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aminemo: 2015-03-08 07:39:35 pm
aminemo: 2015-03-08 07:39:31 pm
aminemo: 2015-03-08 07:39:29 pm
aminemo: 2015-03-08 07:38:17 pm
aminemo: 2015-03-08 07:37:17 pm
aminemo: 2015-03-08 07:34:27 pm
aminemo: 2015-03-08 07:34:02 pm
hi there
Thanks to paraxade metroid primes games are fully playable with oculus rift support.




however I think we should  try to improve the experience with some new enhancements.

First is it possible to optimize the anti culling codes to improve the frame-rates.
Secondly is it possible the add the samus body to the first person view and also
taking the control of samus hand and link it to the player hand movement.

There is a mod for fallout 3 called  enhanced camera which does what I am looking for



thanks a lot

Thread title: 
Edit history:
Aruki: 2015-03-08 07:50:02 pm
Optimizing the anti culling is certainly possible... you'd want to change the size of the frustum planes (to match the aspect ratio of the oculus rift) rather than disabling them entirely. I'm not sure how to do it but it's completely feasible. The other stuff you were asking for sounds a lot more complicated. Not sure how any of that could be implemented.
Edit history:
aminemo: 2015-03-08 08:13:03 pm
aminemo: 2015-03-08 08:12:33 pm
aminemo: 2015-03-08 08:11:01 pm
aminemo: 2015-03-08 08:09:53 pm
aminemo: 2015-03-08 08:06:52 pm
aminemo: 2015-03-08 08:06:37 pm
aminemo: 2015-03-08 08:05:59 pm
aminemo: 2015-03-08 08:05:36 pm
aminemo: 2015-03-08 08:04:30 pm
Quote:
The other stuff you were asking for sounds a lot more complicated. Not sure how any of that could be implemented.

I know there was a third person view mode hidden in the game cube metroid corruption demo and also abviously in the multiplayer mode of metroid prime echoes can we take advanttage of that.


Quote:
Debug Camera

A third-person debug camera is enabled by pressing Up on the D-Pad. The camera switches from the first-person perspective to a fixed position not unlike Super Mario 64, the position of which is determined by where the player activates the third-person camera.
The Samus model lacks animation with the exception of the arm cannon tilting vertically to approximate when the player has aimed up or down. Samus simply appears to float above the surface of the level. In this mode, Samus is completely controllable in the same manner as if she were being controlled from the first-person perspective.
By holding L, you can switch control from Samus to the camera; this allows you to move the camera and aim it at different spots with the control and C-sticks. Pressing Y teleports Samus to the camera's location.



There is also an AR code that activate the third person view in metroid hunter on ds





Quote:
Action Replay code used.
(I don't hack online, so don't worry)
Does not work on WiFi.

3rd Person View (A+Up)
94000130 FFBE0000
023FE074 012FFF11
E0000000 0000001C
E59F000C E5901000
E59F0008 E00A0091
E12FFF1E 020D9CB8
00000F30 00000000
023FE074 E3520003
220DABEA 00000002
D2000000 00000000

Always on 3rd Person View
023FE074 012FFF11
E0000000 0000001C
E59F000C E5901000
E59F0008 E00A0091
E12FFF1E 020D9CB8
00000F30 00000000
023FE074 E3520003
220DABEA 00000002
D2000000 00000000

I don't think metroid prime hunters runs on the same engine as metroid prime gamecube.
It doesn't. Not even close.
Edit history:
aminemo: 2015-03-08 08:21:35 pm
aminemo: 2015-03-08 08:18:16 pm
aminemo: 2015-03-08 08:16:52 pm
aminemo: 2015-03-08 08:16:37 pm
I fond this code for metroid prime but I haven't tested it
http://arcentral.net/Codes/NTSC/Metroid_Prime_v10.php
Quote:
3rd Person View Mode (Y.S.)
64XC-Y30T-C3HTT
319F-DMNH-CRN42
0N5C-HY6X-ZKXE5
3rd Person View Mode

When in Morphball Mode, Press Y on the controller in Port 1 to activate. When in FPS view, press A on the controller in Port 2 to activate.
It just locks the ball transition model, though. You can probably get something set up where the ball transition model is visible in first person mode, but it definitely won't animate properly. I doubt this can be done well without adding some custom code into the game... and don't look at me for implementing that.
Edit history:
aminemo: 2015-03-08 08:36:11 pm
aminemo: 2015-03-08 08:34:28 pm
aminemo: 2015-03-08 08:32:51 pm
aminemo: 2015-03-08 08:32:28 pm

t=1m14s
If I look at the video I see what you mean but is the weapon  a different model or just a hidden view like for culling  ?
Yeah, that's the ball transition model.

I'm not saying what you're asking for can't be done, just that it would be very very difficult to implement well.
Edit history:
aminemo: 2015-03-09 12:52:04 am
aminemo: 2015-03-09 12:50:23 am
aminemo: 2015-03-09 12:49:51 am
aminemo: 2015-03-09 12:46:47 am
aminemo: 2015-03-09 12:46:28 am
aminemo: 2015-03-09 12:46:14 am
I think a good start would be to modify the skin of the gun model and extend it to the rest of the body right?
And no need to include all the body only the torso and the legs.
the bones of the gun could be extended to the rest of the body as well the only issue could be in the inclusion of the walking animation I think.
BTW the modification of the gun model with the inclusion of  the torso is a very good starting point that should be easy.

You can dream with this fallout metroid mod
Edit history:
creXALBO: 2015-08-08 04:18:28 pm
creXALBO: 2015-08-08 04:18:09 pm
Part-time philosopher
Edit history:
ZobmieRules: 2015-08-09 01:51:43 pm
Quote from creXALBO: