VR

Ask questions related to the tools or files used to create modifications for Giants. Examples include map making, gmm, and installing skins.

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baq99
Kabuto's Playtoy
Posts: 6
Joined: Mon Dec 14, 2009 12:44 am

VR

Post by baq99 » Thu Jan 07, 2021 1:10 am

Hi all,
Long time no speak. I've not been back for a while. I was just wondering, has anyone had a go at modding giants for VR? I've had a little play with the side quest versions of return to Castle wolfenstein and half life. I know giants was out in a similar era and thought it would be a nice project. What are your thoughts?

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Tig
Yan the Pimp
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Joined: Wed Aug 18, 2004 1:21 pm
Location: Netherlands
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Re: VR

Post by Tig » Thu Jan 07, 2021 12:24 pm

Hey there! Giants VR would really be something.

I'll give you the short answer though.
We do not have the sourcecode, and you will have to create the modding tools to do so first. The only thing we've been able to do with the limited resources we have, is finish a Patch that has been in development for a decade. Which was also a 1 man job, as nobody else has the tools or knowledge required for that.

baq99
Kabuto's Playtoy
Posts: 6
Joined: Mon Dec 14, 2009 12:44 am

Re: VR

Post by baq99 » Mon Mar 22, 2021 11:40 am

Just an update. I've got Godot working on the quest. I've exported the giants maps to heightmaps and imported them into a terrain in Godot. I've got the models imported into Godot. I've got 6DOF head tracking working and virtual controllers all working. So good news there. The bad news is that the heightmap terrain tool in Godot runs off a shader that refuses to work on mobile platforms. Rendering the scene in Glies2.0 breaks the terrain and rendering in Glies3.0 renders the terrain but won't run on mobile. It's the only heightmap solution in Godot, so either I code my own geometry heightmap generator or I build the landscapes as .obj files to import.

Progress is slow, but it's progress.

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