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-   -   OFFICIAL Oddworld Models (http://www.oddworldforums.net/showthread.php?t=19922)

Fred The Fuzzle 12-23-2010 06:39 PM

OFFICIAL Oddworld Models
 
I was looking through the Munch's Oddysee folder when I stumbled upon some .NIF files, I had used these files before and know that they contain the character models.

In blender I was able to open a few of them.

Native Mudokon:
http://i1139.photobucket.com/albums/...AD/natvmud.png
Fuzzle:
http://i1139.photobucket.com/albums/...ndLOAD/fuz.png
Big Bro Slig:
http://i1139.photobucket.com/albums/...OAD/bigbro.png
I know little to nothing about 3D modeling, So could someone help?

I can't give them to you because they are copyrighted models but if you have bought the Oddboxx they are in:
C:\Program Files (x86)\Steam\steamapps\common\oddworld munchs oddysee\characters.

Thanks and any help would be cool. :fuzwink:

nowtun 12-24-2010 02:58 AM

this could be usefull

AvengingGibbons 12-24-2010 03:05 AM

I forbid you to extract the Abe model.

Scraby 12-24-2010 03:45 AM

hm how did you open them in blender,i cant :/

EDIT:just got all models :D

http://i1112.photobucket.com/albums/...g?t=1293197670

http://i1112.photobucket.com/albums/...g?t=1293197707

http://i1112.photobucket.com/albums/...g?t=1293197707

SpAM_CAN 12-24-2010 09:18 AM

Theres a few nice Beta models there, such as the spinning Brew can :3

MadmanMad 12-24-2010 12:13 PM

I've been doing this too actually, porting them over into garrysmod.

http://img440.imageshack.us/img440/7...rhouse0001.jpg

All i've done so far.

Fred The Fuzzle 12-24-2010 12:14 PM

I couldn't open any complex models 1mb+ "Python Error Check Console" but the console was clean, I'll just pass on the project to whoever wants it. :fuzwink:

This would help Nowtun and is crew, Merry Christmas everyone.

MadmanMad 12-24-2010 12:16 PM

The textures are hard coded into the .NIF file, you have to track them down with NIFScope and extract them.

Manco 12-24-2010 12:34 PM

:

()
I've been doing this too actually, porting them over into garrysmod.

http://img440.imageshack.us/img440/7...rhouse0001.jpg

All i've done so far.

That's pretty impressive. Do the models still have their skeletons/movable parts/animations/whatever, or do you have to add that in yourself?

MojoMan220 12-24-2010 12:38 PM

:

()
The textures are hard coded into the .NIF file, you have to track them down with NIFScope and extract them.

I did this several months ago and posted it here to download, but it wasn't possible to include the skins for character models. Now it's very easy to extract.

:

()
That's pretty impressive. Do the models still have their skeletons/movable parts/animations/whatever, or do you have to add that in yourself?

I believe it's all there, correct me if I'm wrong.

MadmanMad 12-24-2010 12:40 PM

I've had to re-rig the models, 3dsmax won't open the .NIF files so i use NIFScope to export the models in .OBJ format, and then do open that in max.

Just finished testing abe now.

http://img254.imageshack.us/img254/480/dmrunoff0001.jpg

MojoMan220 12-24-2010 12:43 PM

Why does he look so blocky?

Manco 12-24-2010 12:47 PM

:

()
Why does he look so blocky?

Keep in mind MO came out in 2002, so the graphics are quite dated now.

Plus, I don't think the MO models were really meant to be viewed up close.

Scraby 12-24-2010 12:57 PM

dang i cant find the slig textures :(

MojoMan220 12-24-2010 12:58 PM

Nope, something was definately lost in translation. I know the Abe Nif is incomplete (at least when opened in NifScope), perhaps that has something to do with it.

MojoMan220 12-24-2010 01:00 PM

:

()
dang i cant find the slig textures :(

You have to extract the textures manually using NifScope or something similar. At least that's how I've done it.

Scraby 12-24-2010 01:05 PM

i have nifscope but i dunno where to search :/

MojoMan220 12-24-2010 01:14 PM

On the left side of the screen (in NifScope), it should have something called a block list, and if you scroll through it, you'll see a few purple flower icons - right-click on one of them and highlight 'texture' and hit export.

MadmanMad 12-24-2010 01:17 PM

:

()
Nope, something was definately lost in translation. I know the Abe Nif is incomplete (at least when opened in NifScope), perhaps that has something to do with it.

Abe and munch both don't open properlly, not really sure why though.

The abe i did there is actually a native mudokon with abes skin, i just modeled the ponytail and stich lips on.

Fred The Fuzzle 12-24-2010 01:30 PM

:

()
Abe and munch both don't open properlly, not really sure why though.

They have to most polygons and .NIF files seem to be extremely temperamental about that.

MojoMan220 12-24-2010 01:40 PM

But if that's the case, why do entire levels load up without an issue?

Fred The Fuzzle 12-24-2010 01:46 PM

:

()
But if that's the case, why do entire levels load up without an issue?

I'm a novice at 3d modeling ask someone else.

bigface1 12-24-2010 11:28 PM

Yeah I kinda expected some guy would do this and nowtun would use it for his game, not that it's a problem it's just I expected you could go in and get the models P.S im getting oddbox now!

Fred The Fuzzle 12-25-2010 12:17 AM

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()
Yeah I kinda expected some guy would do this and nowtun would use it for his game, not that it's a problem it's just I expected you could go in and get the models P.S im getting oddbox now!

I think it will help him immensely.

I might even try to make a quick engine test in Unity3D once I figure out how to open Abe and munch. If I can I might just have a go at making a quick 2.5D fan game, this makes 3D fan games a LOT easier.

SpAM_CAN 12-26-2010 02:15 AM

Has anyone thought of simply asking JAW to release an SDK? (i'm guessing the license still lies with OWI, but its worth a shot)

Hulaabeo 12-26-2010 02:22 AM

Oops double posted...

Hulaabeo 12-26-2010 02:23 AM

:

()
I've been doing this too actually, porting them over into garrysmod.

http://img440.imageshack.us/img440/7...rhouse0001.jpg

All i've done so far.

:

()
I've had to re-rig the models, 3dsmax won't open the .NIF files so i use NIFScope to export the models in .OBJ format, and then do open that in max.

Just finished testing abe now.

http://img254.imageshack.us/img254/480/dmrunoff0001.jpg

You, good sir, are GAWD.

Crashpunk 12-26-2010 09:34 AM

:

()
I've had to re-rig the models, 3dsmax won't open the .NIF files so i use NIFScope to export the models in .OBJ format, and then do open that in max.

Just finished testing abe now.

http://img254.imageshack.us/img254/480/dmrunoff0001.jpg

FINALLY A ABE MODEL!!!!

PLEASE sign me up for testing!!!!!

Hulaabeo 12-27-2010 11:10 AM

I'm getting Gmod for this reason, hope to see ya guys around!

ODDWORLDisTHEbest! 12-28-2010 06:17 AM

hey crashpunk, if this works, hopefully in the next crazy oddworld you wont just have to use clips, you can edit it in GMod, it will be like the oddworld of garry's mod.