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-   -   .lvl files (http://www.oddworldforums.net/showthread.php?t=15680)

ZaxXx 10-27-2007 08:06 AM

People, if you want to make some animation from the sprites, it will be good if you double the image's height ;) it will look better ;)

SligStorm 10-27-2007 08:10 AM

Check out what I made with these sprites, My flash animation below. :D





diablo vt 10-27-2007 09:06 AM

:

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Check out what I made with these sprites, My flash animation below. :D





That's awesome SligStorm! Very colourful hehe.

Wil 10-27-2007 09:12 AM

Paul, this is absolutely sterling work, therefore you are a complete legend. People have been looking to have access to these sprites for many years, and you swoop in here and do all this work. You are a credit to the Oddworld fan community!

It looks like Abe was going to have some cute animations for when he was left alone: yawning, rubbing his eyes, and doing some abdominal stretches. :D

MeechMuncher 10-27-2007 09:55 AM

New ones with correct centering and good speed and exta-delux stuff!

abe is now! 10-27-2007 09:58 AM

Excellent work for all ya. But SligStorm, can you pass me in someway your Rupture Farms's animation? It's very great :D!!!!

Paul 10-27-2007 10:02 AM

Thanks Max :D Love the animation there SligStorm ;) good gif's from everyone else too.

diablo vt 10-27-2007 10:42 AM

Here's the animation of the electrical wall I put together...

If you want me to continue too Paul, I'll be very happy to help.

MeechMuncher 10-27-2007 11:22 AM

It's hard to stop the animation from jumping around and doing crazy stuff.

You are forced to edit the hight and width of the frames, the position of the sprites + the color-palettes, or else u will get jumping pictures with transparent holes in them. It took me like 1h to edit my sig to 200% hight, since the filesize doubled. I had to merge the palettes and then the first picture flashed black, because the background black was a different black than the rest. But I think it's just my program(or its crack) that sucks.

I tried it on the paramites too. The 200% hight makes the sprites the right shape, but they lose the high detail-look.

Xavier 10-27-2007 12:22 PM

second pack is hosted on TOL too now:
http://oddworldlibrary.net/archives/.../Sprites01.zip

mlg man 10-27-2007 04:43 PM

Just Back From Grandmothers But Leaving Again Soon For Couple Hours...Time To Work!

And Im Making A Game With The Spirits!

Paul 10-27-2007 07:01 PM

Guys, I think you should use the 2XSaI filters (or simlar) to make them double size, otherwise its gonna look real bad :(

edit: http://en.wikipedia.org/wiki/2xSaI (info, check the sample image )

edit again: heres one with a filter being used

MeechMuncher 10-28-2007 12:06 AM

I think that they are not scaled up horizontaly in the game, but they are scaled to double the hight, just like the backgrounds. I don't think they are bigger than my ones in the game. Am I wrong?

Edit: Ok, I went to the last room in the game and the glukkons were of different sizes, but no one were as broad as my first pic, and no one were a lot bigger than my second pic. (My pic is as big as the smallest one) And the graphics were very pixely, just like the original images simply scaled up in paint. The same goes for my sig.

Correct me if im wrong please.

Here are the glukkon scaled to 200% hight, and the glukkon sclaled to double size. Both were done in paint, an not by any filter or such:
Note - these thumbs are uglier than the real ones, so klick on them.

mlg man 10-28-2007 02:58 AM

Ha?
 
The program doesn't work for me, it is in dos :( But Does It Accept GIFS? If So.....

Weeeeeeeeeeeeeeee!:) :) :) :) :)

Paul 10-28-2007 04:54 AM

im not sure how the game scales them since its done by direct draw, but the sprites I uploaded are the "real" size

MeechMuncher 10-28-2007 05:10 AM

It sure looks like double hight.

Compare my sig to a sleeping slig in game. It's not half as thick as the ripped sprite is, and then the rest of the sprites should be the same. I tried to scale an abe up, even though he looks the right size. double hight sounds like he will be ultra-stretched, but he wont. He just getts a little taller.

Try it, I think they are deffinately two two times taller.

Edit: Here is my proof: The left abe is the one directly from the bmp.zip and the right one is the same but scaled up to double hight. He looks really different than u could imagine after scaling :D It has to be the size!
compare him to the button.

SligStorm 10-28-2007 09:11 AM

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It sure looks like double hight.

Compare my sig to a sleeping slig in game. It's not half as thick as the ripped sprite is, and then the rest of the sprites should be the same. I tried to scale an abe up, even though he looks the right size. double hight sounds like he will be ultra-stretched, but he wont. He just getts a little taller.

Try it, I think they are deffinately two two times taller.

Edit: Here is my proof: The left abe is the one directly from the bmp.zip and the right one is the same but scaled up to double hight. He looks really different than u could imagine after scaling :D It has to be the size!
compare him to the button.

But thats fullscreen... the games reaslution is 640 x 480... so basicly its not taller its just stretched.

MeechMuncher 10-28-2007 10:28 AM

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But thats fullscreen... the games reaslution is 640 x 480... so basicly its not taller its just stretched.

The picture is the background-image from the gamefile doubled from the originally ripped 640x240 to 640x480. (Like if u would play in windowed mode) and the images are from the files allso, not scaled up, just stretched the same amount as the background. ( H 200%) If you were to "play" this image ingame in fullscreen it would stretch. So, YES, the image is stretched, but it is stretched in windowed mode too, to twice the hight of the original file. (My guess is they did it to reduce the filesize)

Edit: I made the same experiment again, but without stretching the backgrond or the sprites to twice their hight and it looket the same. Since we know the game stretches the backgrounds it has to do the same to the sprites, because otherwise abe would be as tiny as the left one in my previous picture. Besides you can allways look at the sprites shape. Which slig do you recognice from ingame? left or right?
Once again notice the bad thumb-quality.

~^_^~ 10-28-2007 11:03 AM

It still looks ok, and these are looking awesome. (20 posts, woopey!)
^_^

mlg man 10-28-2007 05:09 PM

This is what im doing with my game...............

The screen size is same as bacrounds are scuished (640x240), and i tell my program to scale it to 640x480 but the without the configiration it will be wogged!
here it is, press F4 while in game to go non scaled!

Hope this helped!

Download Link http://www.megaupload.com/?d=BE7FRZ58

Edit:Hey Guys, i don't know if this will help paul, but check this out, while i was playing with the ddcheat, abe poped up in the corner and what ever i was doing while playing, it would do?

By the way its abe's exoddus.:(

zimfromBM 10-31-2007 10:55 PM

I just downloaded the .bmp pack and what the hell theres a slig sucking itself off O_o

Xavier 11-01-2007 02:13 AM

name the picture where you saw it...

zimfromBM 11-01-2007 02:41 AM

SLGBEAT.BAN7 - 11

Wil 11-01-2007 04:35 AM

Yeah, it’s having a beat. Have you never seen them do that in the game?

mlg man 11-01-2007 11:13 PM

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) :(

MeechMuncher 11-02-2007 03:36 AM

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 :)

OddjobAbe 11-02-2007 09:58 AM

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.

Paul 11-02-2007 12:56 PM

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

mlg man 11-02-2007 01:56 PM

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.

MeechMuncher 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.

Paul 11-03-2007 05:52 AM

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

SligStorm 11-07-2007 08:00 AM

Hows it going paul? There hasen't been an update from you in a while?

Paul 11-07-2007 12:59 PM

Yeah busy with work an such

ParamiteSurprise 11-13-2007 12:10 PM

superman
 
Lol, these are cool, i made one, i call it superabe :D

look on attachment

Bullet Magnet 11-13-2007 02:29 PM

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...

Paul 11-13-2007 02:35 PM

Its likely just a diffrent pallete, sinces there an abe1pal.ban or somthing maybe thats the more "green" one

Bullet Magnet 11-13-2007 02:38 PM

They use indexed colour, right? It wouldn't take much to have a second pallet as an alternative source.

ParamiteSurprise 11-15-2007 10:59 AM

:

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Check out what I made with these sprites, My flash animation below. :D





How did you do that?! :fuzsad:

Paul 11-15-2007 12:55 PM

Flash MX I'd guess

SligStorm 11-15-2007 08:48 PM

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How did you do that?! :fuzsad:

Macromedia Flash 8