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+ + +VR mod for Minecraft; specifically targetting Oculus Rift, but support for other tech
+ +This project is maintained by mabrowning
+ + +Current Version: 1.0 beta
+ +StellaArtois, mabrowning 2013
+ +The cheesy name apart, Minecrift attempts to update Minecraft to support the +Oculus Rift. Initially this means allowing head-tracking input and using the +correct stereo rendering parameters for the Rift. We also are in the progress +of supporting different control schemes and positional head tracking. Minecraft +for various control schemes. Minecrift is also meant as a kick up the arse to +Mojang, so that they can add official Oculus support in the near future. If and +when Minecraft officially supports the Rift, Minecrift development might cease +(unless they make a complete hash of it), but probably not. +With thanks to:
+ +We make regular releases and update the MTBS3D forum thread when a release is +ready for general use. However, if you can't wait that long, we do have a +continuous integration service generously provided by +CloudBees.
+ +Click the button below to go to our Jenkins page where you can download the +latest build hot-off-the-presses.
+ + + +REQUIRES Minecraft 1.5.2 With Optifine HD D3
+ +The recommended way to install Minecrift is use the magic +launcher, +which is available for Windows, OSX, and Linux.
+ +In addition, you will need to update LWJGL to the latest version. Older versions are unsupported.
+ +It is possible to install Minecrift without using the Magic launcher, but this +way hasn't been tested as well. Use the steps below according to your operating +system. You'll still need to update LWJGL according to the tutorial linked above.
+ +Minecrift for Windows requires Vista or above and a graphics card & driver capable of at least OpenGL 3.3 support.
+ +Follow the same steps for Windows, but use ~/Library/Application +Support/minecraft instead of \.minecraft.
+ +Follow the same steps for MacOS, but use ~/.minecraft/ instead of +~/Library/Application Support/minecraft.
+ +Version 1.0 is the first to include full Razer Hydra support. If you have one, +include SixenseJava.jar in your modlist to enable the functionality.
+ +In game:
+ +In Menus/Inventories:
+ +You should be able to take advantage of the new 1.5 inventory management + controls with this joystick mapping.
Joystick sensitivity can be set in VR Options.
+ +Here are some other hotkeys that allow quick access to changing VR settings.
+ +Pressing space-bar while in a menu will reset the orientation of the head tracker +to make the current direction "forward"
F1 to bring up the game HUD / overlay if it isn't already up.
Ctrl and - / = for IPD adjustment. Hold ALT as well for fine adjustment. The +IPD setting should be saved between sessions.
Ctrl O to attempt to reinitialise the Rift (including head tracking).
Ctrl P while not in a menu to turn distortion on / off. Sometimes useful if +the offset mouse pointer is a pain in the menus. Ctrl-Alt P to toggle +chromatic aberration correction.
Ctrl L toggles head-tracking ON/OFF. Ctrl-Alt L toggles tracking prediction +ON/OFF. It is OFF by default.
Ctrl U changes the HUD distance. Ctrl-Alt U changes the HUD scale. Ctrl-Alt Y +toggles opacity on the HUD.
Ctrl-M toggles rendering of the player's mask ON/OFF.
FOV adjustment within Minecraft will have no effect - I use the FOV as +calculated from within the Oculus SDK.
Allow user to use mouse pitch input as well as yaw. Use Ctrl-N to toggle.
Large or Auto GUI size recommended.
Use Ctrl-B to turn Full Scene Anti-aliasing (FSAA) on/off. Use Ctrl-Alt B to +cycle the FSAA renderscale. Be warned; this feature is a resource hog!! If +you cannot get 60fps at your desired FSAA level, cycle it to a lower scale +factor. Anyone with a nVidia GTX Titan please let me know what average FPS +you get at scale factor 4.0!
Ctrl , or . decreases or increases the FOV scale factor. This can be used to +fine tune FOV if it doesn't look quite right to you.
Ctrl-Alt , or . decreases or increases various sizes of distortion border. +This can be used to improve rendering speed, at a potential loss of FOV.
Ctrl V cycles through head track sensitivity multipliers. Try this at your +own risk!
Please post feedback, bug reports etc. to the GitHub issue +tracker. Please search before +posting to see if the issue has already been reported
+ +There is also discussion happening at this forum thread at +MTBS
+ +