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lamour42

Art3mis

lamour42
Art3mis

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lamour42
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  • Many thanks for that hint. I had this problem for DX 12 and using pix for debugging. After disabling most of the ovr_ calls I could use pix just fine. And it is a good idea to separate engine code from ovr code anyway and be able to switch ovr rend…
  • If you are a programmer, there is an alternative: Use Avatar SDK to query all meshes and animations for the hands. However, you would need to write the output code yourself that does export to a format blender can understand.  For sample code using…
  • Yep. It is intentional. Try getting outside the dome and keep an eye on your armor/shields. Then you will recognize the purpose of the dome ;)
  • Yes, there are some loose ends. But all that matter to me (as a robot with feelings for Liv) is that I helped her survive. And we are living happily ever after. I loved the ending - by that time my bonding with Liv character was very strong. I can…
  • Did the same thing with my son and can confirm that it works that way. You just have to select the right slot and then have your own set save games to choose from
  • For the first time in years I couldn't stop playing a game. I already have 9 h on the savegame and still not finished. (Yes, I am quite slow at this kind of thing). Love it. Had so many goosebumps moments...
  • I think you have to talk (dialog button) to the dish in order to trigger continuation. As a general rule: If you are stuck, always try to scan and/or initiate dialogue with everything in your environment that has a name tag.
  • If I remember correctly this is the room with two bundles of cables leading out through small openings? If yes, just follow the cables...
  • Found the solution. As always, it is quite easy and obvious when you finally see it: Just start a dialogue with the unknown substance in view - that will continue visually examining the substance, after that the quest continues...
  • I am exactly at the same point. Sattelite working again, but only this message about visual investigations. Nowhere to go... Lost in space... 
  • Sorry, I do not have DX11 code for Touch. By the time Touch came out I had already moved to DX12.  Yes, unfortunately differences between DX12 and DX11 are big. I started out with DX 9 some years ago and migrating to newer Direct3D versions always w…
  • Thanks! For DirectX 11 it depends on what kind of examples you want to have: * For Oculus examples I would propose the samples in the Oculus SDK. There are a lot of small examples for many different topics of programming for the Rift in DX11. * For…
  • Sounds like you have to reset your run options to something like -vr -app=TouchOdyssey -w=1200 -h=676 to enable VR mode and select the right app.
  • The files are in the repo, but I did not update the VisualStudio project files. I now committed a new version of ShadedPath12.vcxproj and its filters file. You may have to merge if you changed some of the options. (Like manually adding or changing t…
  • Ok, was easier than I thought: What I didn't know you actually don't need a proper Platform SDK initialization if you only want to use your own Avatar. Now your avatar assets including hands and touch controller models will be downloaded and used re…
  • I found the error. Thanks for helping me out! Unfortunately it has to do with using the Avatar and Platform SDK. As your Oculus user is not registered to be part of this apps test users you cannot use these APIs properly.  I will need some time to…
  • Thanks, but that is not from a run of the 'TouchOdyssey' sample. In that case it should contain a line like this: |app=TouchOdyssey| Could you maybe delete all xapp_run.log files you find and try again? The log file is only written if you run a rel…
  • Do your touch controllers work fine in other apps like Oculus Home? If yes please post the application log. Either directly from Visual Studio Output window if you run a debug build. If you run a release build you will find the file xapp_run.log som…
  • I could convert my VS 2015 project without any issue. No actual conversion was necessary, it seems to be valid to open the solution files with either VS 2015 or VS 2017. Due to the many bugs in VS 2017 I decided to have both versions side-by-side fo…
  • Release version 0.1.3: * Touch support: Draw and move hands and controller * Sound enhancements: Specify playback volume in playSound() Please see this video showcasing touch support: https://www.youtube.com/watch?v=ekqCWcq1EQs&feature=youtu.be…
  • (Quote) Are you talking about using Unity? With C++ you definitely don't have problems 1) and 3). As I haven't looked into custom poses I can't really comment on 2)
  • You didn't say if your were asking for Unity or plain C++. In the C++ Mirror.cpp example form Avatar SDK you will see that texture and mesh are completely independent. See method _loadTexture, where the actual image data for the textures is loaded a…
  • I had the same problem and ended with getting the controller mesh data via Avatar SDK. You can see in Mirror.cpp sample from Avatar SDK how to do that in OpenGL. Here is a DirectX version from me: https://forums.oculus.com/developer/discussion/46493…
  • Thanks for the help. I got it to work for Visual Studio 2015 by changing generate_projects.cmd to this: @cmake -G "Visual Studio 14 2015 Win64" -H. -BVS2013 My error obviously was to assume cmake would be clever enough to use whatever Vi…
  • The cmake stuff just doesn't work for me. Maybe someone has gone through this successfully and could share a proper VisualStudio 2013/2015 project? I would be very thankful.  :(
  • Sorry that I didn't see your post in the other thread. But maybe it helps to get their attention if several developers run into the exact same problem with the SDK example code.  Fortunately it is only the usage example that seems wrong - the actua…
  • I extended the ShadedPath 12 engine to download all Oculus provided meshes and textures for an avatar. That includes touch controllers and hands. While meshes are stored in an internal format and only static aspects are currently handled, the follow…
  • (Quote) 
That is a problem of the game, not the HSW. An application can choose to wait for HSW to be accepted or not. So if you are talking about automated testing during development just include a switch to start your game that let's it run…
  • Cancel that! After recompiling with 10.1 everything works fine out of the box. Actually I didn't have to change anything - Guardian system works very well.  :) Good job, Oculus!
  • Release version 0.1.2: * Much improved multi-thread rendering for objects: removed most of the mutexes needed in earlier versions * Introduced pak file support. Texture files can now be gathered in pak files. This means I can now publish all texture…
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