Oddworld Forums > Zulag One > Oddworld Discussion


 
Thread Tools
 
  #151  
06-11-2013, 07:17 PM
Phylum's Avatar
Phylum
No Artificial Colours
 
: Sep 2008
: Rock bottom
: 4,911
Blog Entries: 94
Rep Power: 22
Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)

Also, he was employee of the year.
Reply With Quote
  #152  
06-11-2013, 08:04 PM
Varrok's Avatar
Varrok
Wolvark Grenadier
 
: Jun 2009
: Beartopia
: 7,301
Blog Entries: 52
Rep Power: 24
Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)

I imagine it's not a big accomplishment considering that all of the other mudokon employees do nothing more than just scrubing floors under their feet
Reply With Quote
  #153  
06-12-2013, 12:19 AM
AlexFili's Avatar
AlexFili
Wolvark Shooter
 
: Feb 2009
: NorthWest of England
: 3,127
Blog Entries: 78
Rep Power: 18
AlexFili  (1280)AlexFili  (1280)AlexFili  (1280)AlexFili  (1280)AlexFili  (1280)AlexFili  (1280)AlexFili  (1280)AlexFili  (1280)AlexFili  (1280)

Oddworld on the Wii U... Yes!
__________________

[B]
I stream games and art now!
http://twitch.tv/ZephyrFloofyDerg
floofyderg.live

Reply With Quote
  #154  
06-12-2013, 12:59 AM
Xavier's Avatar
Xavier
Oddworld Administrator
The Oddworld Archivist
 
: Jul 2001
: Belgium
: 17,592
Blog Entries: 8
Rep Power: 36
Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)

:
Also, I don't like how the mud at the end says Abe's name when he was greeted. This is something that's been bugging me since MO. The natives in MO I can understand greeting Abe by name because by then word about him has probably gotten out, but the scrubs have probably never heard of him, and in NNT he's just starting his journey so how does anyone know him by name what the heck
:
There are 99 mudokon workers in Rupturefarms. The rest is operated by machines or sligs. Considering Abe has worked with the others since infancy and never went anywhere else, he'd probably know everyone.
:
Also, he was employee of the year.
Yes I was just about to point out that "employee of the year" bit.

Remember in the original AO vision each mud is sleeping in a tiny ball equipped with a television set.


This television set is there with the sole purpose to indoctrinate the muds and convince them they are actually living a pretty decent life. Part of the program is without doubt the employee of the year initiative. So it wouldn't surprise me that Abe's face flashed like a thousand times on those screens, showing the other muds that their work is recognised and appreciated. This would explain why every mud knows about Abe.

Reply With Quote
  #155  
06-12-2013, 03:23 AM
Nepsotic's Avatar
Nepsotic
8===========D~
 
: Aug 2011
: 5,425
Blog Entries: 91
Rep Power: 18
Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)

Shit, I'm surprised nobody pointed out how awful Abe looks in that small Wii cutscene. That's terrible. Placeholder, right?
__________________
:
all Meechmunchie did by trying to troll me was distract from the fact you all have no regard for Hetro or their rights at all, none.
- EVP_Glukkon/Oxide

Reply With Quote
  #156  
06-12-2013, 03:26 AM
Hulaabeo's Avatar
Hulaabeo
Grubb Fisherman
 
: Jul 2007
: Ontario, Canada.
: 997
Blog Entries: 1
Rep Power: 17
Hulaabeo  (225)Hulaabeo  (225)Hulaabeo  (225)

:
Shit, I'm surprised nobody pointed out how awful Abe looks in that small Wii cutscene. That's terrible. Placeholder, right?
He has a mustache, yes.
__________________
Munch's Oddysee wasn't a bad game.

Reply With Quote
  #157  
06-12-2013, 03:34 AM
Nepsotic's Avatar
Nepsotic
8===========D~
 
: Aug 2011
: 5,425
Blog Entries: 91
Rep Power: 18
Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)

It's not just that, the whole thing looks off.
__________________
:
all Meechmunchie did by trying to troll me was distract from the fact you all have no regard for Hetro or their rights at all, none.
- EVP_Glukkon/Oxide

Reply With Quote
  #158  
06-12-2013, 04:00 AM
STM's Avatar
STM
Anarcho-Apiarist
 
: Jun 2008
: Your mother
: 9,859
Blog Entries: 158
Rep Power: 26
STM  (6435)STM  (6435)STM  (6435)STM  (6435)STM  (6435)STM  (6435)STM  (6435)STM  (6435)STM  (6435)STM  (6435)STM  (6435)

You look off. Hah!

I always wondered how the mudokons actually got into those balls.
__________________
:
Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

Reply With Quote
  #159  
06-12-2013, 04:01 AM
Xavier's Avatar
Xavier
Oddworld Administrator
The Oddworld Archivist
 
: Jul 2001
: Belgium
: 17,592
Blog Entries: 8
Rep Power: 36
Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)Xavier  (3581)

What do you mean vepzotic? I was actually pleased by the quality of it, I did not expected it to be this pretty.

Reply With Quote
  #160  
06-12-2013, 04:13 AM
Crashpunk's Avatar
Crashpunk
cun't spill
 
: Feb 2008
: Nottingham, UK
: 7,291
Blog Entries: 47
Rep Power: 24
Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)

:
It's not just that, the whole thing looks off.
I think your expectations are far too high for you to be ever happy with New 'N' Tasty.

You also have to remember that it's an indie game, not a giant triple A title with hundreds of people working on it.
__________________

Twitter | Discord: Crashpunk#0025

Reply With Quote
  #161  
06-12-2013, 04:23 AM
Jbot123's Avatar
Jbot123
Spark Stunk
 
: Dec 2012
: In Cloud Cuckooland
: 388
Blog Entries: 15
Rep Power: 12
Jbot123  (297)Jbot123  (297)Jbot123  (297)

:
I always wondered how the mudokons actually got into those balls.
The balls are hanging from wires, so maybe the move on a cable to where it would be safe to get in one. Like a docking bay or something.
__________________
...?

Reply With Quote
  #162  
06-12-2013, 04:34 AM
Bullet Magnet's Avatar
Bullet Magnet
Bayesian Empirimancer
 
: Apr 2006
: Greatish Britain
: 7,724
Blog Entries: 130
Rep Power: 29
Bullet Magnet  (8784)Bullet Magnet  (8784)Bullet Magnet  (8784)Bullet Magnet  (8784)Bullet Magnet  (8784)Bullet Magnet  (8784)Bullet Magnet  (8784)Bullet Magnet  (8784)Bullet Magnet  (8784)Bullet Magnet  (8784)Bullet Magnet  (8784)

Or lower to the ground to let them in and out, but raise high in the air to keep them in.
__________________
| (โ€ข ◡โ€ข)|  (❍ᴥ❍ʋ)

Reply With Quote
  #163  
06-12-2013, 04:39 AM
Nate's Avatar
Nate
Oddworld Administrator
Rainbow of Flavour
 
: Apr 2002
: Seattle (woo!)
: 16,311
Blog Entries: 176
Rep Power: 41
Nate  (13497)Nate  (13497)Nate  (13497)Nate  (13497)Nate  (13497)Nate  (13497)Nate  (13497)Nate  (13497)Nate  (13497)Nate  (13497)Nate  (13497)

:
Or lower to the ground to let them in and out, but raise high in the air to keep them in.
This was pretty much what I had assumed.
__________________
:
Spending as long as I do here, it's easy to forget that Oddworld has actual fans.

Reply With Quote
  #164  
06-12-2013, 04:45 AM
Crashpunk's Avatar
Crashpunk
cun't spill
 
: Feb 2008
: Nottingham, UK
: 7,291
Blog Entries: 47
Rep Power: 24
Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)Crashpunk  (5534)

Or Flying Sligs carried them there.

It was hard work but it was worth it.
__________________

Twitter | Discord: Crashpunk#0025

Reply With Quote
  #165  
06-12-2013, 05:03 AM
STM's Avatar
STM
Anarcho-Apiarist
 
: Jun 2008
: Your mother
: 9,859
Blog Entries: 158
Rep Power: 26
STM  (6435)STM  (6435)STM  (6435)STM  (6435)STM  (6435)STM  (6435)STM  (6435)STM  (6435)STM  (6435)STM  (6435)STM  (6435)

...need to spread some rep around.
__________________
:
Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

Reply With Quote
  #166  
06-12-2013, 05:38 AM
Wil's Avatar
Wil
Oddworld Administrator
Oddworld Inhabitant
 
: Apr 2001
: UK
: 13,534
Blog Entries: 39
Rep Power: 39
Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)

Well this has been an interesting thread to read, and one I haven't had a clear idea of how to approach. Let me see what specific and general things I can reply to.

First of all, that screenshot in OXM was taken without any lighting except the single light used to build the level. As you can see from the E3 screens and video, the lighting makes it seem much closer to the original. A number of times I've glimpsed the artists' screens in the corner of my eye and had to double take to see if they were looking at their own work or had brought up the original screen for reference.

Lighting is going to be a massive undertaking. Oddworld has always had a surprisingly specific lighting style, and our environment artists have talked long and hard with Lorne about how to replicate it. But you have to remember that we can't just airbrush in some shadow or highlight wherever we want. We aren't playing with paintings, we're creating 3D spaces, and the lighting has to make sense in that context.

:
A lot of those things are still place holders I Would have thought. So bearing that in mind, I think I just wet myself a bit from excitement.
:
Shit, I'm surprised nobody pointed out how awful Abe looks in that small Wii cutscene. That's terrible. Placeholder, right?
We're beyond the stage of having placeholders, but this is still alpha, so of course not everything is final. But the character models that have been done are final. What about Abe looks wrong to you, Nepsotic?

:
Do the scrabs seem smaller than they used to to anyone else?
:
Elum looks pretty tiny, too.
They're the correct size. They probably look different because now there's perspective, whereas before everything was perfectly side-on and represented as being equally distant from the camera at all times.

:
The areas lack a certain uniqueness to them that they had in the original too, somehow...
A lot more uniqueness is going into different areas in New 'n' Tasty, compared with the large amounts of cut-and-paste art that went into the original screens.

:
Oh, and why does that slig explode in the lightning barrier o3o
Heh, we spotted that. Just a little mistake of the wrong death event. It's a simple fix, and it's probably already been done.

:
I also think that the falling meat doesn't look like it's falling quite right.
It's funny how slow things fall in engine when they're obeying all the same laws of physics as they would in reality. The falling meat has a number of simple numbers to describe its initial speed at spawn, mass, speed of rotation. It's a simple matter to play around with them until they seem right, but as others have said, sound plays a huge part in conveying their plausible physicality.

:
The only thing I really noticed was the bird portal effect that Glitch told me in person was a placeholder.

I think any point before something so glaringly pre-alpha has been replaced is too early to make judgements.
The placeholder effect we used in the Eurogamer footage has been replaced by this one.

:
Also, I don't like how the mud at the end says Abe's name when he was greeted. This is something that's been bugging me since MO. The natives in MO I can understand greeting Abe by name because by then word about him has probably gotten out, but the scrubs have probably never heard of him, and in NNT he's just starting his journey so how does anyone know him by name what the heck
But you don't even comment on the Native scrubbing the floor.

:
The slig looks like a weakling, and just not scary (would lowering its underbelly/underhead make it look bulkier and more menacing?).
Sligs aren't bulky, they're scrawny.

:
I always wondered how the mudokons actually got into those balls.
They raise and lower. They're lowered to the ground to let Muds in and out, then suspended in the tower overnight. As Employee of the Year, Abe's cell gets suspended higher than anyone else's.
__________________

Reply With Quote
  #167  
06-12-2013, 06:49 AM
Varrok's Avatar
Varrok
Wolvark Grenadier
 
: Jun 2009
: Beartopia
: 7,301
Blog Entries: 52
Rep Power: 24
Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)

:
Shit, I'm surprised nobody pointed out how awful Abe looks in that small Wii cutscene. That's terrible. Placeholder, right?
:
We're beyond the stage of having placeholders, but this is still alpha, so of course not everything is final. But the character models that have been done are final. What about Abe looks wrong to you, Nepsotic?
I agree with Nepsotic. You can't honestly say that this:


looks exactly like this:



Okay, in case you don't see that much of a difference (which I find quite strange), I'm talking about his face, specifically his eye areas.

:
Lighting is going to be a massive undertaking. Oddworld has always had a surprisingly specific lighting style, and our environment artists have talked long and hard with Lorne about how to replicate it. But you have to remember that we can't just airbrush in some shadow or highlight wherever we want. We aren't playing with paintings, we're creating 3D spaces, and the lighting has to make sense in that context.
I really hope you'll work it out, because lights and shadows are incredibly important to keep the atmosphere of Oddworld, and the current lightning is... well, sorry to say that, but not good enough in my opinion.

Also, why did you make that cutscene animation so overly cartoonish, JAW? I know it wasn't very realistic to begin with, but... darn... It was a serious moment of the intro, and it just killed it. You might as well add this:





... you promised, JAW.

Last edited by Varrok; 06-12-2013 at 07:11 AM..
Reply With Quote
  #168  
06-12-2013, 07:31 AM
Nepsotic's Avatar
Nepsotic
8===========D~
 
: Aug 2011
: 5,425
Blog Entries: 91
Rep Power: 18
Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)Nepsotic  (3941)

Alright, I was being too harsh. It doesn't look awful, but there is something off about the face. Like Varrok said, I'm relatively sure it's the eyes.
I don't want to shit on JAW's hard work, because it's not bad, but is there no way to import the models from the original FMVs?
Thinking about it, that might be a bad idea.
__________________
:
all Meechmunchie did by trying to troll me was distract from the fact you all have no regard for Hetro or their rights at all, none.
- EVP_Glukkon/Oxide


Last edited by Nepsotic; 06-12-2013 at 07:35 AM..
Reply With Quote
  #169  
06-12-2013, 07:34 AM
Varrok's Avatar
Varrok
Wolvark Grenadier
 
: Jun 2009
: Beartopia
: 7,301
Blog Entries: 52
Rep Power: 24
Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)

It's not a horrible model. It's just the face that looks bad. Everything else is fine.
Reply With Quote
  #170  
06-12-2013, 07:52 AM
Slog Bait's Avatar
Slog Bait
Outlaw Sniper
 
: Dec 2008
: Middle of a desert
: 1,669
Blog Entries: 33
Rep Power: 18
Slog Bait  (2520)Slog Bait  (2520)Slog Bait  (2520)Slog Bait  (2520)Slog Bait  (2520)Slog Bait  (2520)Slog Bait  (2520)Slog Bait  (2520)Slog Bait  (2520)Slog Bait  (2520)Slog Bait  (2520)

:
But you don't even comment on the Native scrubbing the floor.

D'oh my bad

Wait why is it scrubbing the floor of a desert I'm so confused

Reply With Quote
  #171  
06-12-2013, 07:55 AM
OANST's Avatar
OANST
Necrum Burial Grounds Moderator
Our worst member ever
 
: Jun 2003
: Them dark fucking woods
: 12,320
Blog Entries: 134
Rep Power: 39
OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)

Were you guys expecting the same kind of budget for CG cutscenes that the original games had?
__________________


My bowels hurt.

Reply With Quote
  #172  
06-12-2013, 07:59 AM
Varrok's Avatar
Varrok
Wolvark Grenadier
 
: Jun 2009
: Beartopia
: 7,301
Blog Entries: 52
Rep Power: 24
Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)

:
Were you guys expecting the same kind of budget for CG cutscenes that the original games had?
It's not nearly as expensive now as it was in 1997.
Reply With Quote
  #173  
06-12-2013, 08:03 AM
DarkHoodness's Avatar
DarkHoodness
Page 7, Post 199
 
: Apr 2001
: In a box.
: 3,438
Blog Entries: 53
Rep Power: 27
DarkHoodness  (2104)DarkHoodness  (2104)DarkHoodness  (2104)DarkHoodness  (2104)DarkHoodness  (2104)DarkHoodness  (2104)DarkHoodness  (2104)DarkHoodness  (2104)DarkHoodness  (2104)DarkHoodness  (2104)DarkHoodness  (2104)

:
Also, why did you make that cutscene animation so overly cartoonish, JAW? I know it wasn't very realistic to begin with, but... darn... It was a serious moment of the intro, and it just killed it.
That post made me laugh a lot. Although you may have a point with the face (except I think it doesn't look bad, it's just different from the original, which is why it's probably jarring to some), I want to point out:
You're getting that impression from a couple of seconds of low quality footage, without its soundtrack and context? Comparing it to the original FMV, his movements are just as goofy.
__________________


Last edited by DarkHoodness; 06-12-2013 at 08:05 AM..
Reply With Quote
  #174  
06-12-2013, 08:18 AM
Varrok's Avatar
Varrok
Wolvark Grenadier
 
: Jun 2009
: Beartopia
: 7,301
Blog Entries: 52
Rep Power: 24
Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)

Nah, I wouldn't say that original animation is just as goofy. This one from Wii U trailer/teaser is much goofier. The original is goofy *a bit*. Like, a perfect balance between goofy and climatic.
Reply With Quote
  #175  
06-12-2013, 09:28 AM
MeechMunchie's Avatar
MeechMunchie
Sgt. Sideburns
 
: Mar 2009
: :noiƚɒɔo⅃
: 9,743
Blog Entries: 83
Rep Power: 31
MeechMunchie  (14320)MeechMunchie  (14320)MeechMunchie  (14320)MeechMunchie  (14320)MeechMunchie  (14320)MeechMunchie  (14320)MeechMunchie  (14320)MeechMunchie  (14320)MeechMunchie  (14320)MeechMunchie  (14320)MeechMunchie  (14320)

I agree with the points about his face. He should look a little more haggard and wrinkly, like the aging janitor at a factory or something. But at the end of the day, it is a minor complaint and probably not worth it in terms of hours:impact.

:
The placeholder effect we used in the Eurogamer footage has been replaced by this one.
Oh. Well, as a central game mechanic, this is more of a sticking point. They're sparkly and blue, which I feel is entirely too fairytale. Admittedly Abe's chant motes are blue, so you might be trying to go for a visual connection there, but the firey look fits much better with Oddworld's primal/grimy aesthetic. On a more conceptual note, the blue might give the impression of calm and safety, but the fire gives the impression of rebellion and defiant freedom, with a certain "tribal" quality. There are advantages to both, but I'd prefer to go with the latter.

The spiralling plughole animation is a bit less dramatic than the old crash-and-split ring of torches (in 2D we could only see the top and bottom ones, but I always assumed it was a ring), but I might just be getting too sentimental about the original. But then, I can't see any particular reason why the new one would be "better". If it ain't broke... as they say.

Also, I haven't seen the entire opening animation, but it would be nice if one or two of the birds could just be pecking at the floor while idle. Even if they are sentient manifestations of the Mudokon spirit, it always seemed odd that they'd spend all day and night flying in a perfect circle just in case the saviour of the Mudokons arrived at that moment. Even angels sit back and tune their lyres occasionally.

I see you haven't made it so you can glimpse the Monsaic Sanctum through it, but I could take or leave that (though, again, I would prefer it was put in).


Last edited by MeechMunchie; 06-12-2013 at 10:16 AM..
Reply With Quote
  #176  
06-12-2013, 09:45 AM
OANST's Avatar
OANST
Necrum Burial Grounds Moderator
Our worst member ever
 
: Jun 2003
: Them dark fucking woods
: 12,320
Blog Entries: 134
Rep Power: 39
OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)OANST  (16390)

:
It's not nearly as expensive now as it was in 1997.
Of that quality? Yeah....it's pretty expensive.
__________________


My bowels hurt.

Reply With Quote
  #177  
06-12-2013, 10:52 AM
Scrabaniac's Avatar
Scrabaniac
Clakker Relic Miner
 
: Aug 2009
: Somewhere in the UK
: 838
Blog Entries: 18
Rep Power: 15
Scrabaniac  (376)Scrabaniac  (376)Scrabaniac  (376)Scrabaniac  (376)

I like how they have adapted the Bells in the temple, it makes more sense having a rock hanging on a rope than a floating metal ball, the shape also makes it look more mystical
__________________
[Type your signature here]

Reply With Quote
  #178  
06-12-2013, 10:57 AM
seriouslyoddfan's Avatar
seriouslyoddfan
Stunk
 
: May 2003
: Earth
: 41
Rep Power: 0
seriouslyoddfan  (65)

:
It's funny how slow things fall in engine when they're obeying all the same laws of physics as they would in reality. The falling meat has a number of simple numbers to describe its initial speed at spawn, mass, speed of rotation. It's a simple matter to play around with them until they seem right, but as others have said, sound plays a huge part in conveying their plausible physicality.
Hey Wil, I just had a quick comment regarding reality. Are you guys attempting to replicate the experience of gravity on Oddworld?

On Earth we know that objects accelerate at about 9.8 [m/s^2] (near the surface).

Perhaps someone has done the math already for Oddworld?

We know that Oddworld's surface area is ten times that of Earth: A_odd = 10*A_earth; R_odd = sqrt(10)*R_earth; R_earth = 6378100 [m]

As assumption we can take the density of Oddworld to be the same as Earth's: rho_earth = rho_odd = 5515 [kg/m^3]

Volume of Oddworld: V_odd = (4/3)*pi*(R_odd)^3 = 3.4369E22 [m^3]

Mass of Oddworld: M_odd = rho * V_odd = 1.8954E26 [kg]

G = 6.6738E-11 [m^3]/[kg * s^2] (yes, I'm assuming the Oddverse has a "universal gravitational constant" equivalent to our universe)

Finally, surface gravity of oddworld: g_odd = (G * M_odd)/(R_odd)^2 = 31 [m/s^2]


That's about three times the surface gravity of Earth!


Not expecting you guys to act on this...just food for thought.


SOF

Last edited by seriouslyoddfan; 06-12-2013 at 11:01 AM.. : units
Reply With Quote
  #179  
06-12-2013, 10:58 AM
Varrok's Avatar
Varrok
Wolvark Grenadier
 
: Jun 2009
: Beartopia
: 7,301
Blog Entries: 52
Rep Power: 24
Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)Varrok  (7896)

Somehow, I see an analogy to Abe's Oddysee to NnT transition here (Abe's face)

Last edited by Varrok; 06-12-2013 at 11:02 AM..
Reply With Quote
  #180  
06-12-2013, 12:21 PM
Wil's Avatar
Wil
Oddworld Administrator
Oddworld Inhabitant
 
: Apr 2001
: UK
: 13,534
Blog Entries: 39
Rep Power: 39
Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)Wil  (9443)

:
Alright, I was being too harsh. It doesn't look awful, but there is something off about the face. Like Varrok said, I'm relatively sure it's the eyes.
I don't want to shit on JAW's hard work, because it's not bad, but is there no way to import the models from the original FMVs?
Thinking about it, that might be a bad idea.
Well the original models are NURBs, and there's no way they're going to run in realtime. But the current models use the NURBs as reference, and they're pretty spot on. Last thing I did at work today was composite a picture of the two side by side. All the sizes and proportions and shapes are the same. Really. You can overlay them and fade between them and the lines stay in the same place.

There are three tiny differences. First, his eyelids are deeper. That's the only way I can describe it. You'll see what I mean when I post the comparison. Second, his mouth is a bit more downturned at the edges. Third, his stitches are a tad bigger, closer together and higher up. That's it. Only noticeable when you put them side by side. Not like Munch's Oddysee, where Abe is outrageously off-model. Miniscule differences.

I think two things are happening here. First, you're comparing very different images. The old ones and the new ones you're looking at next to each other have Abe in different poses, at different angles, under different lights. The pictures have different levels of brightness and contrast. And the old promotional pictures are just plain Photoshopped.

Second of all, and I have no tactful way of putting this, you're expecting an unreasonable level of similarity. It's diminishing returns for us to go delving for pixel-perfect reconstructions, especially since game design and computer graphics and the Oddworld style have all evolved so much since 1997. These cartoonish designs you're upset about are the originals, designed for tiny screens and limited colour palettes. And then you launch in unanimous criticism when a wrinkle is slightly to the left.

:
D'oh my bad

Wait why is it scrubbing the floor of a desert I'm so confused
Heh, someone must have left the wrong flag checked, giving him Scrub behaviour. Or maybe it's just inevitable since Natives don't react to farts in that way.

:
If it ain't broke... as they say.
Would you consider the current portal effect broken?

:
As assumption we can take the density of Oddworld to be the same as Earth's: rho_earth = rho_odd = 5515 [kg/m^3]
Well that's a bit of a problem, because as you identify, gravity and radius are both bigger. That means the planet's centre is going to be much denser. Unless you're suggesting Oddworld is filled with massive hollow seams, in which case you'd be right... but I would think they're not big enough to make that much of a difference in the end.

I admire your application of Earth-universe physics to fictional universes, don't get me wrong. But it's always worth remembering that Oddworld doesn't sit in the same universe. The laws governing it are different. And conveniently so!

More importantly, it's worth noting that Lorne has backed away from this "ten-times-the-size" concept. He first hinted at that to fans in Nate's most recent interview with him, but made it a bit more clear when he spoke with Katzenjammer Records.
__________________

Reply With Quote


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 








 
 
- Oddworld Forums - -