Search found 177 matches
- Mon Mar 10, 2014 11:52 pm
- Forum: Grim Fandango Deluxe
- Topic: Helping with Textures
- Replies: 56
- Views: 101416
Hmm. You know, strangely, the color table looks absolutely right when I pause the video. Your ACT looks right. Very odd. I'll keep digging. Yeah, I noticed that too, which has me baffled. It could very well be a bug in the Deluxe, though the Deluxe is a clean rewrite, much better than the previous ...
- Mon Mar 10, 2014 6:27 am
- Forum: Grim Fandango Deluxe
- Topic: Helping with Textures
- Replies: 56
- Views: 101416
Hmmm, OK so I don't initially see what's wrong, maybe JohnnyWalker2001 will spot something I didn't. For now you can try this: - Don't use GrimReaper 0.2 at all. Try using GrimReaper Deluxe for everything. (Load *.CMP, then load *.MAT, then save palette as *.ACT) - Delete the previous *.ACT file, an...
- Sun Mar 09, 2014 1:04 am
- Forum: Grim Fandango Deluxe
- Topic: Helping with Textures
- Replies: 56
- Views: 101416
If the images look OK in The GrimReaper (before you modify them), then the palette is OK too. You can use one palette file for multiple images in Photoshop, given that you use the correct palette file of course. For the images above: gl_jaw.mat uses glottis.cmp mc_chest.mat uses cafe.cmp You can eve...
- Sat Mar 08, 2014 12:45 pm
- Forum: Grim Fandango Deluxe
- Topic: Helping with Textures
- Replies: 56
- Views: 101416
- Thu Mar 06, 2014 9:21 pm
- Forum: Grim Fandango Deluxe
- Topic: Helping with Textures
- Replies: 56
- Views: 101416
As it says here, (scroll down a bit), both the model and textures are "to do", so I guess nothing has been done for them so far.
- Thu Mar 06, 2014 7:25 pm
- Forum: Grim Fandango Deluxe
- Topic: Helping with Textures
- Replies: 56
- Views: 101416
OK I confirmed my suspicions, it seems for this particular model/palette, the pitch black color (#000000) IS the transparent color. Here's an example, the heads use the upper left area to paint the mouth part black: http://imagizer.imageshack.us/v2/280x200q90/703/9wo9.jpg Which means any parts which...
- Thu Mar 06, 2014 6:40 pm
- Forum: Android Port
- Topic: Merging main and plugin APKs
- Replies: 12
- Views: 10115
@digital: Ahhh I see what you mean. Yeah, I guessed I had the end goal wrong. In that case, I have absolutely no idea how that can be achieved, but wouldn't that be a good thing for everybody? I mean, saving RAM is good in any situation :) @Timiditas: I was rocking ScummVM on a Samsung Galaxy Mini I...
- Thu Mar 06, 2014 1:56 am
- Forum: Grim Fandango Deluxe
- Topic: Helping with Textures
- Replies: 56
- Views: 101416
OK, here the datausr.lab with Glottis with updated UVs. The mouth should display correctly now, (though everything else will look bad until it's scaled 4 times). https://dl.dropboxusercontent.com/u/39978570/DATAUSR.rar I noticed that the inside of the mouth area is transparent. After scaling all the...
- Thu Mar 06, 2014 12:04 am
- Forum: Grim Fandango Deluxe
- Topic: Helping with Textures
- Replies: 56
- Views: 101416
Ugh, I knew that I should have cleaned that up a bit better... OK, here's another, newer work-in-progress-and-it-will-be-done-when-I-find-the-time version, just don't use the 3D or COS tabs, or it might crash (COS actually works, but I haven't put in code for selecting relevant directories. 3D works...
- Wed Mar 05, 2014 11:01 pm
- Forum: Android Port
- Topic: Merging main and plugin APKs
- Replies: 12
- Views: 10115
I may be misunderstanding something here, possibly the intention and goal. What I'm trying to say is, just yesterday I compiled a single *.apk, copied it to my phone and installed it from there. With it, I got all of the officially supported engines. I didn't download nor install any other (plugin) ...
- Wed Mar 05, 2014 3:59 pm
- Forum: Grim Fandango Deluxe
- Topic: Helping with Textures
- Replies: 56
- Views: 101416
- Wed Mar 05, 2014 12:24 am
- Forum: Android Port
- Topic: Merging main and plugin APKs
- Replies: 12
- Views: 10115
If you're able to compile for yourself, this is easy to do. Just omit the --enable-plugins --default-dynamic flags, and you'll build a single *.apk. Otherwise, as the buildbot already provides three different daily Android builds (ARM, MIPS and x86), perhaps another configuration where all the engin...
- Wed Feb 26, 2014 6:17 pm
- Forum: Grim Fandango Deluxe
- Topic: Problems getting GF Deluxe to work
- Replies: 4
- Views: 19405
It seems the link from the original thread is missing the Glottis model, try this one instead.
Please note, you might want to turn off the patch when you reach "Year Two", e.g. when you reach the casino, or Manny will have a blank face (the models past that point are yet to be retouched).
Please note, you might want to turn off the patch when you reach "Year Two", e.g. when you reach the casino, or Manny will have a blank face (the models past that point are yet to be retouched).
- Fri Feb 21, 2014 9:56 am
- Forum: Grim Fandango Deluxe
- Topic: Goal(s) discussion thread
- Replies: 3
- Views: 18641
...It's a pretty big task to change the way the game engine draws everything, but it's much more feasible than trying to rebuild all the environments in polygons. I agree, it would be more feasible, though I'm not sure how much data the depth maps actually hold. Also I'm not entirely sure what's ne...
- Mon Jan 06, 2014 12:48 pm
- Forum: Grim Fandango Deluxe
- Topic: Help understanding 3D Models' initial rotations
- Replies: 3
- Views: 17724
Happy New Year, and Happy Holidays to all of you :) Actually, I took my own advice after writing this, and saw that there is a documented order and some other stuff I can borrow from in rotation3d.h , but I haven't had any time to check or apply it yet. I will post again when I have news, though I d...