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  #1  
07-18-2010, 07:15 AM
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Tim's Oddworld Fan Game Resources

Hey Everyone!
I came across some interesting Oddworld related images found on The Oddworld Graphics Gallery (TOGG) that are kinda low quality and not usable as textures for all the ongoing fan projects on the forums so I decided to remake them for you to use.

Use & Credits
You are allowed to use everything posted in this thread by me as long as you:
  • Always credit Oddworld Inhabitants with anything you make that contains images, sounds, models etc. from or inspired by the Oddworld Universe. They are the copyright holder to anything related to the Oddworld universe so follow their guidelines on fan art and/or projects to respect their creativity and property.
  • If you use anything from this thread that I made please credit me on your fan art and/or project.


Mudokon Retail Cuts Map. Direct Link to Image
Resolution: 512x512, ready to use as a game texture. (Is a Power of 2) Note: May not apply to variations!
Sources: The Art of Oddworld Inhabitants The First Ten Years. (Page 53) & The Oddworld Graphics Gallery
Variations: (Click Thumbnail to Open Full Resolution)



RutureFarms Logo. Direct Link to Image
Resolution: 512x388, needs editing to use as a game texture. (Not a Power of 2)
Sources: The Oddworld Graphics Gallery


Mudokon Retail Cuts Map. Direct Link to Image
Resolution: 354x512, needs editing to use as a game texture. (Not a Power of 2)
Sources: The Oddworld Graphics Gallery
Variations: (Click Thumbnail to Open Full Resolution)



Scrab Cakes Poster. Direct Link to Image
Resolution: 512x512, ready to use as a game texture. (Is a Power of 2) Note: May not apply to variations!
Sources: The Art of Oddworld Inhabitants The First Ten Years. (Page 57) & The Oddworld Graphics Gallery
Variations: (Click Thumbnail to Open Full Resolution)


Enjoy!

Last edited by Software Bug; 07-19-2010 at 04:02 PM..
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  #2  
07-18-2010, 09:14 AM
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Do you plan making a scrab 3d model without skin? only bones with in-buildt meat parts!
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  #3  
07-18-2010, 10:18 AM
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I really hope you get to a Mudokon one at some point. I've never been able to read all the labels, but one says that the ponytail is their brain.

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  #4  
07-18-2010, 10:54 AM
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Do you plan making a scrab 3d model without skin? only bones with in-buildt meat parts!
Haha that is actually a great idea for a very weird horror-style Oddworld game haha!

:
I really hope you get to a Mudokon one at some point. I've never been able to read all the labels, but one says that the ponytail is their brain.
Might do the Mudokon one sometime soon
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  #5  
07-18-2010, 11:45 AM
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really nice... I'm going to use it.

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  #6  
07-18-2010, 12:07 PM
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This is cool!
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  #7  
07-18-2010, 12:42 PM
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This is good man!!

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  #8  
07-18-2010, 01:02 PM
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really nice... I'm going to use it.
Ok cool! If you have any requests please ask, I am also planning on posting the source (Illustrator) file when its fully done.

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This is good man!!Nowtun
:
This is cool!
Thank you!
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  #9  
07-18-2010, 01:12 PM
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That looks yummy yet disgusting.
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  #10  
07-18-2010, 01:37 PM
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New one Mudokon this time

Edit: Uploaded the .psd and .ai files. Enjoy!
Edit2: Replaced the .psd and .ai with a .eps for compatebility.
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Last edited by Software Bug; 07-18-2010 at 02:41 PM..
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  #11  
07-18-2010, 03:48 PM
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Very nice work.

OFFTOPIC: you really need to change your avatar Tim
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  #12  
07-18-2010, 03:49 PM
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Black test against dark blue industrial skin = ineffective.
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  #13  
07-19-2010, 02:06 PM
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OFFTOPIC: you really need to change your avatar Tim
I guess you are right Done!

:
Black test against dark blue industrial skin = ineffective.
Ah yeah just changed skins to see what you mean and yeah, not good, will fix it haha.

New one's up!
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  #14  
07-19-2010, 02:37 PM
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These are pretty cool, although I can't see the Scrab chart, it's coming up as a broken image.
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  #15  
07-19-2010, 02:48 PM
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Was just replacing some stuff Turning it in a central thread for all my artwork I release for use by everyone. You should be able to see the Mudokon chart and the RuptureFarms logo for now.
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  #16  
07-19-2010, 03:00 PM
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Oh I see now. The logo looks nice, you're good as making vectors.
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  #17  
07-19-2010, 03:36 PM
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Absolutely stunning, super work Tim, and more with every edit! These will be a much admired set of resources.
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  #18  
07-19-2010, 04:05 PM
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Oh I see now. The logo looks nice, you're good as making vectors.
Thank you I do what I can

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Absolutely stunning, super work Tim, and more with every edit! These will be a much admired set of resources.
Thank you Max! I hope so!

I'm off to bed now, more coming soon
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  #19  
07-19-2010, 04:41 PM
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I added this thread to the Useful Resources compilation. Out of curiosity, what is the significance of the images' dimensions being powers of two?
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  #20  
07-20-2010, 12:51 AM
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Eam yeah difficult story, Let me just totally rip it of an article I found:

:
In short, it's an uncomplicated set of criteria appropriate to the entire game related images that create certain they conform to a series of customary dimensions. Characteristically this means doubling up or dividing down by two. So texture sizes that encompass or are limited to "8", "16", "32", "64", "128", "256", "512", "1024", "2048" (or higher for additional modern games) in one or supplementary width/height direction are regarded as being applicable and appropriately optimized for quick loading into a game and processing into memory.
And that's pretty much how most of today's game engines work.
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  #21  
07-20-2010, 01:33 AM
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Huh, interesting, so is that why all game screens are only ever even like 480x640
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  #22  
07-20-2010, 01:49 AM
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Huh, interesting, so is that why all game screens are only ever even like 480x640
You probably mean the background screens from Abe's Oddysee that Paul ripped from the game, thats just bechause the Playstation One's resolution ranges from 256x224 to 640x480. So the largest possible resolution on a Playstation One would be 640x480 As you have probably figured out that are not the default "8", "16", "32", "64", "128", "256", "512", "1024", "2048" sizes but that is caused either bechause they were ripped from the game or it was just a way the A.L.I.V.E. engine (1997) worked.

Not all game engines work the same way and some might not use the default "8", "16", "32", "64", "128", "256", "512", "1024", "2048" sizes but as it is a set standard for most of them I decided to follow the guidelines on them for my textures.
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  #23  
07-20-2010, 02:41 AM
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I will also put this in the 'useful fancorner links' sticky.
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  #24  
07-20-2010, 09:02 AM
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Good stuff
Would like to be able to make stuff like this myself but haven't had time yet to learn how to do decent vector based images

The value of 2 thing with the size and so forth has to do with they way Logic works (binary, either 1 or 0).
Using sizes that can be divided by 2 basicly means that you can use faster and easier algoritms to use the images in your game... or something like that
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  #25  
08-31-2010, 04:40 AM
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sorry to bump/re-open this thread.

Is it okay if I use your pictures in my TF2 Map?
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  #26  
08-31-2010, 09:06 AM
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Sure go ahead Anything I post in this thread is free to use for everything. (With the exception of commercial items. DONT MAKE MONEY OF OF IT! hehe (a))
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  #27  
09-21-2011, 07:33 AM
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I am sad that these are no more.
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  #28  
09-21-2011, 12:25 PM
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I hope I can make you happy again.

Please note that I did a really quick search of my many hdd's and may not have found all. I also only found png files not the actual vector files, will post them when I find them. Promise.

Click the thumbnails for 2048x2048 awesomeness.



















Seeing this stuff makes me want to get active again. Hope I have some time in the future. Unfortunately I am extremely busy due to new study (Game Design and Development at the Utrecht School of the Arts.)

Thanks to Havoc for the heads up that the files were gone. (via Facebook)
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Last edited by Software Bug; 09-21-2011 at 12:30 PM..
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  #29  
09-22-2011, 12:19 AM
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Yay! You are a legend among members.
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09-22-2011, 01:27 AM
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TIM! Your back!

I'm loving the images *Right-click, Save image as.*
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