Myst Island in VR.

Anything that isn't directly related to Age Creation but that might be interesting to Age developers.

Re: Myst Island in VR.

Postby Sirius » Sun Sep 06, 2015 12:16 pm

Specularity looks a bit too flat to me (it looks like the wood is well polished), but heh, still very nice !

Strange you can't run realMyst, though. Since Windows 7 it's more tricky to get it working correctly, but if you get the latest patch and set compatibility to XP, it should still work. Additionally I use a no-cd patch (just for conveniency, I still have the cd), and it's fine.
But well, as you say, it might be from tweaking one of the game's file (always make backups, heh ?)

Otherwise, you could use the Myst V version of Myst, or even the Uru version. Both come from realMyst with little to no modification to the meshes (near the library it's the exact same). The library is also in the same location for both, meaning you can load the Uru version over the EoA version of the Age in Uru (wow, all this version stuff is getting confusing), which should allows you to see the closed door. The command must be something like /exec PtPageInNode("Fireplace"), from within the MystMystV Age.
Additionally, it allows you to see that the fireplace simply doesn't fit in the building :D
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Re: Myst Island in VR.

Postby Aloys » Sun Sep 06, 2015 3:04 pm

Sirius wrote:Specularity looks a bit too flat to me (it looks like the wood is well polished), but heh, still very nice !

Thanks; that was the goal. :) That's how it looked in Myst.

Otherwise, you could use the Myst V version of Myst, or even the Uru version. Both come from realMyst with little to no modification to the meshes (near the library it's the exact same). The library is also in the same location for both, meaning you can load the Uru version over the EoA version of the Age in Uru (wow, all this version stuff is getting confusing), which should allows you to see the closed door. The command must be something like /exec PtPageInNode("Fireplace"), from within the MystMystV Age.

I'd love to check out EoA's PRP, but I don't have the CD around either (it's with my other Myst stuff) :x I do have the Uru tPotS PRP, but I no longer have the PyPRP Imported script installed, I'll have to unearth it..

Additionally, it allows you to see that the fireplace simply doesn't fit in the building :D

I'm not too surprised. :) The fireplace itself fits, but with the bookshelf behind it ends up on the planetarium. :p
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Re: Myst Island in VR.

Postby Aloys » Thu Sep 17, 2015 4:45 pm

Latest update:
The scene is pretty much complete content wise but I'm having difficulties with the navigation system.. I have somehow managed to code a system that warps the player from point A to point B. And that works decently in VR, as long as it goes by pretty fast. But it only does so in a straight line, and it just doesn't look right in several places. (Many in fact.) I am looking at making a system with actual custom animations, I am afraid that it might be nausea inducing (I'm especially sensitive to that), but then again those animations will never be longer than 2 seconds. Where things might become more problematic is if you are trying to traverse the island quickly and play one animation after another.. I'll be running some tests over the week end and hopefully my eyes won't explode and neither will my stomack.

After that I need to seriously increase the framerate which is rather low right now. It isn't 'low' per se , it is good if you play it in 'regular' mode. But in VR mode, 'good' is not enough.. Gotta hit a steady 90FPS, which is difficult. What hits the framerate the hardest is the sea shader, by far. Which is also the one thing I'm not ready to sacrifice.. So I'm looking at other places where to cut corners. Also, I'm currently testing it on my computer which has a slightly 'old' GPU (nv GTX 660ti), no doubt on a more recent hardware it would look butter smooth.

Does anyone reading this topic have a DK2?
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Re: Myst Island in VR.

Postby dendwaler » Thu Sep 17, 2015 11:05 pm

I do have the Uru tPotS PRP, but I no longer have the PyPRP Imported script installed, I'll have to unearth it..


Are you aware of the excistence of a new and more powerfull importer for Blender 2.49b?
So its not longer necessary to have multiple Blender installations.
look here:
https://guildofwriters.org/wiki/PyPRP_Age_Importer
Those wonderfull Worlds are called " Ages" , because that is what it takes to build one.

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Re: Myst Island in VR.

Postby Aloys » Fri Sep 18, 2015 3:37 am

Well, I am using Blender latest version (2.7something) so I will need a separate installation regardless. That being said last time I used the importer must have been 3 years ago or more, so it is very possible I missed an update. :lol:
Thanks for the heads up; I will look into this.
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Re: Myst Island in VR.

Postby Deledrius » Thu Sep 07, 2017 8:33 am

How's the progress on this, Aloys? Did you ever solve the remaining issues?
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Re: Myst Island in VR.

Postby AlbertPi » Fri Nov 10, 2017 10:16 am

Deledrius wrote:How's the progress on this, Aloys? Did you ever solve the remaining issues?


I'd love to see some updates as well. I'm really impressed with what I've seen so far.
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Re: Myst Island in VR.

Postby Sirius » Sat Nov 11, 2017 8:03 am

He spoke about it on Reddit a while ago (his username is different but it definitely looks like Aloys' work).
https://www.reddit.com/r/myst/comments/70n88n/looking_for_a_panoramic_or_360_image_of_myst/
Seems he is either negotiating with Cyan about using the original sound files or trying to find new ones.
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Re: Myst Island in VR.

Postby Aloys » Sun Feb 25, 2018 11:19 am

Hello! wow, lots of dust and cobwebs here.. :? Sorry I haven't updated this, (can't believe I worked on it two years ag..o). I haven't touched it much since the last time. This was originially a small project I wanted to do during the summer holidays, but couldn't complete it in time because I've been quite frustrated by VR development. I'm very sensitive to VR induced nausea, and that's a problem. That and I the fact that I started my own company and I don't have a lot of free time anymore...
So the last update is: there isn't anything really new. :)

Sirius wrote:He spoke about it on Reddit a while ago (his username is different but it definitely looks like Aloys' work).

Yep! That's me. Using my real name. (well using my french name translated in english; but whatever)

Seems he is either negotiating with Cyan about using the original sound files or trying to find new ones.

Yah, I'm still using the original sound effects.. I haven't yet asked Cyan about that. But I'm not sure they will let anyone use original Myst game assets like that (they're quite protective of those, can't blame them for that). I might have to recreate those, but I lack the time for that..

Unpaid job announcement: :D
if anyone knows a bit about sound design and would be interested in recreating a few environmental sounds from Myst: drop me a line. There's not a lot to do: a couple 30s loops of outdoor ambiances (wind/sea/birds), and just one indoor (library). And maybe the linking sound (I'd love to re-use the original one though).
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Re: Myst Island in VR.

Postby Tweek » Sun Feb 25, 2018 12:45 pm

Glad to see you still about Aloys. Miss seeing your Uru dev posts too always liked the look of your content.
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