not working correctly!

Also, WAV files seem to be in a different format now - but again without documentation not much I can do about it.

All the best,
James
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