Sirius wrote:Well, you know how fantasies go - just porting the base Ages Beyond Myst meshes might take weeks.
Oh, don't worry - I myself like to play seated or in bed sometime anyway Either way, making an Age means you have to hit the play button every 5 minutes to test things. Starting play mode means I must disconnect my normal screen, move my PC away, stand up, connect the headset, power on the tracking stations, turn on the controllers, put on the headset, and then start it all over because SteamVR will have crashed by then.Wamduskasapa wrote:Please consider those of us who want and desire the VR experience BUT who do not have the ability to experience it if it is not playable while seated
Which is also why multiplayer is pretty low on the priority list right now
Wamduskasapa wrote:Please consider those of us who want and desire the VR experience BUT who do not have the ability to experience it if it is not playable while seated
dendwaler wrote:Thats why i want to learn how to set up a multiplayer game and integrate MP blueprints as soon as possible.
I gues MP for only 10 to 15 players is enough.
Karkadann wrote:perhaps you can have a pc set up, add the head set and gloves, have the transmitter thingy on one end of a large open space and move role around in it..................................hmm
it almost sound like an early version of the Startrek hollow deck
In any case its a bit pricey for me at the moment and im sure its still got a few bug
Can't you do something similar to multitexturing with the material editor ? Although I agree that might be a bit tricky.dendwaler wrote:just for fun, the import of Kveer in Unreal went well.
The difficult part starts now, texturing. Its all multilayered and Unreal only handles 1 layer .
So lots have to be converted to normal, and heightmaps., to get something that looks about the same.
Also, I find the way Unreal handles FBX to be irritating. For Unreal, an FBX file is a single mesh, meaning you can't just stuff the full Age into a single FBX file like you do in Unity. And working with colliders seem harder. But I guess I'll find workarounds eventually.
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