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  #1  
12-23-2010, 07:39 PM
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Oddworld 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:

Fuzzle:

Big Bro Slig:

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.
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  #2  
12-24-2010, 03:58 AM
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this could be usefull
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  #3  
12-24-2010, 04:05 AM
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I forbid you to extract the Abe model.
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  #4  
12-24-2010, 04:45 AM
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hm how did you open them in blender,i cant :/

EDIT:just got all models





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  #5  
12-24-2010, 10:18 AM
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Theres a few nice Beta models there, such as the spinning Brew can :3
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  #6  
12-24-2010, 01:13 PM
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I've been doing this too actually, porting them over into garrysmod.



All i've done so far.
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  #7  
12-24-2010, 01:14 PM
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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.

This would help Nowtun and is crew, Merry Christmas everyone.
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  #8  
12-24-2010, 01:16 PM
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The textures are hard coded into the .NIF file, you have to track them down with NIFScope and extract them.
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  #9  
12-24-2010, 01:34 PM
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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?
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  #10  
12-24-2010, 01:38 PM
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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.
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  #11  
12-24-2010, 01:40 PM
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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.

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  #12  
12-24-2010, 01:43 PM
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Why does he look so blocky?
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  #13  
12-24-2010, 01:47 PM
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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.
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  #14  
12-24-2010, 01:57 PM
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dang i cant find the slig textures
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  #15  
12-24-2010, 01:58 PM
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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.
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  #16  
12-24-2010, 02:00 PM
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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.
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  #17  
12-24-2010, 02:05 PM
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i have nifscope but i dunno where to search :/
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  #18  
12-24-2010, 02:14 PM
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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.
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  #19  
12-24-2010, 02:17 PM
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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.
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  #20  
12-24-2010, 02:30 PM
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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.
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  #21  
12-24-2010, 02:40 PM
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But if that's the case, why do entire levels load up without an issue?
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  #22  
12-24-2010, 02:46 PM
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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.
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  #23  
12-25-2010, 12:28 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!
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  #24  
12-25-2010, 01:17 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.
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  #25  
12-26-2010, 03:15 AM
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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)
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  #26  
12-26-2010, 03:22 AM
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Oops double posted...
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  #27  
12-26-2010, 03:23 AM
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I've been doing this too actually, porting them over into garrysmod.



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.

You, good sir, are GAWD.
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  #28  
12-26-2010, 10:34 AM
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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.

FINALLY A ABE MODEL!!!!

PLEASE sign me up for testing!!!!!
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  #29  
12-27-2010, 12:10 PM
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I'm getting Gmod for this reason, hope to see ya guys around!
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  #30  
12-28-2010, 07:17 AM
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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.
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