Grim Fandango Deluxe - Original Thread [Locked]
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- JohnnyWalker2001
- Posts: 405
- Joined: Mon Oct 16, 2006 1:27 pm
- Location: London, UK
I recall seeing Manny's office somewhere on the net, but the author had not made it available for download... If it's no secret, what do you need one for? I may be able to make one for you. Do you need it with absoulute precision? Because the dimensions of a room are a little tricky to recreate with the perspective and all...
EDIT: Also, do you need it textured as well? And which set did you have in mind?
EDIT: Also, do you need it textured as well? And which set did you have in mind?
Last edited by Guest on Thu Dec 13, 2012 7:45 pm, edited 1 time in total.
I see what you mean. I'll see if I can find one.
On another note, regarding this project, anyone still interested can continue to model, the current 3D tools are usable, but need to be fixed for some of the latter characters and models. The process is still the same, and documented in one of the previous post.
On another note, regarding this project, anyone still interested can continue to model, the current 3D tools are usable, but need to be fixed for some of the latter characters and models. The process is still the same, and documented in one of the previous post.
So, I had no luck searching the net, but I had a bit of free time, so I modelled a bit of the office. It's hard to get the right dimensions out of the warped perspectives, but it's pretty close. The lighting's a bit off, and it's missing a couple of models and detail, but here it is:
Also, seeing that I don't have much free time, I don't know if I'd be able to texture it, it requires textures that aren't available, and will take time to recreate. Also, because I kinda speed-modelled it, the geometry isn't exactly texture-mapping friendly.
P.S.: This image is composed of a regular render and AO. To get this available ingame, it would take some shader programming. SDL and OGL make this available, to somebody who has the nerves and the time to do it. Manny is from one of the previous GFDeluxe efforts, so skeleton and animation keying for him is non-existant. It could be extracted from the games' files, but I think it would be simpler just to do it manually. I will not take part in any of those tasks, time is a luxury to me
EDIT: Except if you only want it to create new static scenes, as you said, for some of the tricky places. This shouldn't be too difficult, only it will require adding new cameras for the game. This, I have no knowledge of.
Also, seeing that I don't have much free time, I don't know if I'd be able to texture it, it requires textures that aren't available, and will take time to recreate. Also, because I kinda speed-modelled it, the geometry isn't exactly texture-mapping friendly.
P.S.: This image is composed of a regular render and AO. To get this available ingame, it would take some shader programming. SDL and OGL make this available, to somebody who has the nerves and the time to do it. Manny is from one of the previous GFDeluxe efforts, so skeleton and animation keying for him is non-existant. It could be extracted from the games' files, but I think it would be simpler just to do it manually. I will not take part in any of those tasks, time is a luxury to me
EDIT: Except if you only want it to create new static scenes, as you said, for some of the tricky places. This shouldn't be too difficult, only it will require adding new cameras for the game. This, I have no knowledge of.
Amazing!
Can we have the source?
Can we have the source?
Adding a new camera setup should be simple code-wise. The hard part is having the background and zbuffer.EDIT: Except if you only want it to create new static scenes, as you said, for some of the tricky places. This shouldn't be too difficult, only it will require adding new cameras for the game. This, I have no knowledge of.
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I've often wondered whether partial 3D models could be generated from the existing zbuffers?
The information there could be used to detect roughly coplanar regions, which can be converted into polygons (or partially transparent quads or something).
There would be the additional challenge of mapping the 2d bitmap points into perspective-less texture sets, which might be quite a math-heavy problem.
There would also be the problem of areas of the set that are offscreen or eclipsed by foreground objects. And areas where the zbuffer has been omitted.
Some of that could be extrapolated/repainted though, particularly when parts are visible from multiple camera angles.
The information there could be used to detect roughly coplanar regions, which can be converted into polygons (or partially transparent quads or something).
There would be the additional challenge of mapping the 2d bitmap points into perspective-less texture sets, which might be quite a math-heavy problem.
There would also be the problem of areas of the set that are offscreen or eclipsed by foreground objects. And areas where the zbuffer has been omitted.
Some of that could be extrapolated/repainted though, particularly when parts are visible from multiple camera angles.
Sorry for the long delay, had some trouble with the exporter, some bad triangulation occurred due to previous carelessness on my part. Here's the LINK.
Some things are left as they were. The ceiling is too big, I left it that way to leave space for further scaling if need be, I didn't trim the wall ornaments because I was too lazy, and Manny's chair and the ceiling lamp are missing too.
Some things are left as they were. The ceiling is too big, I left it that way to leave space for further scaling if need be, I didn't trim the wall ornaments because I was too lazy, and Manny's chair and the ceiling lamp are missing too.
That can even be done in a 3D software. If you get the perspective right and align the objects, you can project an image onto them, but the images are bad, they are badly lit, too dark mostly in the corners, and a lot of needed angles are missing. I mean they are great to look at, but not to try and extrapolate anything useful out of them.counting_pine wrote:There would be the additional challenge of mapping the 2d bitmap points into perspective-less texture sets, which might be quite a math-heavy problem.
- JohnnyWalker2001
- Posts: 405
- Joined: Mon Oct 16, 2006 1:27 pm
- Location: London, UK