Small update: where there’s a will, there’s a way. After almost two months in limbo the epic marketplace isn’t working out. I’m putting together a site where you’ll be able to purchase and download assets while continuing to receive updates and tutorials. If there are any developers interested in shortcutting the endless queue, being more than a thumbnail and simply selling quality assets on a well presented site, contact me at [EMAIL=“justin@skull.co.nz”]justin@skull.co.nz.
You’ve had your submission in for two months and didn’t get on Trello?
Unfortunately that’s the case.
I’ve been in touch with them every other week and keep getting assured that it’s next in line for review. Then it never happens. Oh well. In the end it’s not a bad thing - heaps of upsides to selling your product on its own site and it might still eventually appear on the epic marketplace as well one day.
I’ll post an update in a couple of days when I’ve finished the paypal integration.
How do you make it available for Download? Over GitHub like the UE4 Source Code?
Strange that they need so long.
Via GitLab, which is identical to GitHub but can have private installations: https://about.gitlab.com/
This removes the need to have the external zipfiles of content the way Unreal Engine does on GitHub, since your repo can go over the size limit.
What’s also nice is you get issue tracking and a wiki with it.
Also, if you want a GitLab installation, there’s a Digital Ocean appliance you can set up in a couple of clicks. Very, very easy to get going. I can’t recommend it enough and it’s the best way to do source control.
Hey everyone,
Our apologies for the time it’s taken to get this out to you. There’s no excuse for something taking 2 months anymore - we’re still very manual, but we’ve certainly improved our backend enough to get things out faster than this. In fact, if anyone has been waiting on us to reply longer than a few weeks, please reply to me directly and we’ll make sure you get answers.
We’re as excited as you are to see it on the Marketplace! We’ll be working with Justin to make sure this gets out ASAP.
-deke
I’m excited about putting it on both.
I can confirm that the cel shader works excellently with the Oculus Rift. Notable differences are that the Rift is too low resolution to display some of the shading, but the overall effect is excellent. Actually, out of all the demos and games I tried the cel shader sample level looked the best - all thanks to Unreal’s third person controller being configured in the right way from the start! I was skeptical about how good the Rift would be in third person mode but I think I might actually prefer it.
One thing I’ve noticed is that with the Oculus Rift games like Alien Isolation that look quite convincing and have a great approximation of reality on screen look extremely cartoony and fake on the Rift. It’s safe to say that realistic VR isn’t here yet and won’t be without some serious hardware improvements. On the other hand, things that are meant to look cartoony simply become a better experience all round. It just somehow works. I’m very excited.
It was a deeply satisfying experience to see the cel shader content in 3D and get a sense of the space they’re in. More info soon!
Good to hear, I want to use it with the Rift, that is my main Target. I own a DK2 since 3 Months (most time I play Elite Dangerous with it). ^^
How are you finding Elite? I haven’t settled on a game I’d be comfortable playing for more than short stretches. In fact, I’ve used it more with Virtual Desktop so far. Which, incidentally, is neat because you go from working with the Unreal Engine IDE in a virtual 3d space to playing your gamein immersive 3d without needing to do much.
Elite Dangerous with DK2? It’s awesome (have a X52 Pro HOTAS too). Can’t play it on a Monitor anymore. But I didn’t play Elite every Day because it’s not finished yet, but when I play it, I play it for some hours with DK2, no Problem with it at all and I sensitive for Motion Sickness (but after some Weeks with DK2 it’s a lesser Problem).
Virtual Desktop is a nice VR Software, but for now the DK2 Resolution is to low for it, Text is often too small for easy reading. But I’m sure with the Consumer Version I will use Virtual Desktop more often and with UE too. I also want to watch my 3D/Anime BluRays on a VR Screen or directly in a VR Cinema, but it needs a Software with BluRay Support to be on a legal side. ^^
A good VR Demo: My Neighbour Totoro - Oculus Rift Experience - YouTube
Thanks to Deke and the guys at Epic’s tireless work the cel shader is now live and available for purchase on the marketplace. Thanks again to everyone who helped iron out the bugs and suggested features!
You are so right. I picked up Elite Dangerous last night and… four hours just disappeared. That’s easily the best example of oculus integration that I’ve seen yet. There’s a couple of things like the UI text needs to be enlarged and the canopy needs a zoom mode for distant objects, but man that was fun. Zero motion sickness issues. An X55 Rhino setup is definitely on the cards now.
E: D, Technolust and Doom are my favourite Oculus games. Behind my game, of course. At least, it will be my favourite once we get 3D UI and I make a lot more progress. I recently bought a rather awesome cel shader for it
That’s fantastic, post screenshots of your game when you’re ready!
Quick noob questions, but how do you get to the cel shader settings that you have shown on the first page?
Good question! Here’s a quick video tutorial that walks through setup all the way to accessing the settings and playing the sample content:
Yeah, good News. But not for me this Month, must wait a week more now. ^^
I didn’t pay the DK2 for E:D, but now I would say alone E:D is it worth to have it.
I entirely forgot the other point of that post - by default, you can’t play the sample content! For people who have bought the assets the content is there, but you need to do a bit of work before you can run around the island.
Watch the video, download the missing inputs, set up the project settings and bam, you’re a pirate.
Hopefully Epic figures out a smooth way to include the sample project AND allow transfer of assets into existing projects some time in the future.