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  #181  
10-31-2007, 10:55 PM
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I just downloaded the .bmp pack and what the hell theres a slig sucking itself off O_o
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  #182  
11-01-2007, 02:13 AM
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name the picture where you saw it...

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  #183  
11-01-2007, 02:41 AM
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SLGBEAT.BAN7 - 11
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  #184  
11-01-2007, 04:35 AM
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Yeah, it’s having a beat. Have you never seen them do that in the game?
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  #185  
11-01-2007, 11:13 PM
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Hey Im Trying To Rip Backgrounds Off Abe's Exoddus....So Far So Good!

PS:Why Is This Place So Empty Now(Now ones talking)
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  #186  
11-02-2007, 03:36 AM
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I tried that too.
It gets the files allright. (Or so it seems at least)
But It can't convert the .cam-files into bmp. You get pictures like this:

And yeah, it is quiet, everybody is waiting for paul to come up with something new for them to play with
Attached Thumbnails
Click image for larger version

Name:	BAP01C11.CAM.bmp
Views:	464
Size:	450.1 
ID:	8660  
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  #187  
11-02-2007, 09:58 AM
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I never noticed this project, but I have to say, I am very impressed. Quite a while I have been waiting to collect Oddworld sprites, and now here are some perfect sprites.

Paul, your work is fantastic. Keep it up, and good luck with it all. I'd love to contribute, but I'm only experienced in programming computers and certain hospital equipment, not games. The types of files you are using I am not familiar with, so I cannot help there. Dearest apologies.
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  #188  
11-02-2007, 12:56 PM
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no probs, btw MeechMuncher did you notice that the cam files are 640x240, if you double the height you get 640x480, the games resoultion, so I guess you're right that *everything" is doubled in height
I think this is because of the psx's frame buffer, it would have been 640x240 for buffers 1 & 2, but would have looked like 320x240 (so you could make the width smaller but it would reduce the quality even more)
also if you press tab with the cheat on it seems to change the streching method if you look closely
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  #189  
11-02-2007, 01:56 PM
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Maybee Its Because Its The File Size The Cam Converter Puts In In.Eg: Abe's Oddysee:450 KB, Abe's Exoddus: 850 KB, And Im Image Editing To Get Them From Abe's Exoddus,
Downing the size of a screenshot on abe's exoddus from 640x480 to 640x240.
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  #190  
11-02-2007, 11:55 PM
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no probs, btw MeechMuncher did you notice that the cam files are 640x240, if you double the height you get 640x480, the games resoultion, so I guess you're right that *everything" is doubled in height
Yes, that's what I noticed. everybody were talking about 640x480 resolution, and I rembered that the game stretched the backgrounds and then I saw that the hight was 1/2 the resolution-hight. Plus, my sig at the time(the sleeping slig) looked really flat, so I simply run the game and saw that it was fatter. scaled it up, and it looked just like in the game.
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  #191  
11-03-2007, 05:52 AM
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in Exodus its more than the image resoultion thats diffrent, its the way the pixels are laid out and the format they're in and the basic encrpytion thats applied to them
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  #192  
11-07-2007, 08:00 AM
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Hows it going paul? There hasen't been an update from you in a while?
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  #193  
11-07-2007, 12:59 PM
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Yeah busy with work an such
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  #194  
11-13-2007, 12:10 PM
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Lol, these are cool, i made one, i call it superabe

look on attachment
Attached Images
  

Last edited by ParamiteSurprise; 11-13-2007 at 12:51 PM.. : Added more Animations :D
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  #195  
11-13-2007, 02:29 PM
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These are awesome, Paul. Custom title-awesome.

I wonder if all the mudokon sprite are there in blue, and the hue is altered in-game for the green mudokons? If so, perhaps the blue guards in Monsaic Lines are in Error? I'd understand the choice for their being blue, however: so that they stand out on the screen (important for such deadly adversaries), but still...
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  #196  
11-13-2007, 02:35 PM
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Its likely just a diffrent pallete, sinces there an abe1pal.ban or somthing maybe thats the more "green" one
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  #197  
11-13-2007, 02:38 PM
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They use indexed colour, right? It wouldn't take much to have a second pallet as an alternative source.
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  #198  
11-15-2007, 10:59 AM
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Check out what I made with these sprites, My flash animation below.




How did you do that?!
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  #199  
11-15-2007, 12:55 PM
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Flash MX I'd guess
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  #200  
11-15-2007, 08:48 PM
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How did you do that?!
Macromedia Flash 8
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  #201  
11-16-2007, 07:06 AM
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I don't know what extension are the gamespeak and background sounds file! Anyone can help me?
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  #202  
11-16-2007, 09:28 AM
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I was screwing about with Paul's Level Builder and mucked around with some of the files in the RuptureFarms .lvl file and the Scrabania .lvl file. Thank you Paul for helping me make Oddworld more screwed up in terms of sound than ever!
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  #203  
11-16-2007, 10:10 AM
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LMAOWROFLOL! Could you have messed and mixed the sounds up anymore than that?

As I can see in this video the sounds when replaced still have the same tune built in to the game but swaped... Like the game reads each sound to play at a certain pitch and speed.. For example: The same sound could be used several times in the game but just at a diffrent speed/pitch so its sounds completely diffrent. like the sound for the directory normaly plays a slow motion sound, Therefore making the "wait" said in slow motion. This may help Paul solve some stuff with the audio point of the game.
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Last edited by SligStorm; 11-16-2007 at 10:22 AM..
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  #204  
11-16-2007, 10:18 AM
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Indeed I did lol. Go swapping around files!
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  #205  
11-16-2007, 10:50 AM
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exactly what did you do to what files in the .lvl-package?
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  #206  
11-16-2007, 12:32 PM
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It said in the video. I swapped them round by changing the names of them both!
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  #207  
11-22-2007, 05:05 AM
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Hey, guys, been doin alotta work, just came back from queensland, i manged to get these at your exitment....
And the abe's exoddus demo lvl files can have its cam files converted! LOL! Theres some from abe's exoddus!
Attached Thumbnails
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Name:	New Bitmap Image.bmp
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Size:	486.2 
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  #208  
11-22-2007, 05:14 AM
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That can't be a .cam-file. They are backgrounds, so what is the sprites doing there?
And if you put them there for show, then what is the debug-info doing there?
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  #209  
11-22-2007, 07:17 AM
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I've never seen that [Teleport] debug info before. How did you get it there?
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  #210  
11-22-2007, 09:39 AM
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Looks fake but I may be wrong, there is Teleport = %d which would mean Teleport = [some number]

edit: Conculsion: edited screen shot
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