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  #61  
12-04-2009, 05:53 AM
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Hey sorry for the distant reply, Black Venom used to be part of this forum, he helped Joshkrz with making the backgrounds for his game! Ask Joshkrz for his email maybe? Also I love the Mud face!!!!

Are we gonna see anything more?
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.


Last edited by STM; 12-12-2009 at 09:10 AM..
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  #62  
12-13-2009, 08:02 AM
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any updates on this? would be great to see more of it

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  #63  
12-13-2009, 10:50 AM
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Well... I didn't make any updates because i was studying some tutorials about advanced tools in UE3 (such a cascade-particle system and kismet-graphic script system) and i was also watching some video tutorials about basics in Chrome Engine4 ( example game -> Call of Juarez - Bound in Blood)

I also was more focused on creating models and beta testing for Witcher modding team

There will be some updates, but i can't say exactly when
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Edit:

I just downloaded some usefull fonts.
http://www.oddworldforums.net/showpo...3&postcount=51

I also think that i should create my own Mudokon face symbols using vector graphic (Joshkrz ones have a bit wrong propotions, and too thick strokes). I've watched some video tutorials about it, so i think that i can do it .

I also can now add some Lens Flares Actors (At last i know how to create lens flares ). Maybe i now schould add simple Post Process effect (I've been refraining from it from begining)


Last edited by Fartuess; 12-18-2009 at 07:21 AM..
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  #64  
12-20-2009, 03:02 AM
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Happy

Sounds good, can't wait for the next bits, are you animating them like the barrels? later on I mean. The fonts are good as well, you really coming along with it all fartuess!

EDIT: does this help?
Attached Thumbnails
Click image for larger version

Name:	muodkons.jpg
Views:	171
Size:	104.0 
ID:	11038  
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.


Last edited by STM; 12-20-2009 at 03:27 AM..
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  #65  
12-28-2009, 06:46 AM
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Same place but with new mudokon face texture done by me

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  #66  
12-28-2009, 09:28 AM
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cool, looks just like the original, nice work man

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  #67  
12-28-2009, 09:37 AM
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screenshot of original one was my reference image. I've also created less happy version (this one with horizontal smile ). I think I'm becoming better and better in creating vector graphic

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  #68  
12-28-2009, 11:14 AM
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looks as if so!
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  #69  
12-29-2009, 06:02 AM
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Fixed model of No talking to fellow... blah blah... banner with texture (it's not final version of this texture).



This temporary texture was made week ago, when i started working with vector graphic

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  #70  
12-30-2009, 05:35 AM
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cool, I llok forward ot seeing new posts most days from this thread!
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  #71  
12-30-2009, 07:02 AM
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The first image is my favourite screen in the entire game. That mudokon sign is what does it.
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  #72  
12-31-2009, 05:40 PM
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Nice! I'm liking the second one, I remember that scene in AO with the Scrab sign.
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  #73  
01-01-2010, 06:48 AM
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Some Screens from Zulag1 Zone2


I have mess in second part of zone2. Especially with objects on background

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  #74  
01-01-2010, 07:23 AM
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This is the part I was really looking forward to, it really moves up a gear in detail here but its also a lot less coherent, I've got a pic of the second part of zone2 stitched up and those girders and the barrel conveyor never fit together right

you seem to be doin very well with it though, and that large pipe in the background looks spot on, are you going to animate the barrels on the conveyor eventually?

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  #75  
01-01-2010, 11:24 AM
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that would be cool!
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  #76  
01-01-2010, 11:27 AM
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i can animate barrels without any problems, but you won't be able to see this on screenshots

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  #77  
01-02-2010, 11:11 AM
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you should have a youtube account =.
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  #78  
01-06-2010, 02:13 PM
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:
now barrels have 1240 tris, but there is model which have 4640 tris. I mean this metal things under walkeable platforms. Unfortunately i dont know how to decrease polycount of that models without losing entire shape.

Although I belive that Unreal Engine 3 shouldn't have problems with that amount of polygons
When you say 1240 tris, is that including the shadows as well because if so...well done.
And yes the Unreal Engine can easily handle up to 10,000,000 tris.
Me and a group of friends tried a similar attempt with the Reality Engine, we made it crash

EDIT: to decrease the amount of the Barrels, just remove some edges and put a nice bump texture on it, it will make not a blind bit of difference.('cept to your poly count.)

Last edited by Ridg3; 01-06-2010 at 02:15 PM..
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  #79  
01-07-2010, 07:19 AM
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?? 1240 tris - this is polycount measure which hasn't nothing in common with shadows (you maybe mean something about vertex shading )

If barrels will slow down computers too much, then i will simply create LOD for them. Barrels closer to camera will have more details and barrels further will have less deatail. Bump offset and normalmapping won't help, because main problem will be angularity of model, not amount of small details

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  #80  
01-09-2010, 08:19 AM
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Small update


better platform ending model, fixed some other models too. Better background. New element in platform material - stripes which color is very easy to change inside editor and i don't need to modify texture file to change it.

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  #81  
01-09-2010, 10:52 AM
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those look AMAZING! great work man

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  #82  
01-11-2010, 08:12 AM
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2nds ones pretty exceptional
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  #83  
01-13-2010, 04:30 AM
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Been wanting to do something similar but the lack of available free time made it impossible for me to do
Glad to see that at least someone is trying to make oddworld in 3d.
Keep it up!
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  #84  
01-14-2010, 12:27 AM
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This is truly awesome, it's good to see that you're staying faithful to the lighting 'themes' that the original AO had. Is it possible to use these 3D environments that you've made in that AO fan remake in the Fan Corner?
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  #85  
01-14-2010, 03:36 AM
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models and texures probably yes, but whole level or materials - not possible. Those things must be created inside your game.

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  #86  
01-14-2010, 05:52 AM
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Whoa, all this stuff looks so great! Are you going to turn this into a game, or just leave it as screens?
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  #87  
01-14-2010, 06:04 AM
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Well... i wish i can turn this into game, but i can't guarantee that i will made neccesary models of characters (Abe&Slig) and animation for them (Simple AI for Sligs should be easy to create in Kismet). Movement system can also be problem( mainly climbing system)

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  #88  
01-14-2010, 06:45 AM
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Oh. I hope this can be turned into a game. It looks cool. I know climbing would be hard to make...Maybe this time, Sligs could climb, too? Maybe there could be rafters for Abe to climb up on so that the Sligs couldn't see him when they marched past? (I'm just throwing ideas around and having them bounce off the wall and hit me in the head, so don't take me literally.)
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  #89  
01-14-2010, 08:36 AM
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I didn't realise you where thinking of turning it into a game! Fanwerkz would love to have you in our team Fartuess! Your a fantastic graphics developer! www.tabbicat.co.uk/forums - if your interested
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  #90  
01-14-2010, 08:39 AM
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http://www.oddworldforums.net/showthread.php?t=18483

They could do with some help. Combine 2 awesome things to make a super awesome thing.
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