The Furious Angels

FA Discussion => VR Gaming => Topic started by: Revalis on May 31, 2013, 03:24:46 pm

Title: FA Development - The Construct
Post by: Revalis on May 31, 2013, 03:24:46 pm
Going to start tracking Development Progress in this thread. Feel free to interject comments/suggestions/questions at any time; or lurk in style.

(http://www.mfireview.com/Michael/FA/Construct/1-Login.png)

What is this thing?
This - is the Construct.  It's our 'Loading Program'. We can load anything from clothing to equipment, weapons, training simulations -- anything we need.
(http://www.mfireview.com/Michael/FA/Construct/2-LobbyWhiteRoom.png)

How does it work?
As of right now, the Construct relies on a user that is defined as a Server. When a user with the access level of a server logs into the system, s/he will automatically generate a game server and begin hosting it on a private port (based on Unity Networking and session hosting).

When a game is being hosted, other users of all access levels will then be able to log in and join the Construct in whatever Program is currently loaded.

To begin, however, you will first need to have a character.
(http://www.mfireview.com/Michael/FA/Construct/3-LoginHelp.png) The Login System at the launch of the game is not the standard 'enter username and password' like in most games. I've built it to resemble a terminal screen, so you must actually log into the Matrix old-school-style. In order to register, you will need an access code to authenticate with the system.

The access code is the same as the one required in an early phase of the SWTOR Challenge. ;)

Once you've completed registration, a character will be auto-generated based on default settings.
(http://www.mfireview.com/Michael/FA/Construct/4-RegisterSuccess.png)

This empty shell is your Residual Self Image. (http://www.mfireview.com/Michael/FA/Construct/5-DefaultRSI.png)

Things are a little confusing at this point; mostly because I haven't generated the number of assets that would be necessary to create a fitting Character Customization system. That said, it is one of my next intentions. I have most of the back-end in place for customization, so it will probably be next on the list after Rift integration.

BUT I can still do some minor customizations, manually, until this system is in place. I have a few test textures I generated (which I'll provide at the end) that can be extended if anyone wants their own custom textures.

Moving on from here, I have systems in place to pretty much handle implementation for doing whatever we want.

Like the 'Server' Access Level, there is also a secondary Access Level that will flag a user as an 'Operator' -- currently, that has been my toy for dropping surprises on people. Operators have an extended GUI that allows them to Spawn Objects or Load Programs.

Outside of Access Levels, there are also RSI (or Character) Levels. These are kept separate from server-controlling-abilities. For the time being, Level determines access to the accessories worn by the character: Hat, Coat, and Shades.  This will likely be altered when Character Customization is put in place.

However, it also is the control for access to physical abilities.
Like Hyper Jump.


Programs
Programs are the levels inside the Construct. At the moment, only one program can be loaded at any time. When a new program is loaded, all players currently in the Construct will be loaded into the new program; subsequent logins into the Construct will be spawned in the active program.

Currently, there are three programs in development:
1) The White Room - This is the initial loading program of the Construct. Not much happens here, but it's an easy place to test spawning of items, animations, abilities, etc.

2) The Jump Program - This is the testing ground for the Hyper Jump ability. It's a bit confusing and needs some love, but for testing purposes, it does the job.
(http://www.mfireview.com/Michael/FA/Construct/6-JumpProgram.png)


3) Mobil Ave - Not quite complete/integrated into the game yet, but it will be a third playground area. If I eventually break the server out into multiple program loads, I may have this be the initial loading zone for non-FA 'guests' to the server (if we decide to allow that as well).
(http://www.mfireview.com/Michael/FA/Construct/6.1-SubwayProgram.png)


Camera Modes
So, ultimately, the goal is to have this be an Oculus Rift experience. So, I'm working towards that goal in stages. Currently, the primary method of control is via a 3rd Person Perspective. This camera can always be activated using the '[' key.

I've also implemented a rough First Person camera mode which can be activated by using the ']' key. Currently, though, it is disconnected from the player; and so looking around (with the mouse) will not turn the player at his base.


Development
So, that's about it for functionality.

On the development side of the Construct, there is a lot- A LOT- of stuff that could be done to improve what we have and can ultimately deliver.

If anyone would like to lend a hand in any way, it would definitely be  appreciated. More than anything, "Asset Development" is going to be the area in which I need the most help.


Models, Rigging, Animation
I am using 3DS Max 2014 to build all of the models for the game. If anyone out there has experience in 3d modeling and access to software, I can either give .max files or export it to some digestible format. Controls in red handle IK, controls in blue handle FK. ONLY the controls are animated and animations are baked into the mesh at export (FBX) for Unity.
(http://www.mfireview.com/Michael/FA/Construct/7-PlayerRig.png)

Animations are extracted in Unity and split from Takes using the Mecanim System. I've built a Character Controller that handles calling the animations as well as syncing them over Multiplayer.
(http://www.mfireview.com/Michael/FA/Construct/8-MecanimTree.png)


Materials and Textures
I've spent the majority of my time on the previous section; to the point of draining what little care I have for this part entirely. :P  I do enjoy modeling, despite being mediocre at it, but I suck at texturing.

For what it's worth, I've already done the time consuming part of unwrapping all of the models that I've created and slapped together a PSD Template file for creating textures. Feel free to grab it and texture til your heart's content. Send or Post what you create and I'll add them into future build updates.

PSD Template File (http://www.mfireview.com/Michael/FA/Construct/Textures.psd)
Title: Re: FA Development - The Construct
Post by: Revalis on May 31, 2013, 03:25:13 pm
Reserving
Title: Re: FA Development - The Construct
Post by: Manic Velocity on May 31, 2013, 03:41:27 pm
(http://i.imgur.com/Wi0f5Dz.gif)
Title: Re: FA Development - The Construct
Post by: Erathaol on May 31, 2013, 04:45:51 pm
Quote from: "ManicVelocity"
(http://I.imgur.com/Wi0f5Dz.gif)


(http://cdn.memegenerator.net/instances/400x/37046468.jpg)
Title: Re: FA Development - The Construct
Post by: Strod on May 31, 2013, 05:00:14 pm
Looking great Rev, thank you for this.
Title: Re: FA Development - The Construct
Post by: Anamodiel on May 31, 2013, 05:29:10 pm
There needs to be a rotating galaxy.
Title: Re: FA Development - The Construct
Post by: Lithium on May 31, 2013, 05:50:15 pm
What language or framework is used that pulls all the 3d models together to build the 'gameplay' part? C or C++ probably?
Title: Re: FA Development - The Construct
Post by: Revalis on May 31, 2013, 06:19:03 pm
Quote from: "Lithium"
What language or framework is used that pulls all the 3d models together to build the 'gameplay' part? C or C++ probably?


I'm using Javascript mostly; C# is the alternative. And everything is compiled by Unity.
 
http://docs.unity3d.com/Documentation/ScriptReference/index.html
Title: Re: FA Development - The Construct
Post by: Lithium on May 31, 2013, 06:28:31 pm
Ugh, JavaScript... I just haven't been able to jump on that bandwagon. I like C#. I'm actually surprised it compiles C# and not like Java or something.
Title: Re: FA Development - The Construct
Post by: Tbone on May 31, 2013, 06:41:01 pm
This is the greatest thing ever. You guys have no idea how awesome this could be in the Rift!

Some quick thoughts while at work...

UI - once loaded into the construct, it would be nice to have a floating UI of choices rather than a console that requires typing. As you can imagine, typing isn't easy in the Rift. People are doing a lot of work with floating UIs/menus in Unity. You could use your head to hover over choices.

External Programs - This is more of a long term goal, but it would be cool to launch a different game/program from the Constuct. So maybe the server or operator chooses a game, and everyone connected has that game launched at the same time. The Construct would auto close after the game launches. In this way the Construct would act as a sort of lobby where members could hang out and screw aroun in VR while waiting for everyone to arrive or while deciding what game to play. It would also keep the immersion if it is loaded directly from one VR world to the next, instead of going through the desktop. Something to think about!

I love love love the idea of FA having their own exclusive VR hangout space and it could be a major draw for people to join our community.
Title: Re: FA Development - The Construct
Post by: Revalis on May 31, 2013, 07:38:16 pm
Quote from: "Lithium"
Ugh, JavaScript... I just haven't been able to jump on that bandwagon. I like C#. I'm actually surprised it compiles C# and not like Java or something.


Yeah, I felt the same way at first, but it turns out Javascript is really simple. Or at least really really close to AS3, which is what I started learning on. So it's working out well for me. And C# is at least easy to read and convert to Javascript.

Quote from: "Tbone"
UI - once loaded into the construct, it would be nice to have a floating UI of choices rather than a console that requires typing.

You won't have to do any typing once you're logged in; save for chat, if we decide to implement that later on -- though assuming we're using TS in tandem, not sure it's necessary.  That said, though, I do want to spend some time on making sure the UI is right. At the moment, I haven't spent any time on skinning it or making special buttons; everything is stock.
From your experience with the Rift, though, tell me: Do you have no control over the mouse generally? Is where you look the reticle? Is it better to give you a toggle ability to switch in and out of a locked cursor point?

Quote from: "Tbone"
External Programs - This is more of a long term goal, but it would be cool to launch a different game/program from the Constuct.

Haha. Spoilers...
Already researched and have a preliminary function for this in place. At the moment, the downside is having to manually enter application location. It can't find applications for you. So I'm trying to think through a way of giving the user an easy, intuitive way of entering program information (ie, pathing).
Title: Re: FA Development - The Construct
Post by: Tbone on May 31, 2013, 08:22:21 pm
Quote from: "Revalis"

You won't have to do any typing once you're logged in; save for chat, if we decide to implement that later on -- though assuming we're using TS in tandem, not sure it's necessary.  That said, though, I do want to spend some time on making sure the UI is right. At the moment, I haven't spent any time on skinning it or making special buttons; everything is stock.
From your experience with the Rift, though, tell me: Do you have no control over the mouse generally? Is where you look the reticle? Is it better to give you a toggle ability to switch in and out of a locked cursor point?

Right now everyone is trying hard to find the best input devices. Most are in agreement that the mouse/keyboard isn't it. That being said, TF2 is a good example of a game experimenting with different controls. You do NOT want the mouse to control where you look, so the cursor is usually independent of head tracking. Some controls just have it locked in the center of the screen, so you aim where you look. Others let you use the mouse to move the cursor around where you are looking. One method is that if the cursor goes close to the edge, it moves where you look.

Ultimately you'll want something that is compatible with a controller, the Razer Hydra, and any other standard that comes along. These different input devices are going to become much more popular. I'll try to find some videos for you to look at when I have some time.  

Oh, and UI also needs to be closer to the center of the screen. Just like you can't make out details in your peripheral vision, you can't make out details in the edges of the Rift either.
Title: Re: FA Development - The Construct
Post by: Tecknik on May 31, 2013, 09:45:52 pm
Quote from: "Erathaol"
Quote from: "ManicVelocity"
(http://I.imgur.com/Wi0f5Dz.gif)


(http://cdn.memegenerator.net/instances/400x/37046468.jpg)

(http://i.imgflip.com/1rjbj.jpg)
Title: Re: FA Development - The Construct
Post by: Avzeke (Khr0n1k) on June 01, 2013, 12:23:55 am
Quote from: "Revalis"

Quote from: "Tbone"
External Programs - This is more of a long term goal, but it would be cool to launch a different game/program from the Constuct.

Haha. Spoilers...
Already researched and have a preliminary function for this in place. At the moment, the downside is having to manually enter application location. It can't find applications for you. So I'm trying to think through a way of giving the user an easy, intuitive way of entering program information (ie, pathing).


I know to launch steam games you can just use the url steam://run/<id>
https://developer.valvesoftware.com/wiki/Steam_browser_protocol

You could just have a list of steam games to pick from. Of course that doesn't help for non-steam games.
Title: Re: FA Development - The Construct
Post by: Tbone on June 01, 2013, 02:09:25 am
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.
Title: Re: FA Development - The Construct
Post by: Revalis 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.
Title: Re: FA Development - The Construct
Post by: Tbone 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.
Title: Re: FA Development - The Construct
Post by: Ghisteslwchlohm on June 01, 2013, 03:14:34 pm
I vote yes.
Title: Re: FA Development - The Construct
Post by: Revalis 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
Title: Re: FA Development - The Construct
Post by: Revalis 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)
Title: Re: FA Development - The Construct
Post by: Tbone 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.
Title: Re: FA Development - The Construct
Post by: Ghisteslwchlohm 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?
Title: Re: FA Development - The Construct
Post by: Strod 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.
Title: Re: FA Development - The Construct
Post by: Revalis 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.
Title: Re: FA Development - The Construct
Post by: Tbone 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!
Title: Re: FA Development - The Construct
Post by: Revalis 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
Title: Re: FA Development - The Construct
Post by: Ghisteslwchlohm on June 04, 2013, 08:52:42 pm
This is why we need an FA Rift Dev kit!
Title: Re: FA Development - The Construct
Post by: Tbone on July 10, 2013, 02:35:08 pm
And how is this coming along? The demand is high!

http://www.reddit.com/r/oculus/comments/1hz83g/3d_launcher_for_rift_demosgames/
Title: Re: FA Development - The Construct
Post by: Mharz 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.
Title: Re: FA Development - The Construct
Post by: Revalis 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.
Title: Re: FA Development - The Construct
Post by: Tbone on July 10, 2013, 11:41:53 pm
You mean being the original Architect of the REAL Matrix isn't motivation enough?? =p
Title: Re: FA Development - The Construct
Post by: Sared on July 11, 2013, 12:19:40 am
Aaaand today we discover that Tbone has an old man fetish. :P

But in all seriousness Rev, you know we've got your back, and will help however we can! I'll even dip into my porn archive and dig up my old 'donkyfun' folder for you if that'll help!
Title: Re: FA Development - The Construct
Post by: Manic Velocity on July 11, 2013, 08:08:26 am
Focus on recovery, Rev.  The matrix can wait.  :)
Title: Re: FA Development - The Construct
Post by: ZephixLeer (Zephic) on July 16, 2013, 10:46:09 am
So, I've been out for a while with a new job and new baby, but I'd love to get back into things with the guild and contribute in some way.

Any chance you'd be able to use models from blender 3d? I know I can export to 3dmax formats and doesnt most stuff use a standard format these days?

I took a stab at it several months ago but I had to put it aside due to work. I haven't done very much with animation yet, but i could assist by tossing together some models for someone else to animate. (Decorative, static type stuff would be easiest for me, I'm sure. I really loved character modeling though. Just never reached animation.)

\I also headed up a design project called brood for a while. Ended up dead as it was 100% on-line with very inexperienced folks, but it was fun while it lasted. I was learning to do 3d modeling in blender and writing up design documents. Also handeled "hiring" and organization for the team. Setup the website and got some concept art produced by a friend.

If any of my small bit of experience could help, I'm all for it and would love some additional experience.

Wouldnt be opposed to even just snapping some pictures for texture use, either. Have a decent camera and plenty of locations to snap urban or "country" textures.

If this would be no help, I'll gladly just play with the final product. haha :)
Title: Re: FA Development - The Construct
Post by: Revalis on July 16, 2013, 03:59:30 pm
Blender integrates just fine with Unity. You'll just need to export your final objects to FBX.
We actually need more texture work than modeling at the moment, but I'll drop anything you want to model into the world. :P  

Character models and clothing/equipment models are a bit more complicated due to rigging for the Mecanim animation system. I'm sure it's possible with Blender, but I'm not familiar enough with it to be able to help if you need it. And I have the entire animation rig built in 3DS 2014, which wouldn't export to any usable format for any other software. :/  

So basically, you'd need to start from scratch (or from my base mesh) and rebuild the entire rig.

But I'll take anything you want to contribute. :) If you spot me on TS, pop in and let's talk about it. If I'm there but unresponsive, I may be off playing with kids; but I tend to check in on the channel every so often to see if I'm ignoring anyone. :P
Title: Re: FA Development - The Construct
Post by: Tbone on July 16, 2013, 06:28:09 pm
I tried playing around texturing in Photoshop on the models. It was not ideal. The resolution seemed off and I had to convert the files. Basically FBX works in 3DS Max but not on anything else, so everything currently built has to be converted, put back together, and then saved and converted back. Autodesk installed a MILLION applications when I tried to install it before, so it really just turned me off to 3DS Max in general. Do I have to have 2014?
Title: Re: FA Development - The Construct
Post by: ZephixLeer (Zephic) on July 16, 2013, 06:59:13 pm
Rev,
Can you export the rigging as the fbx file? if not, what about dae? i think i'd possibly lose some orientation but i -think- it would get me started if i decided to do some clothing and such. I'm pretty new to the 3d modelling world though, so I don't have any experience going from app to app yet. I only know that what I've seen suggests that .dae and .fbx files are supposed to be kind of the "universal" accepted format for cross-platform workflows. Anyway, I'll try to catch you on TS sometime soon.
Title: Re: FA Development - The Construct
Post by: Revalis on July 16, 2013, 11:07:35 pm
No, the rig won't export in the fbx file format. All it carries is transformation data from the animations generated with the rig for the skeleton. The rig is based on wire parameters and maxscript that I've written; so it's definately not leaving 3ds. :P

The rig is just a helper for creating animations, though. Like.. I've built it so that certain pieces of helper geometry are in control of the skeleton itself; so using IK and FK, the skeleton is driven with the rig controllers. The skeleton then controls the mesh via skinning.. and fbx handles those recorded animation sets.

So, at best, I could give you the mesh and you could re-skin and re-rig. But it's a hell of a lot of work. At least, to do right.
Title: Re: FA Development - The Construct
Post by: Revalis on July 16, 2013, 11:18:46 pm
Quote from: "Tbone"
I tried playing around texturing in Photoshop on the models. It was not ideal. The resolution seemed off and I had to convert the files.
Which models and with what textures? Did you use the UV Template? Or did you try starting from scratch?
Note that all texture files you create need to be square and a power of 2 in size. Generally, I've been sticking to 512x512 for everything.

Quote from: "Tbone"
Basically FBX works in 3DS Max but not on anything else, so everything currently built has to be converted, put back together, and then saved and converted back.

You shouldn't be working with FBX files in Max. All of my source .max models are in the /FA_Construct/UNITY_PROJECT/Models folder. When you're ready to use the model in Unity, then you would export the file as FBX and store it in the assets folder of the Unity Project. Unity handles the FBX format superbly when it comes to auto-importing material assignments (even with multi/sub object materials) and, especially so, with animations.

Quote from: "Tbone"
Autodesk installed a MILLION applications when I tried to install it before, so it really just turned me off to 3DS Max in general. Do I have to have 2014?


Outside of Backburner, and maybe some .NET libraries, I can't imagine what else would have installed. You might consider the source of where you got your install. ;)

I'm biased, but I've worked with 3DS Max for like 7 years now.. and having used Blender, Softimage, and Maya, I always go back to Max. Especially for game development.
Title: Re: FA Development - The Construct
Post by: ZephixLeer (Zephic) on July 17, 2013, 10:04:16 am
Quote from: "Revalis"
No, the rig won't export in the fbx file format...


Understood. Then for now I'll stick to static meshes for decor. Probably more my speed anyway. I looked up the scaling and all that for unity last night and it looks to be the same as the scaling used during the development I did for Torque 3D.

I can't wait to be creative again. Been a while.
Title: Re: FA Development - The Construct
Post by: Revalis on July 31, 2013, 07:00:06 pm
Some good tutorial sites for those interested in Unity Development

http://docs.unity3d.com/Documentation/ScriptReference/

http://unity3d.com/learn/tutorials/modules
http://www.youtube.com/user/BurgZergArcade?feature=watch
http://cgcookie.com/unity

(I'll keep adding to the list as I remember/find sites that are helpful)
Title: Re: FA Development - The Construct
Post by: Tbone on August 02, 2013, 02:15:50 pm
http://www.oculusriftinfo.com/how-to-get-the-razer-hydra-working-with-unity-3d/
Title: Re: FA Development - The Construct
Post by: Tbone on August 07, 2013, 01:15:46 pm
http://www.reddit.com/r/oculus/comments/1jw8ao/protip_for_unity_devs_here_single_file_executable/ (http://www.reddit.com/r/oculus/comments/1jw8ao/protip_for_unity_devs_here_single_file_executable/)
Title: Re: FA Development - The Construct
Post by: Revalis on August 07, 2013, 01:39:08 pm
Oooh, nifty. Thanks.

Also, I'm planning a work night tonight if anyone wants to pop in.
Title: Re: FA Development - The Construct
Post by: Tbone on August 07, 2013, 01:57:47 pm
I've got a lead at 8, so I won't be home until late  :(
Title: Re: FA Development - The Construct
Post by: Tbone on September 05, 2013, 05:46:11 pm
https://developer.oculusvr.com/forums/viewtopic.php?t=4035

Hydra motion controls and positional tracking scripts to add to any Unity project.
Title: Re: FA Development - The Construct
Post by: m3tadan on September 11, 2013, 11:44:41 am
Hey all. I'm not really sure what's going on with this but I'm up for getting involved if I can be of any help.

I've not done loads of game dev/unity dev but I've done a bit since I got my rift and I have a decent background in programming.

Currently I've got an island with a jetty and some awesome realistic sea shader I found. There's different sound above/below water and I'm looking at implementing swim(float)ing. I have my hydra hands integrated and the basics of a character body. I've also learnt the basics of rigging; rigged, added and re-skinned myself some fish and I'm just adding some basic behaviours to them. I'm still learning the basics when it comes to VectorMath etc but I'm fairly confident I can get on it - especially with some defined goals. I've also done a bit of System integration with the aim of creating a popup 3d music player based on a directory tree of mp3s. Getting there with this but it's early days.

I don't know what sort of time I'd be able to commit to this but if there's a chunk of development you can define and I can help with I'm up for giving it a go.

How are you working atm, are you in github/bitbucket or anything? It'd be nice to get a chance to work with some more experienced developers.
Title: Re: FA Development - The Construct
Post by: Tbone on September 11, 2013, 01:32:18 pm
Hi m3tadan!

Currently we're using Dropbox to share files across those working on the project. Revalis is the one developing it. I tried my hand at textures, but I didn't have much luck.

Right now I know we're needing a UI system that works in VR. I don't think Revalis has implemented the Hydra controls yet either. We have a pretty big hole to fill in artwork, so if you have any expertise in that or know someone who is good in 3D Max, that would be great!

I'm glad you're interested in the project. I'll talk with Revalis about ways to delegate dev work and how to share the files!
Title: Re: FA Development - The Construct
Post by: Tbone on January 16, 2014, 03:34:33 pm
We can probably find assets for cheap to speed up the process:

https://www.assetstore.unity3d.com/#/content/8284 (https://www.assetstore.unity3d.com/#/content/8284)
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