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  #181  
09-18-2010, 03:59 AM
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Question: Is the Oddbox still being released before this remastered version?
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  #182  
09-18-2010, 04:18 AM
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It is still being released, but there's no order to the releases that's been stated.
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  #183  
09-18-2010, 04:29 AM
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The extra polygons are more important when you see them moving. Then it's easier to actually notice the edges (in the low-res model) and the smoothness of the character shape (in the highres one).
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  #184  
09-18-2010, 06:00 AM
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They're probably holding back the Oddbox so that they can later incorporate all the Stranger PS3 HD art.
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  #185  
09-18-2010, 06:01 AM
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They're probably holding back the Oddbox so that they can later incorporate all the Stranger PS3 HD art.
I don't think so...
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  #186  
09-19-2010, 04:09 AM
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Well you never know. They where having problems with straight porting strangers wrath so mayhaps...
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  #187  
09-20-2010, 01:12 AM
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They're probably holding back the Oddbox so that they can later incorporate all the Stranger PS3 HD art.
That would be nice but I don't think it's actually going to happen. I suspect many potential buyers would go: "Why buy it on PS3 when you can pirate it on PC?"

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  #188  
09-20-2010, 01:21 AM
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That would be nice but I don't think it's actually going to happen. I suspect many potential buyers would go: "Why buy it on PS3 when you can pirate it on PC?"
How easy or difficult is it to strip the DRM from Steam games and pirate them?
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  #189  
09-22-2010, 10:07 AM
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HD in Stranger's Wrath on PC would be lame, as many oddworld fans doesn't have Crays under their desks, and their machines just wouldnd load the game.
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  #190  
09-22-2010, 06:55 PM
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That's where a Graphics Options menu comes in useful.
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  #191  
09-22-2010, 11:49 PM
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Yet another reason to own a PS3, I still need one. Good thing it's releasing for PC, I think mine can handle it.

Oh, and about the Steam pirating thing, it's pretty easy. I personally don't from Steam, but games like Machinarium on Steam have a high piracy rate. (I used Machinarium as an example because it has an 85% piracy rate.) I can't guide you through the process because I'll get banned, it's illegal, I don't know the process, and seriously? The games are already cheaper than usual, and Steam client is great! Why Steal from them?

I really hope that people don't just pirate the Oddworld games, it would suck if they collapsed due to pirating.

Also, the Oddbox is being held back because Strangers Wrath for PC is having some technical difficulties, and they're adding achievements.

So many edits on this post! I would make multiple posts, but no one else had posted at the time I wrote this (And afterwards), so it would be a double post. That would be so much easier.

Now I sort of feel like a Mod, answering all these questions. I shouldn't be a mod though, I've tried it, I would be the mod who doesn't do anything or show up on any of the forums.
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Last edited by psycoman27; 09-23-2010 at 12:32 AM..
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  #192  
09-23-2010, 03:01 AM
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For a double increase in polygons from 3000 to 6000, the PS3 Steef looks far closer to the CGI 529,000 polygon model.

Isn't that weird?
No, it isn't, at least for me. The polygon subdivision is exponential, so you just need one or two subdivisions and, after that, you won't get a lot more of detail.

In other words, you will still be dividing polygons (or quads) but there's a point from where every subdivided mesh looks like the previous.

It is like polishing a ball, when you get a nice smooth surface you can still polish it but you won't see any difference unless you use magnifier tools.

And then there go textures.. When you work in videogames, you see the normal map makes the highest work over the mesh. If you use not just normal map but a combination of it, the diffuse (along with an ambient oclussion map), specular, opacity and detail map the result is awesome.


The thing I don't get is that the Steef high poly model has a texture.

When making low poly models for games, you need to extract a normal map from somewhere. You can do a high poly model first (extremely detailed) and, over it, make another mesh which is the low poly, then do a 'projection' to 'extract' a normal map from the high poly mesh to apply to the low poly mesh.

The other way is to make a low poly mesh and subdividing it to make details (for example, you export the base mesh and sculpt it in Zbrush or Mudbox). Then extract a normal map.

From this, I'm meaning that the high poly model (called CGI in the picture) is just a mesh to take a normal map from (so doesn't need to be unwrapped, neither use a texture), and this one is showing textures (which needs unwrapping first). Now, this leads me to the question: Why have they unwrapped a high poly model?

This means that either they wanted to see the result of the diffuse over the high poly mesh (which is senseless, as you can see, the game model [in the middle] looks like the high poly) or that they are going to use it somewhere. If the last option is the right, it probably means that they are rendering the cutscenes again, and not using the old ones.

Last edited by Tidus; 09-23-2010 at 03:07 AM..
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  #193  
09-24-2010, 04:24 PM
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Updated PS3 comparison images are out for Stranger's Wrath.

http://www.jawltd.com/wp-content/upl...mparison02.jpg

I'm a little confused at how the Xbox version was 'updated'. I'm thinking it might just be an illusion with the different lighting, but it looks a bit better than in the other comparison image. Especially in the arms.

Regardless, the Ps3 version at 20 000 Polygons looks absolutely amazing. Looking forward to this remaster more and more after every update.
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  #194  
09-24-2010, 04:56 PM
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Looks fantastic, looking forward to screenshots.
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  #195  
09-24-2010, 07:33 PM
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I'm a little confused at how the Xbox version was 'updated'. I'm thinking it might just be an illusion with the different lighting, but it looks a bit better than in the other comparison image. Especially in the arms.
Look at his armour. The Xbox version looks like one flat plate with the pattern placed on it. The PS3 version properly has ridges and texture. Same goes for the boots and the hat.
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  #196  
09-24-2010, 07:44 PM
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Look at his armour. The Xbox version looks like one flat plate with the pattern placed on it. The PS3 version properly has ridges and texture. Same goes for the boots and the hat.
Oh yes, I see that. I meant that in the previous comparison image (http://www.jawltd.com/wp-content/upl...omparison1.jpg), the Xbox version of Stranger looks a bit less detailed than in the new image. But, like I mentioned, I think it's something to do with the lighting that's throwing me off.
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  #197  
09-24-2010, 07:55 PM
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Oh, I see what you mean. Yeah, I think the lighting in the previous comparison image wasn't ideal for showing off the difference between the images.
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  #198  
09-25-2010, 12:22 PM
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Great work on the texturing, bump and specular highlighting
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  #199  
09-25-2010, 12:40 PM
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anyone notice that the xbox model is different?

lookin' amazing tho, cant wait :-D
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  #200  
09-25-2010, 06:31 PM
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anyone notice that the xbox model is different?

lookin' amazing tho, cant wait :-D
Don't be silly, you are quite obviously the first to see this phenomenon.

...So now that the Stranger model looks as good as CG, I would expect a significant upgrading of the environmental geometry, right? I don't think an upgrade in lighting and texturing will be enough. Is such a massive overhaul even possible in the amount of time they have? I imagine it would look very weird if there were such high res models in the low res backdrops.
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  #201  
09-26-2010, 03:06 AM
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He talks about the first Stranger model of the Xbox they showed is different to the Xbox one they showed now. It's face is a little bit different and it has no crossbow anymore on the arms.
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  #202  
09-26-2010, 03:21 AM
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Beyond that, they're the same. The second is at the optimal angle for the cleverly placed edges that I'd assume are mostly hidden during gameplay.
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  #203  
09-26-2010, 04:46 AM
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I thin Mojo is right, it's all good and well for having a high res stranger, but what about all the other characters and then the massive gaming areas!
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  #204  
09-26-2010, 07:49 AM
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I thin Mojo is right, it's all good and well for having a high res stranger, but what about all the other characters and then the massive gaming areas!
I think they're working on it!
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  #205  
09-26-2010, 09:47 AM
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Pretty sure that they're not just working on Stranger, given that this is a remastered version of the GAME, not just a remastered version of Stranger.

Call it a hunch.
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  #206  
09-26-2010, 11:36 PM
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I don't know how much the environments will be upgraded apart from new textures map. Upgrading Stranger was easy as they could use the CGI model and lower the polygon count, I'm not sure they could do the same with the levels models.

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  #207  
09-27-2010, 09:54 AM
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...So now that the Stranger model looks as good as CG, I would expect a significant upgrading of the environmental geometry, right? I don't think an upgrade in lighting and texturing will be enough. Is such a massive overhaul even possible in the amount of time they have? I imagine it would look very weird if there were such high res models in the low res backdrops.
You would be supprised what a new lighting engine and the use of modern shaders can do.
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  #208  
09-28-2010, 10:49 AM
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Filesize restriction keeping Stranger from XBLA. http://www.joystiq.com/2010/09/28/fi...wrath-from-xb/
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  #209  
09-28-2010, 12:04 PM
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a higher res texture map on low(ish) poly model just isnt enough, it would still look rough as hell. so im pretty sure theyre working on the levels also. creating a level doesnt actualy take that long if you work at it, as most of the objects are just repeated, just look at assassin's creed for examples of this.
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  #210  
09-28-2010, 10:59 PM
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Filesize restriction keeping Stranger from XBLA. http://www.joystiq.com/2010/09/28/fi...wrath-from-xb/
The way that Microsoft works I'm sure that Xbox 360 won't see Stranger, many of the arcade games must sign a deal to be Xbox exclusive (or at least for the time being, considering how many released on XBLA, and then jumped over to PSN about a year later), for example a game called Machinaruim was denied and Xbox port because Microsoft was looking for the game to be exclusive, but it already had a PC port.
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