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Old 12-31-2010, 04:05 PM   #1
cplhenshaw
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Model Viewer

Hi guys,

I've been learning to program and have put together a model viewer for Grim Fandango.

It can be downloaded from here.

It's not particularly user friendly, it won't work right out, you need to get all the files that it needs. There are instructions in the readme but here's the basics.

You need to copy the DATA .LAB files ( 0 through to 4 ) into the "gfmv" folder. Then go into the "models" subfolder and run "extractModels.exe". This will copy all the files it needs out of the .LAB files. Once this is done, you can delete the .LAB files. Then the model viewer can be started by running "gfmv.exe" from the main folder.

Right click brings up a menu to choose models.
Holding the left mouse and moving allows rotating the models. ( or 'A' and 'D' on the keyboard)
Holding the middle mouse and moving allows adjusting the distance to the model. ( or '1' and '2' on the keyboard )
'W' and 'S' shift the model up / down which allows centering different sized models in the window, or getting a closer look at them.

I've never distributed a program before and I've only been able to try this on two computers, so I'm hoping it will work for everyone.

Let me know if it works. Oh, and Happy New Year!
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Old 01-01-2011, 07:37 AM   #2
Sallim
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Man thats a nifty new years present!
Yes it works great so far- Thank you so much !


- supreme pleasure -
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Old 01-01-2011, 09:32 PM   #3
Sallim
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Thumbs up

Meh, since nobody is reacting to this genius tool( at least so far), I see my chance to give a bit constructive feedback this time.

At times some model parts are missing, like the bottom of GrimReaper Manny or Meche (Ruba). (maybe caused by missing map allocation? <- wild guess)

Besides that, it works good. I tried to load models with the cmd line and it works too. Though, I see the pain to find the right cmp for the 3do files.
My question would be; Is the map allocation part hard coded?(the menu list) And if yes, would it be possible to store the 3do and cmp affiliation into some kind of list.txt? This way could lead to have a full list with some trial & error at some point.

And export feature would be nice
The models itself are great. The grimF modeling team never missed to delete unnecessary polygons.

Oh and one thing. I saw that bigger objects also take more space/ are in bigger scale. Are the models in scale/ proportion to each other?
I ask because it would be really nice to make another ingame character shot like they made for the manual cover, without having to guess the right size of the model everytime.

That's it for now.
You did a great job man! Thanks again,
sallim


edit:
Win7 ultimate, x64, no issues, Radeon 4870.


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Old 01-02-2011, 04:27 AM   #4
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Hey, thanks for the feedback.

In the game to animate flexible things like skirts and such they used a series of different meshes and then just flicked through them. These were all stored in seperate .3do files ( for example md_walk_skirt.3do contains all the meshes that would be displayed when manny walks in his robe ). Another problem that I hadn't anticipated was that models might use multiple .cmp files, such as when Manny is in Charlies suit and has the Thunder makeup on.

The current menu is a hardcoded list of the main character .3do's with the appropriate .cmp files, which were easy enought to find. I had started creating a full list and should be able to complete it with a bit of time. Using Scummrev the .cmp files are often nearby the .3do The real trick would be organising the 500+ .3do into useful categories for the menu.

The models do appear to be to scale, and I don't think the game does any scaling. The two thunder boys appear identical except that one is slightly smaller, but they use seperate model files rather than scaling them in the game.

As for exporting them, half the work is done in reading the .3do's, would just need to choose a format to export to, preferablly one that would avoid needing to manually reapply all the textures once you had it.
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Old 04-10-2011, 05:37 PM   #5
gff
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I'm new to this site. So at first: Hola and ahoj everyone^^

cplhenshaw, I really like the program you have made and had alot of fun to look at all the great characters.
Do you plan to implement the animations (Manny's animation in which he smokes for example)?
It would also be comfortable to have permanent dropdown menus, since its quiet tireing always to click right, search categorie, search model...

yeah, keep up the good work^^
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Old 04-20-2011, 01:34 PM   #6
pedroviegas
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Hi, my grim fandango not appear to be compatible with my video card. The game runs but it works with some graphical errors. You can use any kind of upgrade that is 100% compatible with my video card? Thanks

E-mail: peeviegas@hotmail.com

My video card: http://www.nvidia.com.br/object/geforce_9800gt_br.html
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Old 08-23-2011, 08:15 PM   #7
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Cool Guy 3d printing these models

Quote:
Originally Posted by cplhenshaw View Post
Hey, thanks for the feedback.

In the game to animate flexible things like skirts and such they used a series of different meshes and then just flicked through them. These were all stored in seperate .3do files ( for example md_walk_skirt.3do contains all the meshes that would be displayed when manny walks in his robe ). Another problem that I hadn't anticipated was that models might use multiple .cmp files, such as when Manny is in Charlies suit and has the Thunder makeup on.

The current menu is a hardcoded list of the main character .3do's with the appropriate .cmp files, which were easy enought to find. I had started creating a full list and should be able to complete it with a bit of time. Using Scummrev the .cmp files are often nearby the .3do The real trick would be organising the 500+ .3do into useful categories for the menu.

The models do appear to be to scale, and I don't think the game does any scaling. The two thunder boys appear identical except that one is slightly smaller, but they use seperate model files rather than scaling them in the game.

As for exporting them, half the work is done in reading the .3do's, would just need to choose a format to export to, preferablly one that would avoid needing to manually reapply all the textures once you had it.
Thanks for this awesome tool

So, in case anyone is interested - for the sake of a personal collection, I'm trying to see if it's possible to try and 3d print these models on something like www.shapeways.com. Seems these need to be converted using an older version of 3dstudiomax that supports 3do files, and then scale it etc. to something compatible. Should be pretty awesome if it works out. Let me know if anyone is interested in progress on this or if they have any ideas, or maybe if they have some existing model files they can share/make available on shapeways / similar site. Might not turn out as amazing as these hand-made ones by Iain Reekie: http://homepage.ntlworld.com/stureek/grim.htm , but otherwise should be pretty cool!
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Old 08-26-2011, 08:08 PM   #8
ThunderPeel2001
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Holy cow, I didn't realise your viewer was so versatile, cplhenshaw. I don't suppose you could share your list of .cmp to .3dos? It would be very helpful for me right now to see how they're all connected.

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Old 08-28-2011, 05:33 PM   #9
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ThunderPeel, I didn't get too far trying to find the .cmp for every model (~100/500) but did get most of the main characters. Partial list
It's probably worth asking one of the Residual guys where this information is stored because presumably they must know to have gotten it working.

wiplash, I had a look at shapeways website and it looks pretty cool. I'll put up some Blender 3d files with most of the main characters.
http://www.mediafire.com/?sd1sdv56f9v7asd
http://www.mediafire.com/?l0s1ks3dnt05g61

I also saw there were some tutorials on their website for using Blender and the adjustments you will need to make to the models, such as joining all the pieces into one mesh, optionally hollowing them out if you want them to be cheaper etc.
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Old 08-29-2011, 04:02 PM   #10
ThunderPeel2001
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Thanks, cpl!

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Old 09-01-2011, 06:24 PM   #11
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cplhenshaw : sorry for the delayed reply and thanks so much for the models! this looks like what we need! -- A friend is currently working on putting this together and I will let you know as soon as we've made some progress!
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Old 09-10-2011, 08:03 AM   #12
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CPL, I really love this tool. Great Work and thanks for sharing this. Indeed an export feature would be wicked!


Grim Fandango Stop Motion project - A fan-art production blog
The best story ever told in a computer game... retold in stop motion animation
http://grimstopmo.blogspot.com
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