Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

Found: another Grim Fandango debug function

Page: 1 of 1
 bgbennyboy
08-16-2004, 11:08 AM
#1
Press Alt+L to bring up the Light Manager (http://quick.mixnmojo.com/grimlightmanager.jpg)

You can add/remove/modify lights here and even save them out into a .set, which you could then put back into the game if you wanted to with a handy tool (http://quick.mixnmojo.com/downloads.shtml#resource-file-creator-and-dumper). The currently selected light is automatically highlighted as you can see in the screenshot.

It needs debug mode enabled to work obviously. Add the good_times registry key yourself or if you run my Grim Fandango Launcher (http://quick.mixnmojo.com/downloads.shtml#grim-launcher) the reg key will be created. You need to be in windowed mode too.


Have fun.
 elTee
08-16-2004, 11:17 AM
#2
Way to go Benny! So, am I right in thinking people can make entirely new light and colour schemes for the game, then upload the sets for people to use? Like, say doing the Blue Casket in a red-ish colour, or something? Or do I not know what I'm talking about?!
 bgbennyboy
08-16-2004, 11:40 AM
#3
You can do the lights, but not the colours :)
 bgbennyboy
08-16-2004, 11:46 AM
#4
When you bring up the light manager, if you dont select anything, you can use the up/down/left/right keys to move the light around the room.
 ThunderPeel2001
08-16-2004, 1:57 PM
#5
Wow, that' cool! Now if only someone could find a way that we could insert higher polygon models with hires skins - like someone did with System Shock 2 - that would rule!
 ThunderPeel2001
08-24-2004, 5:08 AM
#6
No seriously, would this be possible? :)
 bgbennyboy
08-24-2004, 7:23 AM
#7
Youd have to write a 3do 'model compiler/creator' tool first. Even then I dont know if higher polygon models would work with the engine. I tried using higher res costumes in Grim once, the results were...not encouraging.

If residual ever gets finished though, it could be a thing for that. There's all kinds of potential coolness with Residual.
 ThunderPeel2001
08-24-2004, 3:28 PM
#8
I don't know what that is, but I like it already!
 bgbennyboy
08-24-2004, 8:09 PM
#9
 ThunderPeel2001
08-25-2004, 4:04 PM
#10
Shame that ScummEx seems to have fallen behind.

Residual looks interesting, I guess that might be the only way to go. I'd imagine that the engine of GF could handle more polygons, it's just that it would run slower on older machines... but what do I know?!? That's just my vain hope! :)
 James Isaac
08-29-2004, 4:36 AM
#11
That light manager is a really good tool. It's fun making new light schemes :D.

Putting higher poly models and higher res textures into the game would be all it needs to look up to date with graphics (oh yeah, and also fixing the anti-aliasing problem ;) )
 ThunderPeel2001
09-05-2004, 5:26 PM
#12
AA Problem? What's that?
 bgbennyboy
09-06-2004, 8:03 AM
#13
For a lot of people full-screen-anti-aliasing doesnt work properly with Grim see this (http://www.lucasforums.com/showthread.php?s=&threadid=133713) for Thrik's tale of woe.

Of course that's all just moaning, they dont know how lucky they are. If I use hardware 3d with Grim, Manny becomes invisible :¬:
Page: 1 of 1