I swear telling people "I have an Applebee's due tomorrow" is one of the funnier things I've done in school.
So I honestly have no idea how I thought of this or how this is the second time I've made a 3D environment based off of an Applebee's. I decided to make it look like an N64 game since I knew this would have a lot of parts and didn't want to spend too much time on them. I watched some tutorials online and tried kinda following them but only really the super basic gist of them, like how textures for some of the games are 64x64 (bigger textures were used, such as 128x128, but I think anything bigger than that was reserved for use with the expansion pack), and having to bake shadows (I just opted to make the textures muddy since I've never had any luck with baking textures) and use vertex lighting (broke the textures for me so I guess not). Bonus points since I grew up playing the N64, so I didn't purely pick this for convenience (My parents took me to London and Paris for 2 weeks and legit the only time I remember actually getting excited about anything the whole time was in the British Science Museum when I saw the SGI Onyx Machine on display, which was the same model they used to make GoldenEye on the N64, which is the size of a refrigerator.)
Everything that's 3D modeled here was something I modeled from scratch. For textures, I used public domain textures from ambientcg.com (but I resized them from being 1K to 64x64 to give them the N64's signature crunchy texture look), and I used the VR template for controls and stuff (since that was the only way I could get it to work). What I love about choosing to build an abandoned Applebee's specifically is this: Don't want to model something? Just put a pile of rubble where it would've been. Problem solved. And to make the rubble I just did a bunch of proportional editing on an ico sphere. The giant hole in the ceiling is just a flat 2D image. The whole scene only uses 5100 tris.
Unsurprisingly, I made an ambient track to loop while the environment is running by just putting whatever random notes I clicked on for 4 measures each and somehow the harmonies weren't garbage. It took me about a minute to make.
I was able to get my dad's Oculus to run my desktop, but getting the actual project running is proving to be easier said than done (I'm writing this paragraph on the Oculus)
Okay it took 5 hours to just get a working build and I couldn't get vertex lighting to work, but it finally works and I really don't want to touch this for a bit.
I only set collisions for the ground since I was about ready to slap this thing into next week trying to set collisions because the player is a ghost I guess.