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Messages - Revalis

Pages: 1 2 [3] 4 5 ... 21
31
Off Topic / Re: Minecraft
« on: July 22, 2013, 10:04:06 am »
I can't play vanilla minecraft anymore. Feed The Beast is without a doubt the best way to play.

You can get the DW20 private pack with the code Direwolf20_1_5 which is MC 1.5.7 I think. But it has most of the best mods available. I'm 100% for playing on an FTB server.

32
VR Gaming / Re: Oculus Rift - Virtual Reality
« on: July 19, 2013, 08:39:34 pm »
Woot. :P


34
VR Gaming / Re: FA Development - The Construct
« 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.

35
VR Gaming / Re: FA Development - The Construct
« 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.

36
VR Gaming / Re: FA Development - The Construct
« 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

37
General / Re: Other games and interest.
« on: July 14, 2013, 01:22:34 pm »
If you swap over to the 'group' tab on your friends list, you should be able to see everyone's status in the FA group; even if they're not on your friends list.

Also a good reminder to people who haven't joined the Steam Group to do so! :P

Steam Games I play regularly : Tribes:Ascend, APB, Terraria

38
General / APB Discussion
« on: July 12, 2013, 06:35:09 pm »
I think APB would make for a fun drunken game night. :P

39
General / Re: FireFall
« on: July 12, 2013, 06:33:07 pm »
I've been playing it for quite a while. Name is Revalis in game, and I started The Furious Angels as soon as Armies were available in Closed Beta. Haven't logged in since it went into open, but if you guys want to get together, I can get you in the Army at least. And we can do some ARES missions or something.

Also, if it helps, I have sexy legs.. playing with me is a thrill. ;)

40
VR Gaming / Re: FA Development - The Construct
« 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.

41
Off Topic / randomness
« on: June 06, 2013, 01:47:58 pm »
I apparently need to start playing Team Fortress 2 more... I just discovered that people will trade things for the scrap. x_x

Just scored a 50% coupon for a game I wanted for some reclaimed metal....

http://www.tf2outpost.com/

42
VR Gaming / Re: FA Development - The Construct
« 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

43
VR Gaming / Re: FA Development - The Construct
« 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.

44
VR Gaming / Re: FA Development - The Construct
« 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)

45
Off Topic / randomness
« on: June 03, 2013, 09:19:35 am »
Keeping an eye out for potential interface devices for Oculus Rift.. came across this one from IEEE Virtual Reality 2013 Conference


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