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  #91  
07-22-2010, 04:49 AM
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.FBX is some kind of 3D graphic format developed by Autodesk (3DS, Maya and a lot of different CAD's), but other 3D apps should have plugins for doing that (I saw lightwave plugin in same place with ASE exporter). I don't know which file format is better. I'm using ActorX plugin with .ASE for Static meshes, and .PSK for skeletal meshes (characters for example), because i'm used to it (Unreal Engine supports .FBX for something around 3 months).

If nowtun want to use Unreal Engine and import characters to it, then he have to use .FBX (again - .ASE doesn't support skeletal meshes)

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  #92  
07-22-2010, 11:42 AM
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Check out this link

Its just a test shot of Abe in Rupture farms, not game play tho yet.

http://www.youtube.com/watch?v=Hh-bNZXnFUY

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  #93  
07-22-2010, 12:21 PM
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that is truly awesome nowtun now for the constructive critism .. make abe's head bob a bit more naturally.. it sort of bobs up and down like something floating on water.. there has to look a bit more rigid if u get me.. And.. have abe's head turn towards 'areas of interest', like the hand sign for example, or mudokons (when u get that far).

But that what you've done so far is amazing keep it up, it will be superb!
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  #94  
07-22-2010, 12:28 PM
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that is truly awesome nowtun now for the constructive critism .. make abe's head bob a bit more naturally.. it sort of bobs up and down like something floating on water.. there has to look a bit more rigid if u get me.. And.. have abe's head turn towards 'areas of interest', like the hand sign for example, or mudokons (when u get that far).

But that what you've done so far is amazing keep it up, it will be superb!
Thanks AG

I agree with you the animation needs fine tuning its all rough for now and this is not yet on a game engine still only in lightwave. So hopefully will get his head to to turn and look at certain focal points in the game.
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  #95  
07-23-2010, 04:53 PM
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Shit... that was good, I mean, I'm impressed.

ALTHOUGH

His left arm/hand is animated near enough perfectly, it's the right hand side I'm worried about.
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  #96  
07-23-2010, 05:27 PM
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Ridg3 is right, the way the right hand twists behind his back is a little odd (but it's Oddworld isn't it?) but overall, it's an impressive model.
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  #97  
07-24-2010, 06:55 AM
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Shit... that was good, I mean, I'm impressed.

ALTHOUGH

His left arm/hand is animated near enough perfectly, it's the right hand side I'm worried about.
Yeah I agree Abe needs fine tuning all over. Need to make his head and shoulders move more fluidly too.

:
Ridg3 is right, the way the right hand twists behind his back is a little odd (but it's Oddworld isn't it?) but overall, it's an impressive model.
Yeah this is just a rough animation for now.

Thanks for the constructive comments tho

Nowtun
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  #98  
07-25-2010, 05:08 AM
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Whoa; your path designs are already making me shit bricks, good luck with completing the demo. I'm sure many Oddworld fans are dying to try it out; I know I certainly am.
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  #99  
07-25-2010, 04:13 PM
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I can't wait to sneak past Sligs in 3D!
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  #100  
07-25-2010, 04:19 PM
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This is awesome, keep it up, the graphics are stunning.
I give 10/10 for graphics, I am very impressed...
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  #101  
07-26-2010, 10:16 AM
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Whoa; your path designs are already making me shit bricks, good luck with completing the demo. I'm sure many Oddworld fans are dying to try it out; I know I certainly am.
lol thanks trying to vary the puzzles a little from the original but keeping as true to the original as possible.

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I can't wait to sneak past Sligs in 3D!
Got alot to think about when it comes to working on how the stealth aspect of the 3D version will work.

:
I give 10/10 for graphics, I am very impressed...
Cheers man
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  #102  
07-26-2010, 11:06 AM
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Nowtun, you should definately study how Metal Gear Solid uses 'sneaking' in their games.

The surface Abe walks on should have an effect on his stealth. If Abe walks through a puddle, the noise it makes is louder, and will be heard by a slig about 15meters away. If Abe runs through a puddle, the noise can be heard by a slig 25meters away. If Abe's sneaks through a puddle, the slig can't hear Abe even when Abe is only 5meters away.

Is this the kind of thing you have in mind?
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  #103  
07-26-2010, 11:23 AM
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Nowtun, you should definately study how Metal Gear Solid uses 'sneaking' in their games.

The surface Abe walks on should have an effect on his stealth. If Abe walks through a puddle, the noise it makes is louder, and will be heard by a slig about 15meters away. If Abe runs through a puddle, the noise can be heard by a slig 25meters away. If Abe's sneaks through a puddle, the slig can't hear Abe even when Abe is only 5meters away.

Is this the kind of thing you have in mind?
yeah it is, I was thinking about shadows and how abe blends into the darkness and having to manouver through some shadows pretty quick before the light shines back on that area. things like that. and maybe avoiding puddles all together, maybe evon on sme parts use "hanging" just like in metal gear solid
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  #104  
07-26-2010, 11:50 AM
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oooh i like the moving light idea.. are you welcoming new ideas? let me think... I like the second to last zulag in Abe's Exodus, where Abe is on the upper platform, and there are 5 laughing mudokons on the lower level, and there are floor buttons with blockades that get opened and closed. I was playing on it yesterday completed the games with all 300 mudokons saved in like 3 days.

Ive got a question though.. u know the very VERY last part of the game where you turn that wheel and drop to the last screen? You drop past a screen with 3 tap bombs, and a bird portal i think? What's that screen for?
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  #105  
07-26-2010, 12:13 PM
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That question has absolutely nothing to do with this thread. The answer is that it's for the Bad Ending.
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  #106  
07-26-2010, 12:18 PM
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you can only reach that screen if you have save all the mudokons up until that point and there are 3 more to be saved there so you must have made a mistake becuase if you've never been in that screen then you've never saved all the mudokons

Edit:woops i read that wrong never mind what i said

Last edited by THE ALMIGHTY RAISEN; 07-26-2010 at 12:20 PM..
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  #107  
07-26-2010, 12:42 PM
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oooh i like the moving light idea.. are you welcoming new ideas? let me think... I like the second to last zulag in Abe's Exodus, where Abe is on the upper platform, and there are 5 laughing mudokons on the lower level, and there are floor buttons with blockades that get opened and closed. I was playing on it yesterday completed the games with all 300 mudokons saved in like 3 days.

Ive got a question though.. u know the very VERY last part of the game where you turn that wheel and drop to the last screen? You drop past a screen with 3 tap bombs, and a bird portal i think? What's that screen for?
yeah im welcoming any ideas that people may have :-)

that screen was used for the bad ending I think, havnt completed Exoddus in years. so im not entirely 100% sure.

oops i didnt see max the mugs, comment about the bad ending.

Last edited by nowtun; 07-26-2010 at 12:44 PM..
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  #108  
07-26-2010, 01:36 PM
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I can find a vast amount of examples where 'heavy users' have said something in a thread which is completely irrelevant to the title of the thread.. a VAST amount. And thanks for the answer.
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  #109  
07-27-2010, 04:56 AM
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I think I may have asked this before, but have you made a game engine yet or are you still in the process?
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  #110  
07-27-2010, 05:11 AM
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that is amazing but the background needs abit more to it and i know you havnt finished but well done so far
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  #111  
07-27-2010, 10:27 AM
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I think I may have asked this before, but have you made a game engine yet or are you still in the process?
keeping everything under wraps at the mo.

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that is amazing but the background needs abit more to it and i know you havnt finished but well done so far
Still early days but any suggestions are welcome
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  #112  
08-16-2010, 12:06 AM
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HAHA, NIICE!!! this is epic and I can't wait to see it finished. I would like to suggest doing the complicated stuff last but the long stuff first. It's an easier way of doing 3d games. Do you think you would be able to make paramite's and scrab's controllable like in abe's Exoddus?
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  #113  
08-16-2010, 01:01 AM
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How are you going to make the paramite and scrab temps?...
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  #114  
08-16-2010, 11:35 AM
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HAHA, NIICE!!! this is epic and I can't wait to see it finished. I would like to suggest doing the complicated stuff last but the long stuff first. It's an easier way of doing 3d games. Do you think you would be able to make paramite's and scrab's controllable like in abe's Exoddus?
we're making everything in stages.

controllabe paramites and scrabs are something I'm thinking about, puzzle wize, but i cant really comment on much at this stage.... will keep you all posted when there is more to tell....

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How are you going to make the paramite and scrab temps?...
everything is being modeled in lightwave
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  #115  
08-16-2010, 01:26 PM
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If it's an Ao remake, I wouldn't expect scrabs n paramites to be chantable, it was what made it so hard.
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  #116  
08-16-2010, 03:33 PM
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If it's an Ao remake, I wouldn't expect scrabs n paramites to be chantable, it was what made it so hard.
but if the puzzles were to change....
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  #117  
08-16-2010, 10:30 PM
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If it does change it would be better I think, some of the puzzles are BORING!
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  #118  
08-17-2010, 03:36 AM
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How can you say that, excommunicate him from the oddworld church this instant! No but seriously unless you are changing the puzzles don't do it because Scrabania and Paramonia would be so easy if the scrabs n paramites could be chanted.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.


Last edited by STM; 08-17-2010 at 03:40 AM..
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  #119  
08-17-2010, 03:53 AM
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Oh wait... I forgot about the chantin part... thanks
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  #120  
08-17-2010, 03:55 AM
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lol so'k
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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