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Author Topic: FA Development - The Construct  (Read 23297 times)

Offline Revalis

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Re: FA Development - The Construct
« Reply #15 on: June 01, 2013, 10:31:54 am »
Quote from: "Tbone"
http://www.reddit.com/r/oculus/comments/1fg584/iama_3d_modeler_and_texture_artist_looking_to_get/

I'm not sure if he's looking for paid gigs or just doing it as a hobby since he loves VR. Might be worth contacting, though.


Reached out.. I'll see if he PMs me back.
Should this maybe prompt a conversation on new recruiting methods? :P

EDIT: He's already reached out via PM, so I put together a briefing on the guild and the project and sent to him. I also gave him the forum link and teamspeak address in case he wanted to chat about it. Not sure what he'd pick for a username, but it may be Jon or JMCDesign.

Offline Tbone

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Re: FA Development - The Construct
« Reply #16 on: June 01, 2013, 01:52:03 pm »
He probably can't see this thread. I'll have to give him permissions. Can you have a Rift version by Monday or Tuesday? Heading back one of those days.

Offline Ghisteslwchlohm

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Re: FA Development - The Construct
« Reply #17 on: June 01, 2013, 03:14:34 pm »
I vote yes.

Offline Revalis

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Re: FA Development - The Construct
« Reply #18 on: June 03, 2013, 08:32:59 am »
Quick update to break out the programs into better description. Also added a tease for the 3rd level I've been working on.. can't remember if it was Ana's idea or Manic's, but it was one of them who had the idea.

And running into one side will make you come out of the other. :P

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Re: FA Development - The Construct
« Reply #19 on: June 03, 2013, 11:49:31 pm »
http://www.mfireview.com/Michael/FA/Construct/OVRTest.PNG

Made quite a few changes, including the ability to create multiple server sessions. By default, use the 'c' key to bring up the camera menu. The menu will probably look broken on the oculus for now, because Unity GUI doesn't work for a dual camera setup.

hopefully it will track with the oculus, but i can't really tell from debug testing. It /looks/ like it works. :P

Guess we'll see what happens when you connect it?

Latest version is in the TOR -> Game General channel. (v0.2.44)

Offline Tbone

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Re: FA Development - The Construct
« Reply #20 on: June 04, 2013, 10:42:29 am »
There's no way to spawn items and levels, even in the other camera inputs. Because the room is just white, in the Oculus I won't even be able to tell if it is working or not if I can't spawn anything or go to one of the other levels.

Offline Ghisteslwchlohm

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Re: FA Development - The Construct
« Reply #21 on: June 04, 2013, 01:12:53 pm »
Maybe it should default start with one chair, or a chair and a tv. That way you can keep some perspective?

Offline Strod

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Re: FA Development - The Construct
« Reply #22 on: June 04, 2013, 01:24:21 pm »
I would assume, that scene from right out of the matrix would be how it loaded up. The Two red chairs and the Tv.


Furious since 2006.

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Re: FA Development - The Construct
« Reply #23 on: June 04, 2013, 01:43:16 pm »
Oops, I should have noted that I changed how that works..

The 'C' key changes camera modes
The 'V' key brings up Operator Controls.

Also note that if you load the Subway Station, it's missing parts of the roof and walls.. it's not nearly finished yet. And like the other levels, no textures.

Offline Tbone

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Re: FA Development - The Construct
« Reply #24 on: June 04, 2013, 03:11:38 pm »
Is there a way to choose options while in the Rift? Right now that camera angle seems to have no cursor. Can it be done with head tracking once I'm inside?

The stereoscopic also doesn't appear to have the Rift warping. That might change once a Rift is plugged in - I guess we'll see tonight!

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Re: FA Development - The Construct
« Reply #25 on: June 04, 2013, 04:49:57 pm »
No idea, honestly. I did everything the documentation said to do. The GUI will probably make you go cross-eyed, because it's not meant to work with the Rift. There haven't been any 'good' solutions to UI with the Rift/Unity integration yet. There's a menu provided with the Rift Camera setup for unity that has a menu for calibration. (I think it opens by default with the Z key) -- I may try to reverse engineer that to use for in-game gui.

Be prepared for it to be a rough experience.. I'm doing this somewhat blind. :P

Offline Ghisteslwchlohm

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Re: FA Development - The Construct
« Reply #26 on: June 04, 2013, 08:52:42 pm »
This is why we need an FA Rift Dev kit!

Offline Tbone

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Re: FA Development - The Construct
« Reply #27 on: July 10, 2013, 02:35:08 pm »

Offline Mharz

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Re: FA Development - The Construct
« Reply #28 on: July 10, 2013, 04:00:28 pm »
Quote from: "Tbone"
And how is this coming along? The demand is high!

http://www.reddit.com/r/oculus/comments/1hz83g/3d_launcher_for_rift_demosgames/


Sounds like people would be drawn into the construct from the conversation you've got going.

Rev if you need help with testing and other goodies let me know.

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Re: FA Development - The Construct
« Reply #29 on: July 10, 2013, 05:49:48 pm »
I've been in and out of the hospital the last 2 weeks, so, unfortunately, not very productive. :/
I'm home now.. still not feeling 100% but trying to get motivated to do stuff again.

 

 

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