I'm sorry but I have an issue with renderer, so I can only give you viewport pictures.
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Moderator: ScummVM Team
Stunning... Great work!kavehth wrote:here is my progress on the cafe
the modelling is nearly done, now i have to work on the textures
You are right, I created the cafe from scratch, but because I had the models from the z-buffers it was a lot easier to match the scene to the original, I'm not sure how Cervian created the office but I'm assuming he did the same.ultraneonoirantihero wrote:Wait, how did you make those scenes?
I see that you've made grimEdi and zbm2obj software that can extract Z-buffer and from it you can recreate crude 3D models.
But these 3D scenes just can't be from extracted Z-buffer? It looks like someone made them from scratch...
Sorry if I'm asking for a thing that might be answered, but I'm in quite a mess from my work and I just can't keep track of all topics here.
as far as i know they are just a series of images in the same format as the backgrounds.ultraneonoirantihero wrote: Also, how are the animated backgrounds implemented in GF? The Edge of the World has animated waterfall as a background image?
i agree we will need more people, but maybe if we created a couple of scenes we could get more people to help out.ultraneonoirantihero wrote: This would require more manpower... or an automated process... or more users from DoubleFine forums who love GF.
Some are Smush files, the same custom compressed video format used for the cutscenes, and in various other LucasArts games.kavehth wrote:as far as i know they are just a series of images in the same format as the backgrounds.ultraneonoirantihero wrote: Also, how are the animated backgrounds implemented in GF? The Edge of the World has animated waterfall as a background image?
It's possible with camera projection, if you have the right camera angle, you can project an image on the geometry, like I've done here. In maya it can be done through Hypershade, I can explain it more in detail if you wish, I'm sure there's an equivalent in blender too.kavehth wrote: either way too me the modelling part is not the issue, i think we could create the models pretty fast from the z-buffers, but the real problem is the texturing and recreating the lighting and the feel of the original backgrounds, to me that is the most time consuming part. Maybe we can figure out a way to use the current backgrounds to retexture the models quickly but i don't know how yet.
I know how to project the image onto the mesh, what i meant was figuring out a fast way to increase the quality of the textures without creating them from scratch, I'm just wondering how much we can do with the things that we already have before we start creating new stuff.Nitrus wrote:It's possible with camera projection, if you have the right camera angle, you can project an image on the geometry, like I've done here. In maya it can be done through Hypershade, I can explain it more in detail if you wish, I'm sure there's an equivalent in blender too.kavehth wrote: either way too me the modelling part is not the issue, i think we could create the models pretty fast from the z-buffers, but the real problem is the texturing and recreating the lighting and the feel of the original backgrounds, to me that is the most time consuming part. Maybe we can figure out a way to use the current backgrounds to retexture the models quickly but i don't know how yet.