360precision wrote:Has anyone worked out how to get different icons for different links to work ?
Matt
Did you add your new icon to the scenes_list.lua too?
That's all I can figure why they doesn't work..
360precision wrote:Has anyone worked out how to get different icons for different links to work ?
Matt
I agree that the option to compile all this into a proper form in order to be distributed via online stores, is of course a must to have. That being said, I need to point out that UE4 / Unity developers have quite painful times, because they can't distribute their products as easily as this, and they need to go trough a serious certification steps with proper phone ID tagging before installing them. Even early state versions.. So, we are very fortunate developers / artists for having as easy way as we now have..
regionfive wrote:I agree that the option to compile all this into a proper form in order to be distributed via online stores, is of course a must to have. That being said, I need to point out that UE4 / Unity developers have quite painful times, because they can't distribute their products as easily as this, and they need to go trough a serious certification steps with proper phone ID tagging before installing them. Even early state versions.. So, we are very fortunate developers / artists for having as easy way as we now have..
that´s true.
@matt. I have the same problem. And furthermore, when I load your scene and jump back into mine, I have your arrow instead of my logo in my scene
Must be a bug then.
dominic.cerisano wrote:That is an interesting demo.
Will you support stereo rollovers/thumbs? Here is an example of the glowing arrow included in the demo as an L/R side-by-side stereo rollover/thumb:
I shall be publishing the version of Holodeck this week which will be able to run these demos. The alpha stream already supports stereo thumbnails.
https://play.google.com/store/apps/details?id=com.standard3d.holodeck.v1
ristoraven wrote:regionfive wrote:
I´d like to share my work in progress scene with you:
http://www.regionfive.de/downloads/Phoenix_VR_LUA.zip
tell me what you think.
Wow. Great.
John Carmack hinted at Oculus Connect2, that you could basically do a cubemap where is a "framed vision" with a stereo video screen. For example dr. Whos phonebooth. So you could look around and see the static interior of the booth and then "look outside" from the framed video screen, so you could travel around like this, with traditional stereo video making it appear to be live / 18k cubemap + audio creating the illusion that it all happens around you..
At this state of development, not a bad idea.
I agree that the option to compile all this into a proper form in order to be distributed via online stores, is of course a must to have. That being said, I need to point out that UE4 / Unity developers have quite painful times, because they can't distribute their products as easily as this, and they need to go trough a serious certification steps with proper phone ID tagging before installing them. Even early state versions.. So, we are very fortunate developers / artists for having as easy way as we now have..
ristoraven wrote:Ah yes, of course, the .orbx. It was somewhere at the back of my head that .orbx will be the thing that delivers stuff.
So, all in all, we have here the best situation and starting point to conquer the Metaverse that could be think of.
Lets keep in mind that what ever we do now with our 3D pack (whatever 3D pack it may be), everything can be exported later on to Unity or UE4... ...via .orbx. Then continue from there with Octane / ORC..
I'd say that this is a "can't loose situation".
Return to OctaneVR Questions & Discussion
Users browsing this forum: No registered users and 24 guests