X-Wing on Rift? — Oculus
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X-Wing on Rift?

NjayNLNjayNL Posts: 137
Art3mis
edited January 2015 in Games and Apps
Hi,

Since lucasarts games can now be downloaded on GOG including xwing and tie fighter
would it not be amazing to mod xwing of tiefighter to use the rift...

don't know if it will work because of using dosbox to run both games...

What do you think? possible or not?

Comments

  • Are you serious? The cockpits are 2d art its not even 3d so I doubt it LOL
  • acarrilhoacarrilho Posts: 402
    Hiro Protagonist
    Pfff, details... :lol:
    G3258 @4.4MHz
    GTX970
    8GB RAM
    Windows 7 64
  • TroutDeepTroutDeep Posts: 59
    Brain Burst
    X-Wing Alliance is 3D.

    Someday this will happen.
  • ElsparkoElsparko Posts: 15
    NerveGear
    was just coming on here to create a similar thread. even in 2d it would be fun
  • TroutDeepTroutDeep Posts: 59
    Brain Burst
  • NjayNLNjayNL Posts: 137
    Art3mis
    Yeah i love that game that is why i was asking :)
  • If it can be done for Doom and Duke Nukem, it can be done for X-wing and Tie Fighter. Doom and Duke Nukem both look great in VR and both are 2D pixel art.

    Just a question of whether anyone will bother doing it or not.

    That said, the Battle of Endor demo is definitely worth checking out if you've not already. Best Star Wars experience on the Rift hands down. It gave me a nerdgazm that brought tears to my eyes the first time I played it.
  • LordJuanloLordJuanlo Posts: 304
    Art3mis
    If it can be done for Doom and Duke Nukem, it can be done for X-wing and Tie Fighter

    Full source code for Doom and Duke Nukem is available, X-Wing source is not.
    FirmaRoV.png
    Comunidad española de RV / Spanish VR Community
  • gt86gt86 Posts: 3
    This may not be too hard to at least hack in someway.

    The new gog released is running on a DX11 DLL interpreter...thingy. Basically its now compatable in 3d accell mode and with access to the render.

    Now this leaves you open to being a real smart individual and enabling stereoscopic rendering...

    Or using one of those hacked driver methods, 'fake 3d' but on an old game that should be enough.

    It already has mouse view, ie look around the cockpit with the mouse, i believe this can be mapped to the oculus head tracking, now you wouldn't have positional obviously buuutt being able to look around from the cockpit of an X-Wing...well i think i would be more than happy with that.
  • AAAAAAAAAAAA Posts: 127
    Hiro Protagonist
    HIGHLY doubt it, I mean with the amount of work to re-do the art might as well start from scratch. We have an AWESOME start with Battle Of Endor, work with that as a basis and make a new one ;)
  • gt86gt86 Posts: 3
    Why would the art need re doing? There is already a high resolution ship pack (replacment models and textures) and a high res background pack. We can edit the exe to allow resolutions of a different aspect ratio
  • MrMonkeybatMrMonkeybat Posts: 640
    Brain Burst
    These days you could probably play with the high polly models from the cut scenes, and various fan cgi models on the internet. But intergrating new models and cockpits and renderer would require a good understanding of scripting engine finding the data output on which ship goes where.

    In space sims a good optimization would be to render the ships out of stereo scopic range once and overlay the stereoscopic foreground. But if you use the models from the original game the polygons are so few you dont need to worry about any optimization.

    The cheapest way would be to bill board the old cockpit in front of you but a 3d cockpit would be much nicer. It would also be nice to make some 3d versions of those rooms in the main menu for 1st person exploration. All the ground locations in freelancer where done in real time that could be an appropriate game for a VR mod.
  • blue_maxblue_max Posts: 6
    NerveGear
    Not quite the same; but close enough?

    https://www.youtube.com/watch?v=0Xs3zqY2Sy8

    https://www.youtube.com/watch?v=u-LHHB23zko

    I'll release the mod soon. I'd be *very* interested to see if someone can make it work with the Oculus.
  • MAC_MAN86MAC_MAN86 Posts: 1,652
    3Jane
    Should just get Tie Fighters and X-Wing added to Elite:Dangerous as a xmas present!
  • blue_maxblue_max Posts: 6
    NerveGear
    I just published the beta for the X-Wing Alliance VR mod. I put the link in the description of the video above; but you can see other details here as well:


    Again, I would be very interested to see if someone can run this on the Rift.
  • JoeManji08JoeManji08 Posts: 127
    Art3mis
    Meaning you want someone do download it and try it?  Or you mean you want someone to develop a Implementation?
  • ohgrantohgrant Posts: 154
    Art3mis
    edited May 2
     Would be awesome, I still play, on occasion, all of the X-Wing and Tie series. In last decades VR gear and on my 3D projector. All those came out latter upgraded to DX accelerated in the win 95 era.  All were a brilliant fluke of compatibility with the Nvidia 3D driver, and the head tracker of the Z800 3D HMD. The best by far of the series was X-Wing Alliance. The last in the series with an updated version of the graphics, a great campaign. When particle effects are enabled, sparks visually seem to spill into your lap, when your shields collapse and you take on more damage. So many jaw dropping experiences like going to light speed.  This is a 3D SBS of X-wing alliance if your curious how the the 3D would look in VR..  https://www.dropbox.com/s/cnwmy0v28gsf2to/XWingAlliance x wing mod 01.jps?dl=0     
  • blue_maxblue_max Posts: 6
    NerveGear
    @JoeManji08: Sorry, I probably wasn't too clear. I already developed the core of conversion into VR. It's not 100% finished yet and it needs some polishing; but it works. The mod can be downloaded from this link:

    https://www.dropbox.com/s/96cyd4h0y1kmehu/xwa_vr_ddraw_d3d11_v0.9.1.zip?dl=0

    The problem is that this game uses the mouse to move the in-game camera around. I don't have a Rift and I'm currently using the PSVR and Trinus to achieve this; but I'm curious if this would also work on the Rift. So, is there any software that maps head motion into mouse motion for the Rift?

    @ohgrant: What software did you use to run X-Wing Alliance in VR? BTW, I can see the same "sparks falling on my lap" effect in my mod. I don't think I've captured that in video yet; but here are two more:




  • ohgrantohgrant Posts: 154
    Art3mis
     I used the Nvidia consumer 3D driver. Before 3D vision they supported some OEM devices like the Z800. I'm still using that driver with an old P4 gtx 7950 agp card just to play a few old games that look better with older 3D support than they do with 3D vision on my R7 1080ti in compatability fakje 3D. 
     The last one , direct X6 or 7 so there never was support for any of the series  with IZ3D or Tridef. 

     You're game is looking great 3rd eye/ cross-eyed. Has nice believable depth. Nice looking planet and good to just see the black of space with stars. Good to see good 3D and and a less nebula polluted space. Looking forward to getting it. 
  • blue_maxblue_max Posts: 6
    NerveGear
    Thanks for your comments, @ohgrant. So, from what I found on the web, the Z800 is used with alternating left and right images and it won't work with the SBS format. Well, if you've got a Google Cardboard and a compatible cell phone, you should be able to see the videos without crossing your eyes. Although it's much better with an HMD because then you feel like you're inside the cockpit. The TIE-Fighters feel cramped and the Y-Wing also feels kind of narrow, and so on.

    Anyway, the Oculus should allow you to experience the mod in VR. However, I haven't heard anyone try it yet with that hardware.

    BTW, just to be honest, the background planets and stars are all rendered at the same depth (infinity), so the planet doesn't actually "pop out" when you see it in VR.

  • ohgrantohgrant Posts: 154
    Art3mis
    edited May 6
    I'll be able to check it out on my projector or in VR with Virtual desktop or Big Screen. Both have a SBS function. I got to see a bit of it in Virtual desktop, but I have some big downloads going on. Looking forward to a better look when I can.
     I also have an Oculus CV1 and Vive with wireless.. No worries I won't be trying to play your game on the Z800..
     Only question that comes to mind is touch controller and or joystick support? If both or either, I will buy

     One of the things on my download list is a free X-wing VR experiance https://www.youtube.com/watch?v=t9ItglRHeac
     Download here https://www.dropbox.com/s/jw2chf2wpvy07wa/ProjectStardust_v0_3b.zip?dl=0

     As far as the distance from depth of the planet, seems realistic to me, makes it seem at a further distance, the asteroid in front gives it depth.  
  • ohgrantohgrant Posts: 154
    Art3mis
    edited May 6
     As far as the TIE and Y-wing being cramped in VR. It doesn't seem so to me. I guess that would have to do with the relative size that the game developer decides the pilot to be no?  I converted these to jpg


  • blue_maxblue_max Posts: 6
    NerveGear
    Hey ohgrant! Thanks for sharing those images! Funny, I checked them out using my Google Cardboard and I cannot focus on all the elements -- although I can see the depth on some, many seem to have way too much parallax. I guess it's just a different technology. Did you capture these on your old P4 using DirectX 6? May I ask you how you perceive the depth on the GUI, for instance? I can't focus on the Nav Buoy in the last image -- it just looks like a double image to me. The reason I ask is that I went into *a lot* of trouble to fix these elements to place them at the correct depth, so I'm just curious about how this other technology works.

    I didn't add any additional hardware support -- it's just a DLL that converts DirectX 6 to DirectX 11 and adds VR as well. In other words: you'll need a joystick or a gamepad to play it. You'll also need a PC that supports DirectX 11. I suggest you use the Oculus too (I don't think it's going to have the same immersive effect on a projector).

    It looks like you already have the XWAU installed, so you don't need to buy anything. Just replace the ddraw.dll in your installation directory with my version and that's it.

    It's a little hard to describe why some cockpits feel "cramped". Yes, it depends on the scale; but also on the depth perception. When you put on a HMD and look around, you'll see the cockpit around you. You can almost stretch your hand and try to touch the cockpit. It's a very immersive experience. The X-Wing feels more spacious; but the Y-Wing feels like you're going to bump your head and the cockpit feels tight. In the TIE-Fighter you almost feel like you're essentially in this tiny pod with the edge of space just a few inches from your nose, and so on...

    I know about Project Stardust. It's cool, right? Unfortunately, I don't think it'll become a full product (but I would totally buy it if it were!)
  • ohgrantohgrant Posts: 154
    Art3mis
       Not sure why you aren't seeing them correctly. Not a different SBS tech, they look stunning on Oculus in Big Screen.. I can watch them using Power DVD or the free S-view. http://www.sview.ru/en/  It's possible one of those might be inverted. Yes, those were captured from the original DX version of the game. There is hope that it will work on a modern computer with NV 3D vision. and the Steam version of the game.. I will find out soon.    
     
    As far as the how the driver works, it is the same 3D Nvidia driver uses today. originally designed for CRT's and acquired from 3DFX when they went under. The actual 3D output is field sequential but snap shots are saved SBS. 
    Here is one from the original Tie 95, the DX version of the DOS Tie fighter. 
     

  • blue_maxblue_max Posts: 6
    NerveGear
    Nice! I inverted a few of the images and I was able to see the depth. The Y-Wing is particularly good; but the GUI at the bottom looks all messed up. The image from TIE-Fighter is also nice; but the cockpit looks quite flat (as expected since this was a texture anyway). Very interesting nonetheless. Thanks for sharing!

    BTW, someone just confirmed that the XWA VR mod works with Oculus: you need to set Virtual Desktop to SBS Direct mode and it'll work.
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