Search found 24 matches

by bgbennyboy
Thu Apr 30, 2020 1:55 pm
Forum: General Discussion
Topic: monkey island 2 : ultimate talkie edition
Replies: 16
Views: 24137

Re: monkey island 2 : ultimate talkie edition

When I last looked at it, most of the sounds were in a format you couldn't get any decoders for free for. For some reason, they choose to have them in a different format to the voice acting. What format are those sounds in, then? They are xWMA , some of the music is in that format for MI1 SE too. T...
by bgbennyboy
Wed Feb 25, 2015 8:32 pm
Forum: Grim Fandango Deluxe
Topic: Digging into the Grim Fandango Remastered files...
Replies: 30
Views: 60090

Re: Digging into the Grim Fandango Remastered files...

If you set out exactly what you're looking for (and I have time) I'll knock something up. I imagine you want something like this: Select folder of dds images Select original materials.lab file Tool builds a new materials.lab, containing the replacements and remaining original textures, automatically...
by bgbennyboy
Thu Feb 19, 2015 9:57 pm
Forum: Grim Fandango Deluxe
Topic: Digging into the Grim Fandango Remastered files...
Replies: 30
Views: 60090

Re: Digging into the Grim Fandango Remastered files...

Never mind, fixed it, uploading a new version now.
by bgbennyboy
Thu Feb 19, 2015 9:47 pm
Forum: Grim Fandango Deluxe
Topic: Digging into the Grim Fandango Remastered files...
Replies: 30
Views: 60090

Re: Digging into the Grim Fandango Remastered files...

That's great news, but I had some weird issues extracting Grim Fandango's files... http://i.imgur.com/dXDVhDz.png I tried to dump all from a file (commentary.lab) on drive M: to H: and I kept getting that error. Tried running as Admin. No luck :-/ Can you describe exact steps please? I cant seem re...
by bgbennyboy
Wed Feb 18, 2015 6:47 pm
Forum: Grim Fandango Deluxe
Topic: Digging into the Grim Fandango Remastered files...
Replies: 30
Views: 60090

Re: Digging into the Grim Fandango Remastered files...

If someone could decompile registry.sav then it's possible we could add "good_times" back in, then? I assume so, but there could be other checks that stop developer mode from enabling. The lua scripts still check for good_times to enable developer mode. Also, I've now updated DoubleFine E...
by bgbennyboy
Wed Feb 18, 2015 1:39 pm
Forum: Grim Fandango Deluxe
Topic: Digging into the Grim Fandango Remastered files...
Replies: 30
Views: 60090

Re: Digging into the Grim Fandango Remastered files...

@bgbennyboy pardon my ignorance, though what does the registry contain? After just running the first scene, mine has something about camera, something about suit, and otherwise it's chock full of 0x00. Around 99% of the file in fact. Grim used to store its settings in the registry with keys like Gr...
by bgbennyboy
Sun Feb 15, 2015 2:58 pm
Forum: Grim Fandango Deluxe
Topic: Digging into the Grim Fandango Remastered files...
Replies: 30
Views: 60090

Re: Digging into the Grim Fandango Remastered files...

That's great news! I can't wait to see this in action. Will it allow us to add our own textures, do you think? Also: I guess maybe they blocked good_times? It's just for dumping+viewing stuff but a texture repacker should be trivial for I or someone else to make. They might not have blocked good_ti...
by bgbennyboy
Sun Feb 15, 2015 11:11 am
Forum: Grim Fandango Deluxe
Topic: Digging into the Grim Fandango Remastered files...
Replies: 30
Views: 60090

Re: Digging into the Grim Fandango Remastered files...

I'll be adding support for Grim Remastered to Doublefine Explorer soon. I just haven't got around to building and uploading the new version. I was experimenting with enabling developer mode in the Remastered version but failed. The lua checks for good_times are still there and there's the debug stuf...
by bgbennyboy
Mon Oct 03, 2011 5:20 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 723877

The only one I did that's related to this is the Resource file creator/dumper which is a little clunky now (used to unpack/repack lab the files). I've already offered to re-write it for Thunderpeel (command line use etc) if he needs it as part of a workflow for this. There's V2, 3 and 5 of ScummRev ...
by bgbennyboy
Mon Oct 03, 2011 4:34 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 723877

Old as hell? How dare you sir! (Yes they are a bit)
They should still work fine though.
by bgbennyboy
Fri Aug 05, 2011 11:54 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 723877

I dont know, I dont think so.
Easiest way to tell though is for Thunder to try it with the modified build of ResidualVM. Mat16 lets you create them.
by bgbennyboy
Fri Aug 05, 2011 11:10 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 723877

The .mat format also has a variant that supports 16 bit colour rather than Grim's 8 bit.

People used it for modding in the Jedi Knight games
by bgbennyboy
Wed Aug 03, 2011 1:58 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 723877

I did it by hand just because it was a quick test. For speed I used the text 3do from the demo rather than the binary one from the full game. For a project like this to work, you'd need: A decision on the best/most suitable format to convert the 3do models to. Someone to add code to make residual su...
by bgbennyboy
Wed Aug 03, 2011 1:37 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 723877

Conversion to a more generic format is certainly doable. As proof of concept here's a quick converted model to .obj.

Its the coral item, although it looks like I messed up somewhere because the textures arent applied correctly (the base is wrong).