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  #61  
04-14-2011, 08:12 AM
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I just hope they're not planning on using that as the final model for the temple. That's pathetic- the lack of detail compared to the illustration is horrendous. You can do much better with today's engines.

This just looks like they've turned Abe's Oddysee into "Abe's Big Adventure," rated E and toned down into a cheap educational game for those still in diapers. Let's hope this really is just to test the rendering software or whatever they said.
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  #62  
04-14-2011, 02:34 PM
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These are pre-production tests, why are you so negative
These things always look like that before the game's made =/

I think that its good progress acording to the picture
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  #63  
04-14-2011, 06:23 PM
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These are pre-production tests, why are you so negative
These things always look like that before the game's made =/
Why are we negative? Because they've proudly revealed them. If they thought these images were subpar works-in-progress, they wouldn't have let them out.
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  #64  
04-14-2011, 06:29 PM
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These are pre-production tests, why are you so negative
These things always look like that before the game's made =/

I think that its good progress acording to the picture
im negative because i was excited to see the new hd abe's oddysee but when i saw that i thought they werent putting enough effort into it

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  #65  
04-14-2011, 07:42 PM
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Why are we negative? Because they've proudly revealed them. If they thought these images were subpar works-in-progress, they wouldn't have let them out.
Well maybe they just wanted to let the fans get a sneak peek of what they're working on?
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  #66  
04-14-2011, 07:56 PM
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Well maybe they just wanted to let the fans get a sneak peek of what they're working on?
Then they should have revealed a fully-rendered, high-quality image.

Like I've said three times already, they're proud of what they released and that is why I'm worried.
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  #67  
04-14-2011, 07:59 PM
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They have to take oddworld to the next level!!!

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  #68  
04-14-2011, 11:07 PM
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Due to popular demand (one request) I made a new page for it on TOGG, enjoy:
http://oddworldlibrary.net/archives/...php?menu=RAHD1

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  #69  
04-15-2011, 12:42 AM
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OWI's latest comment on their Facebook page:
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Oddworld Inhabitants I think you'll all be a little surprised when you see it later this year
I'm guessing they know some folks aren't pleased with these images?
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  #70  
04-15-2011, 03:51 AM
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Gilrod took one look at this page and broke down for three hours in the corner of his office rocking.

But seriously I reckon that couldn't have been a true reflection of the final thing, it just couldn't.
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  #71  
04-15-2011, 09:55 AM
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If Lorne saw this thread Gilrod would get this
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  #72  
04-15-2011, 12:52 PM
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Due to popular demand (one request) I made a new page for it on TOGG, enjoy:
http://oddworldlibrary.net/archives/...php?menu=RAHD1
I wonder who requested it?
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  #73  
04-15-2011, 12:54 PM
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Man, they must be some kind of dick to make a man so busy as Xav take time out to upload a couple of pictures they already know where to find.
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  #74  
04-15-2011, 12:57 PM
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  #75  
04-15-2011, 03:58 PM
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #76  
04-16-2011, 04:57 PM
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You can't compare this to AO or MO or any other Oddworld pre product screen shots. Why? Because those where HD renderings of NURBS based environments or hand drawn art work, these are ones REAL TIME 3D of what engine they plan to use (AFAIK).

I think most people just can't understand that its technically impossible to get the same level of detail as a HD Maya rendering VS real time 3d rendering :/
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  #77  
04-16-2011, 10:57 PM
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I still think they good do something better than that, and I know they will. Thing is if NURBS gives such realism, why not use that instead of AFAIK only put it in 3d? Or am I talking out of my arse?
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  #78  
04-16-2011, 11:14 PM
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Il just hope fingers cross that AO HD won't look like total kids game like goofy lookin abe and slig wich shoots *needels that makes you sleep* and if they somehow do it then im dissapoint.
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  #79  
04-17-2011, 02:23 AM
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Il just hope fingers cross that AO HD won't look like total kids game like goofy lookin abe and slig wich shoots *needels that makes you sleep* and if they somehow do it then im dissapoint.
if they ever did that i would be so angry i'd snap my cookie in two O.o

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  #80  
04-17-2011, 04:34 AM
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I still think they good do something better than that, and I know they will. Thing is if NURBS gives such realism, why not use that instead of AFAIK only put it in 3d? Or am I talking out of my arse?
Because there's usually a big trade-off between realism and performance in 3D graphics?
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  #81  
04-17-2011, 04:45 AM
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Yeah, that's true?
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  #82  
04-17-2011, 04:57 AM
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I think the main problem with this is, as said before, the lack of atmosphere. The shading of the sky is the thing that put me off this photo the most, it just lacks that feel the original Scrabania had. There's fans on this forum who have produced better Beta work by themselves for nothing.. and despite JAW being a relatively small company at the moment, surely they'd be able to conjure up something more promising to wet the fans apatites with. I'm all for the transition of Oddysee into 3D, but they'd better make sure they do it right! No one likes a forum full of angry fans!
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  #83  
04-17-2011, 07:34 AM
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Scrabtrapman, I was taught recently (currently learning Maya on my animation course ) that NURBS cannot be used in game engines in the same way that polygon models can.

The difference between polygons and NURBS is like the difference between bitmap and vector graphics, respectively. Instead of having a defined shape, NURBS are more a series of nodes, which are connected as smoothly as possible with curves. They can be used for 3D obviously, but really only for animations. They worked for AO/AE because the characters became sprites- it wasn't NURBS running real-time in the game engine.

So unfortunately, any models rendered in the game engine have to be polygon models, which will be less detailed. Hope this helps

P.S if any of the above is in fact wrong, sorry! only just started to learn about it! I think its right
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  #84  
04-17-2011, 12:20 PM
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The one only thing I'm going to say here is that I'm deeply disappointed, no matter if it's pre-production test or not.

:
You can't compare this to AO or MO or any other Oddworld pre product screen shots. Why? Because those where HD renderings of NURBS based environments or hand drawn art work, these are ones REAL TIME 3D of what engine they plan to use (AFAIK).

I think most people just can't understand that its technically impossible to get the same level of detail as a HD Maya rendering VS real time 3d rendering :/
You can't say this level of... detail ... is the maximum for whatever engine they're using. The number of polys/textures' resolutions indicate like this is from about 2004-2005.

PS: Seems like I said more than only one thing. Call me a liar, I don't care
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  #85  
04-18-2011, 06:47 AM
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The colours, textures, lighting, perspective, general polishing etc don't bother me at all, that they will improve is a given. What I don't like is the models themselves. They're too stylised, cartoony.

But these are pre-production tests. Ie, this is a test build of an iconic structure that isn't even part of the actual production. What you can take away from this screenshot is "yes, this is happening, and to prove it, here's a 3D model of something that only ever appeared in Abe's Oddysee".

What JAW might take from us is "Shit! We'd better not show them anything that's not completely finished ever again".
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  #86  
04-18-2011, 09:58 AM
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Scrabtrapman, I was taught recently (currently learning Maya on my animation course ) that NURBS cannot be used in game engines in the same way that polygon models can.

The difference between polygons and NURBS is like the difference between bitmap and vector graphics, respectively. Instead of having a defined shape, NURBS are more a series of nodes, which are connected as smoothly as possible with curves. They can be used for 3D obviously, but really only for animations. They worked for AO/AE because the characters became sprites- it wasn't NURBS running real-time in the game engine.

So unfortunately, any models rendered in the game engine have to be polygon models, which will be less detailed. Hope this helps

P.S if any of the above is in fact wrong, sorry! only just started to learn about it! I think its right
Pretty much this, if it was 2D then a polygon is the same as drawing a line from 2,2 to 4,4 for example. NURBS would draw a curve between these points computed mathematically which would be perfectly smooth no matter how closer or far away you get.

I agree that it could look better, but for what it is I think it looks all right. I'm just saying something on par with HD renderings isn't going to happen :/
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  #87  
04-18-2011, 11:53 AM
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I think it will be smart if they combine 3D characters and pre-rendered HD 2D environment. For example such a technique was implemented in Alone In The Dark 4. It's an old game but the graphics were quite impressive back then. Anyway such a technique allows for much more detailed backgrounds than today's average "full-3D" engine.

With a real-time rendering you don't expect full-3D Feeco depot with the same quality and scene depth as seen in AE. Furthermore Abe's Oddysee is not a highly-anticipated blockbuster and I highly doubt they've licenced some superior game engine that is capable of dynamic AO-level backgrounds.
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  #88  
04-18-2011, 01:10 PM
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Is that kinda like the old Resident evils?
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  #89  
04-18-2011, 01:17 PM
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Is that kinda like the old Resident evils?
I've never played Resedent Evil itself but read that the basic concept of AiTD4's engine is the same (3D models on pre-rendered backgrounds). Besides 3D models in AiTD4 cast dynamic shadows on those backgrounds (It uses rather interesting illumination technique).
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  #90  
04-18-2011, 01:22 PM
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Oh right cool. I always felt the actual 3d models let the backgrounds down on games like that lol (apart from Resident evil zero and the Resident evil one remake on Gamecube). But yeah I see your point.
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