Forum Discussion
OlivierJT
13 years agoExplorer
SCALEFORM STATUS -updated July 11th-
Bonjour !
I have been using scaleform with "oculus UDK" recently...
Guess what ?
IT'S NOT WORKING !
I cannot render to texture (meaning using a swf as a texture)
There is a process, i followed it several times
It just fraking doesn't work on OCULUS UDK VERSION !
I just spend one night and one full day trying to make it work.
It's very stressful when you are learning new software and pipeline when something that is supposed to work doesn't. (because you think you are in the wrong and you are in fact not) Thank you so much Oculus for that.
So I did some testing... (like I have time to waste...)
-----------------------------------
I bought Flash for this.
I followed every tutorial and videos...
I used asset from UDK folder (just to be sure it was not a problem with mine)
Works on UDK nov 2012
Works on UDK may 2012
Doesn't work on march 2012 (oculus UDK)
i can create HUD menus fine in EVERY UDK versions, just the render to texture2d doesn't work.... on "OUDK"
--------------------------------------
So oculus what is the fraking deal here ?
Is it like the speedtree fiasco ?
Same deal as Speedtree ?
DO I HAVE TO DISCOVER ALL THE FRAKING NOT LICENSED THINGS IN OUDK ?
What the frak is going on ?
Is it possible to finish once and for all with all that kind of problems ?
-----
I have to add a disclaimer because I am a civilized person... :
If I am wrong and since Oculus UDK process has changed to "render to texture 2d" swf content, i'll be VERY happy, and grateful to know !
And yes, it will be NICE to have a real documentation stating all the LICENSING issues !!
-----
So Cybereality... ? What's going on with Scaleform ?
Merci, i look forward to your enlightened answer(s).
UPDATE : answer form Scaleform support :
@Oculus : HEEEELLLLLLLP !!
UPDATE (July 11th) :
There is finally a response form Oculus (N.Mitchell), it was posted in another post :
"Lack of UDK support"
viewtopic.php?f=44&t=2110
Look for nmichell post 13th answer.
Things are on the way.
Sorry if you read that already, but I have to keep my post updated with all new information.
Cheers.
I have been using scaleform with "oculus UDK" recently...
Guess what ?
IT'S NOT WORKING !
I cannot render to texture (meaning using a swf as a texture)
There is a process, i followed it several times
It just fraking doesn't work on OCULUS UDK VERSION !
I just spend one night and one full day trying to make it work.
It's very stressful when you are learning new software and pipeline when something that is supposed to work doesn't. (because you think you are in the wrong and you are in fact not) Thank you so much Oculus for that.
So I did some testing... (like I have time to waste...)
-----------------------------------
I bought Flash for this.
I followed every tutorial and videos...
I used asset from UDK folder (just to be sure it was not a problem with mine)
Works on UDK nov 2012
Works on UDK may 2012
Doesn't work on march 2012 (oculus UDK)
i can create HUD menus fine in EVERY UDK versions, just the render to texture2d doesn't work.... on "OUDK"
--------------------------------------
So oculus what is the fraking deal here ?
Is it like the speedtree fiasco ?
Same deal as Speedtree ?
DO I HAVE TO DISCOVER ALL THE FRAKING NOT LICENSED THINGS IN OUDK ?
What the frak is going on ?
Is it possible to finish once and for all with all that kind of problems ?
-----
I have to add a disclaimer because I am a civilized person... :
If I am wrong and since Oculus UDK process has changed to "render to texture 2d" swf content, i'll be VERY happy, and grateful to know !
And yes, it will be NICE to have a real documentation stating all the LICENSING issues !!
-----
So Cybereality... ? What's going on with Scaleform ?
Merci, i look forward to your enlightened answer(s).
UPDATE : answer form Scaleform support :
You will need to contact the Oculus team directly. We don’t have any sort of support for the Oculus Rift at this time. I am sure that they will be able to help.
@Oculus : HEEEELLLLLLLP !!
UPDATE (July 11th) :
There is finally a response form Oculus (N.Mitchell), it was posted in another post :
"Lack of UDK support"
viewtopic.php?f=44&t=2110
Look for nmichell post 13th answer.
Things are on the way.
Sorry if you read that already, but I have to keep my post updated with all new information.
Cheers.
18 Replies
Replies have been turned off for this discussion
- OlivierJTExplorerHow to test :
Open OUDK
-New Map : Day map
-New Bsp.
-Rebuild
> inside the temporary map "new packages" "untitled_2"
Create:
-New TextureRenderTarger2d
-New Material (and assigned the TRT2D in it)
Select a face on the bsp
Assign the New material (and assigned the TRT2D in it)
Now Kismet :
-New: event Level Loaded
-New: Action UI OpenGfXMovie
-Assign the Render Texture
-Assign a Swf movie. Select an existing one in UT ( I used udk map ) (in UT3>GFx>UDKFrontEnd)
Launch your new masterpiece...
It's a green face on OUDK
It a texture on all the other UDK.
FRAK ! ^_^
So disappointing... - AnotherAtreyuExpert ProtegeOh wow. Another piece of what makes UDK so awesome that doesn't work with Oculus, that does suck.
They really could have told us this when they announced the integration in the first place; an honest mistake or does it look better for the initial press?
So OlivierJT, is there any 3rd party UDK implementation that you have found does work in the Oculus UDK?
It would be benefiting to have a definitive list stating what works and what doesn't.
So this is what we've got so far for indie developers and the 'Oculus Ready' game engines.
Unity=no Oculus support without a pro license, pay the piper or no deal.
UDK=Oculus support minus SpeedTree, BinkVideo, SimplyGon and Scaleform.
Please Oculus, is there nothing you can do to implement these features in the OR version of the UDK? - OlivierJTExplorerWell, for now "just" theses...
But in doubt maybe I made mistakes or there are some implementations that have changed. (?)
It suck not to have current documentation, that is for sure.
My main problem (beside that fact that i have to discover all that all by myself wasting time) is that i need these software.
I need speedtree, and I need scaleform render to texture.
I don't mind buying license but... I can't !
Why ?
-well I mailed speedtree so we'll see...
- and Scaleform : you can't buy it.
I went on their site and looked everywhere. They sell mobile and Unity version. In UDK it's already integrated...
but not in OUDK...
I need Oculus that is for sure...
It's a fraking loop...
I think I will have to roll back to a previous UDK, I cannot continue to work like that on OUDK. (anyone does ?)
Changing UDK version is always a huge pain, you have to transfer all your content that are in many different directories...
So for now I just have to wait for... again... a official Oculus answer... again -_-
(all in good mood of course...) - AnotherAtreyuExpert ProtegeI am in a similar position, although while I can make do without speedtree (using tree
is fine for what I am doing) I think that scaleform will be rather indispensable to the process.
How difficult do you think it will be to bring Oculus support into a previous version of UDK?
I have modelling, rigging and animation experience, but up until a couple of months ago I was a complete noob when it came to any kind of game development aside from some small projects I did when I was in highschool using Qbasic and Pascal lol. I went through all of the tutorials for Torque3D before I decided it wasn't for me than I finally settled on UDK. I am at the point now where I am quite comfortable with everything in the editor including kismet and matinee, and I am just going into scripting, but after reading about the lack of proper implementation I am starting to feel a little closed in.
While I certainly will not let something like this stop me, it really does make things a lot less enjoyable and much more time consuming. - Thoth_The3xPartnerJust want to clear this up... Scaleform is working, but the render to texture feature isn't, right? That's annoying, but not the same as Scaleform not working at all. Either way, hopefully we hear something on this as its another integral feature...
- cyberealityGrand ChampionPlease try to relax. We may be able to solve the problem, just give us a second to look into this.
Thanks, - AnotherAtreyuExpert ProtegeI appreciate the reply cyber, it makes me feel good to know that you are indeed looking into the matter. :)
I got my fingers crossed! :) - OlivierJTExplorerI am very relax ^_^
(actually relieved that I was not at fault on the tutorial I was following)
Happy mood sunshine and all... ^_^ - codesHonored GuestStill trying to remain relaxed waiting for word on this...
Wondering if there's a plan for UDK to be generally released with integrated rift support along with the other plugin support, or if the oculus UDK will always be seperate?
Just asking, because this all ties into which engine I use for project development going forward.
I realize that you guys are real busy, any clarification would be greatly appreciated.
Recursive relaxed state entered.... - AnotherAtreyuExpert ProtegeI had to stop
"codes" wrote:
Still trying to remain relaxed waiting for word on this...
Wondering if there's a plan for UDK to be generally released with integrated rift support along with the other plugin support, or if the oculus UDK will always be seperate?
Just asking, because this all ties into which engine I use for project development going forward.
I realize that you guys are real busy, any clarification would be greatly appreciated.
Recursive relaxed state entered....
You said everything that I was going to.
If somebody could take some time to reply it would be well appreciated.
--Chilled--
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 6 months ago
- 2 years ago
- 10 months ago
- 9 months ago
- 6 months ago