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  • Submitted: Nov 10 2013 04:50 AM
  • Last Updated: Sep 20 2014 05:14 AM
  • File Size: 83.21MB
  • Views: 15455
  • Downloads: 3,133
  • Author(s): jpsalas
  • Manufacturer: Williams
  • Year: 1996
  • IPDB Link:
  • Permission to MOD?: Yes, without approval

Previous Versions

  • 15 Dec 2013 Download Tales of the Arabian Nights VP920 beta 2
  • 10 Nov 2013 Download Tales of the Arabian Nights VP916 beta 1

Download Tales of the Arabian Nights VP99 beta 4

* * * * * 11 Votes



Screenshots
This is still a beta of how TOTAN can be made using the new options available in VP916.
What have I used in this table:
- Fading Lightmaps (no need for full screen images for each step in the fading)
- 8 steps Gi (also no need for 8 full screen playfield images)
- fading flashers using alpha ramps
- the lamp using a primitive for a better rotating movement (thanks to Michael Gallo for the 3D lamp and the texture). Actually this is the main reason I release this table, so you can see this lamp in action :)
- the rubber posts and screws are also made with primitives (takes from FP), but I haven't learned yet how to properly add a image to the mesh. But for now they are a good example of static primitives.

Still it is a long way before it is finished, since I should like to use more 3D objects, for the genie and the magnet, and the targets. But that's something I still have to learn :). But for now maybe some authors should like to see the fading lightmaps in action, and maybe some of you should like to play with a different TOTAN :). The images of the playfield and apron are still the ones made by Grizz (from the "classical" version)

Some general notes about this VP916 version:
- this table does not use any extra refresh for the alpha ramps, since by turning off the Region Updates, the alpha ramps refresh quite well and there is no need for extra refresh lights. So turn off Region Updates, and turn on Hardware Rendering and the Region Optimization. I have included a small image shouwing you the option I use in VP916.
- the plastics light up by using alpha ramps, this saves a lot of work in photoshop and a lot of work adding the VP lights on top to make the fading effect. It also saves video memory. I still feel that the old way to make those plastics can look much better than simply adding an alpha ramp, but it is much easier to make it this way for newer authors, and the results are nor bad :)
- the flasher textures are the same as the gi textures and the lightmap textures. But the gi textures are made with 8 steps, and the lightmaps have a black bacground. I guess better textures will make better lights :)
- the table's size is adjusted to my monitor (a 16x10) so you may need to change the XScale on the backdrop settings. So if you have a...
4x3 monitor then change the XScale to be the same as the YScale
16x9 monitor then make the XScale to be the YScale multiplied by 0.83
in my monitor (16x10) the XScale is the YScale multiplied by 0.75

And yes, I'm still retired (as a VP author :)) and I still have very little free time, but I always will find some free time for VP :)
 

What's New in Version beta 4 (See full changelog)

  • Beta 4:
  • After seeing LoadedWeapon night mode I realized I didn't uploaded the latest beta of TOTAN. Not much has changed from beta2, I mostly experimented with some 3D objects. I used a simple primitive for the ramp magnet, but just ignore the Genie :) it is just an inflated doll, hahaha. This beta4 still uses the same lightmap for the fading lights, mostly because I wanted to use the "newer" possibilities, even if still think the the fading steps made with a graphics editor will always be better, but the lightmaps is a good alternative.
  • I guess this beta4 the only thing "new" from beta2 is the magnet made with a primitive. (again, just ignore the Genie, even if the image by clarkent is very nice :) )
  • Beta 2:
  • -Adjusted the height of the gi and flashers so it works with the latest VP920 beta, rev787
  • -This table uses lightmaps. In the zip file you will find the lightmaps fuzzel made. They are very nice, but in the table you will find the ones I made. How they look depends on the image below them. In this table I added a decal with some of the inserts to make it look like the lights turn on from under the playfield.
  • -The table should work regardless of the video options, so the gi and flashers should work well on all the setups.
  • Still a few things to learn before I can say the table is finished. I should like to use a mesh for the genie too, so it is more angle independent for the FS version. But still my knowledge of 3D building is only 0,01% :)


Screenshots

Screenshots


Thank you so much....nice to see you back in business ;)

Thank you very much JP :D

yea!! the Master is back..

Thank you JP!!! Great to see your awesome work again!!!

Looks fantastic JP! I want it in FS badly!

wow ! i love the lights and especially the new lamp !!!

no fs?

S-U-P-E-R-B !!!!!!!!!!!!!!!

Thank's man !!!!

God bless you !!!!!

Photo
thomasmckinley
Dec 21 2013 01:51 AM

Works well on my laptop.

 

CPU = intel i7-3630QM 2.5Ghz - VGA = AMD FirePro m4000

Visual Pinball = 9.2.1 r801

 

Thanks Jpsalas !

Photo
Crazy DarnFool Duck
May 05 2014 06:02 PM

Impressive!  Except there's an error when I run it.  Something to do with BSize, I believe.  Anything I'm doing wrong?


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