Did you add your new icon to the scenes_list.lua too?360precision wrote:Has anyone worked out how to get different icons for different links to work ?
Matt
That's all I can figure why they doesn't work..
Did you add your new icon to the scenes_list.lua too?360precision wrote:Has anyone worked out how to get different icons for different links to work ?
Matt
that´s true.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..
Yes. These and other bugs fixes are in 2.01 update we have submitted this week:regionfive wrote:that´s true.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..
@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.
The overlays they can be video (e.g mp4), and they can even be video with stereo+alpha if you have the grayscale alpha beneath the RGB and set the filename tag to _TBLR. I would recommend creating your VR overlays in Octane itself, as pano spherical renders, but with a cropped FOV, say 60 degrees by 60 degrees. If you render a 60 deg. FOV at 1024x1024 per eye, it should exactly match the res of an 18K cube map. This way you can do MP4 video overlays as 2048x1024 stereo sbs @ 60 fps, or 2048 x 2048 stereo sbs, with alpha under RGB @ 60 fps. We may add a mode to automatically place alpha below RGB, but there are many post tools that can do this for you before saving video, even photoshop.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/deta ... olodeck.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..
One of the goals of the UE4 Octane plug-in is to give you the option of importing ORBX model/lighting packages coming out of Octane, bake it in UDK (with Octane 3 lighting of course!) and export to a UE4 app - then also publish as an X.IO live stream (just like the Octane 3 demo on the page, it will work in the browser). The X.IO live stream would play back inside ORBX player as a layer once we add support for that (hopefully in 3).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".