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Messages - Revalis

Pages: 1 2 3 [4] 5 6 ... 21
46
VR Gaming / Re: FA Development - The Construct
« 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

47
VR Gaming / Re: Live Streaming Rift Demo Tonight!
« on: June 03, 2013, 08:07:10 am »
Activating trial today.. I'll try to get the rift camera working tonight.

48
VR Gaming / Re: FA Development - The Construct
« 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.

49
VR Gaming / Re: FA Development - The Construct
« 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).

50
VR Gaming / Re: FA Development - The Construct
« 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

51
VR Gaming / Re: FA Development - The Construct
« on: May 31, 2013, 03:25:13 pm »
Reserving

52
VR Gaming / FA Development - The Construct
« 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.



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.


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.
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.


This empty shell is your Residual Self Image.

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.



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).



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.


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.



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

53
VR Gaming / Re: FA Construct
« on: May 30, 2013, 08:10:34 am »
I'll try to have it Rift-ready for your next play session.. I'm about finished migrating everything over from 3.5 to 4.0. Trying to get the legacy animation system converted to Mecanim, but it's going well. I've also been working on a
'look at' system for First Person and (hopefully) Rift view modes that will cause your head to turn and look where you do. It's not working right yet, but it's on its way. :P

I'll probably start a Dev thread soon and put out some of my assets in case people want to pitch in to help on stuffs.

Give me the date/time of your next jack-in, though, and I'll at least try to have a rough Rift Cam setup ready.

Also, you'll need to let me know if there's not internet, because I'll need to make an offline/non-mp version for you.

54
Off Topic / randomness
« on: May 29, 2013, 03:35:01 pm »
Quote from: "Strod"
http://www.mxoarchive.net/music.html

Nostalgia at it's finest.


o_o

These things. I have found a use for..


>_>  

<_<


Sshhhhh.....

55
Off Topic / Re: PC component help.
« on: May 29, 2013, 03:33:25 pm »
It's been a while since I've done a self-build, but it looks to me like the graphics card would fit the motherboard. The card itself is a dual slot PCIe x16, of which the mobo has the two. It's more a question of which PCIe slot you'll get: the 16x or 4x.

Can't tell if the board supports PCIe 3.0, either, but the card is backwards compatible if not..


Not sure on the Win7 disk. If it's actual install disk and you still have your SN from the alienware, then maayybe? No idea. :P

57
VR Gaming / Re: Oculus Rift - Vi
« on: May 23, 2013, 02:14:29 pm »
Oh snap.. scratch that.. I have the SDK now. >_>
What time are you going over there? I'll try to get it rigged and ready.

58
VR Gaming / Re: Oculus Rift - Vi
« on: May 23, 2013, 02:12:14 pm »
I don't know that it would work for the Rift without having the SDK and Rift camera setup.
Right now, it's a third person camera view with no focal split -- and it pulls all the input from the mouse axis. I'm fairly certain I need the SDK to be able to accept input from the controller. :/

59
VR Gaming / Re: Oculus Rift - Virtual Re
« on: May 21, 2013, 11:21:05 am »
Not sure if this was posted yet or not.
http://theriftlist.com/

60
Off Topic / randomness
« on: May 17, 2013, 11:21:20 am »
Thanks, guys!

Quote from: "Da6onet"

Just for comparison,
Nasa gets 0.5% of the federal budget
The military-defense programs get 20% that would be a 40x increase :-)


Yeah, the NASA budget is a joke. :/

Also, if any of you are interested in the future of space exploration, keep an eye on SLS. Working on the mobile app side of the SLS "Inspire" campaign and it's pretty nifty if I say so myself. ;)

Todd May's a cool guy; this was his latest TEDx presentation:


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