Nice Podcast-job by the way. (And good job on pronouncing my last name, very close
![Razz :P](./images/smilies/icon_razz.gif)
Moderator: ScummVM Team
You just made my day! Thanks for this!cplhenshaw wrote:I had a look through the ResidualVM code and while I don't really know C++ it suggested that the correct colourmap was indicated in the .cos costume files. In each .cos there is a listing of components, and the .cmp files indicate their "parent" .3do
I wrote all the pairings to a text file and then sorted it:
http://www.mediafire.com/?jdcn3fnro3b2tyg
The results is 435 lines, pairing .3do files to the .cmps that it uses. Note that some use more than one in different circumstances so they will have 2 or 3 lines. 435 is reasonably close the number of .3do files in the game so there's a good chance it has most of what we might need.
What did you write this in, cpl? Can you share your sources?cplhenshaw wrote:I've had a go at writing some code to convert from .obj back to .3do and managed to get it working at a very basic level. It's not reading in material names or anything (it just chooses the first material for now) and also doesn't handle any of the rotations of the meshes (which are present in later files). Plus I think the normals may be wrong too.
Basically I just got it to the point where it will somewhat work and figured I'd put it up if you guys want to try out.
The program: http://www.mediafire.com/?kxw4n3bqc9hw8d8
I'm not sure which 3d modelling programs people want to use but there are a few considerations for the .obj file.
It should be split into "object groups" i.e in the .obj there are lines of the form "o groupname" for each piece of the model
The group name should either equal or contain the original mesh name.
Anyway I'm pretty tired now so I'm going to sleep and dream of a two headed Manny encased in some kind of weird bodysuit.
Ah, I see what you mean! My bad. Hopefully someone with more knowledge of Grim and ResidualVM can answer your question.ultraneonoirantihero wrote:Nice, the lead Grim Fandango programmer? How did you get to him?
And what you just said - is what I've meant: just adding detail on the sides, not walking space. But the problem I was talking about is this:
This is GF on widescreen monitor with high resolution. If you change the backgrounds and make them wider, then all the coordinates are gonna change and the objects will have different positions.
I've been writing in C, and unfortunately I haven't gotten around to making any changes since I made that post. I followed the github tutorial and put the source files up there. If you have any questions about it feel free to ask.JohnnyWalker2001 wrote: What did you write this in, cpl? Can you share your sources?
No, although that's what this guy did:giucam wrote:what did you do in that last screenshot? did you just increase the resolution without increasing the background size?