PINNED: "How can I help?"

Discussions regarding the development of the mod "Grim Fandango Deluxe"

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JohnnyWalker2001
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PINNED: "How can I help?"

Post by JohnnyWalker2001 »

This will be a thread of specific jobs that require some attention...

I CAN CODE!
If you're a programmer, you could really help use by looking at the following problems we're facing:

PRIORITY: Increase the game's resolution
The new models look great, but we're missing out on some of the extra detail because the game is running at such a low resolution.

This would require changing ResidualVM (possibly forking it) as I don't think this change could be made in the original game engine.

Update: See this thread for progress information...
http://forums.residualvm.org/viewtopic.php?t=266

1. Fix cplhenshaw's 3DOtoOBJ Tool
This tool is fundamental to the success of the project, and could not exist without it. It mostly works perfectly, but some issues have been spotted.

Nitrus wrote up his findings here:
http://forums.residualvm.org/viewtopic.php?p=1833#1833
http://forums.residualvm.org/viewtopic.php?p=1860#1860
(Make sure you read both -- his "fix" in the first post didn't work properly, unfortunately.)

If anyone thinks they can fix this code, the GitHub repository for the tool can be found here:
https://github.com/cplhenshaw/3doobj

Thanks!

2. Add Functionality to Nitrus's "Grim Reaper" Program
The tool itself is excellent and does exactly what we need. Unfortunately the workflow for extracting textures is still very slow. It would be amazing if:

- It could read .COS files, allowing for .MAT files to be automatically linked with their corresponding .CMP files

This may not actually be possible, but there's no harm in asking :)

The source is available at this GIT repository:
https://github.com/Nitrus/GrimReaper

3D MODELLING IS MY BAG
A rough guide to modelling 3DO files is here:
http://forums.residualvm.org/viewtopic.php?p=2536#2536

You can see what major models are left to do in this thread:
http://forums.residualvm.org/viewtopic.php?t=264

Your help would be appreciated!

I'M A MASTER OF PHOTOSHOP
A guide on how to find and extract textures for use in Photoshop is here:
http://forums.residualvm.org/viewtopic.php?p=2537#2537

You can see what model textures have been done already in this thread:
http://forums.residualvm.org/viewtopic.php?t=264

Jump in and help out! :)

UM, I HAVE LOTS OF ENTHUSIASM
Thanks so much for your offer. At present we really need some assistance in cataloguing the game's assets, so we can see what needs to be done, and how. A guide will be coming soon.

Additionally, if anyone thinks they can help improve the reference material I've written, please let me know. Sometimes my technical knowledge might be a little lacking.

Thanks everyone!
Last edited by nuphonic on Thu Jan 16, 2014 4:58 pm, edited 10 times in total.
Nitrus
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Post by Nitrus »

Wow, this has really taken a turn for the better, excellent task management, excellent initiative!

I'll try to post my opinions on some of the topics:

1. 3DOtoOBJ
I took a really quick look last time, and my fix didn't really fix anything, it was just a fluke. But, we did manage to find the cause, and I think it might not be such a hard thing to do.
It's been discussed here, along with the next few posts.
Also, it will probably be a good thing to take a look at somaen's converter too.

2.The "Grim Reaper" program
Those are some very good ideas, they'll certainly increase workflow. In hindsight, I would have done most of the program differently though, currently it's a big blob of messy code.
Unfortunately, I've started at a new workplace (that's not so unfortunate) and most days I'm pushing 8-9 hour shifts of code at the spot, and some more at home, so I've precious little free time, which I direct at other tasks.
I'll see if I can sort something out soon, and I'll probably post the code somewhere, once I clear it up a bit, so it's not so embarrassing. In my defense, I tried to write it as fast as I could, hence the mess.
Beware though, it's C# coupled with WPF/XAML ( because it's easy to make a GUI in ).

I'll make it a habit again to check the site more often, so I'll answer any questions anybody might have for me. I'll try to contribute soon too!

EDIT: Also, to everybody reading this, spread the word! :P
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JohnnyWalker2001
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Post by JohnnyWalker2001 »

Hurrah. Thanks for getting in touch, Nitrus.

Don't feel too ashamed posting your code -- the sooner it's out there, the sooner someone can help tidy it up :)

Also, it works a treat for the most part.

Congrats on the new job, btw.
Nitrus
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Post by Nitrus »

OK, I cleaned up the Grim Reaper (just a bit), and made a public repository.

I've added the remembering of folders and file filtering for *.mat and *.cmp.

I've also removed the pretty icon, because I've actually gotten it off Google and modified it for my purposes, because at the time I didn't think I'd be putting it up online. It was not exactly the same as the original, but I didn't have the time to track down the author and request permission. The current one is something I made in two minutes, because I couldn't be bothered to make something nice. Anybody that wants to make a better one can freely do so, and will be properly credited in the source and software.

Also, I've added the FreeImage wrapper within the code, so the FreeImageNET.dll will no longer be necessary. The gpl-3.0.txt is required to be in there because of the FreeImage library (which I use to convert image formats internally), and the README is the one from Github.

P.S.: If I get enough free time to get acquainted with the *.COS format again, I might insert that functionality (if somebody else doesn't do it before then). For now, I just won't be able to.


You can get it here:
Binary: Source:
Image Image
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JohnnyWalker2001
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Post by JohnnyWalker2001 »

Fantastic stuff, Nitrus! I'll play around with it tomorrow.

Thanks again.
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JohnnyWalker2001
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Post by JohnnyWalker2001 »

Awesome! I got to play around with it and it's SO much nicer to use now. Thanks.
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