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VP10 is here (beta)

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#1981 kiwi

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Posted 20 May 2015 - 04:38 PM

I have a WIP that in Blender, it gives me this error.

error21.png

 
In TriZone I modified the POV, did some shooting test, and exported the Obj Mesh.
Open the Mesh in Blender and I have found only a piece of wood (the playfield).
Closed and reopened VP, re-exported the Mesh, open it in Blender again and all is well, they lack only the two rails (ramps with two control points), probably because the Visible box is unchecked.

 

Thanks

 

Max


Edited by kiwi, 20 May 2015 - 04:39 PM.


#1982 fuzzel

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Posted 20 May 2015 - 06:00 PM

Yes the mesh export isn't perfect yet. The rule of thumb for exporting is: only visible elements are exported and only those elements are exported which are currently on active layers. The exception is the play field this one will be always exported.

#1983 randr

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Posted 20 May 2015 - 10:00 PM

My gosh this look interesting!


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#1984 gtxjoe

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Posted 21 May 2015 - 03:15 AM

Strange primitive height issues in FS mode. Desktop mode seems fine.  Alright here is a test table with some interesting results.  Table objects on the playfield and same objects on top of a wall.

 

Desktop looks fine (Top picture)  FS mode has some issues (Bottom pictutre - I rotated it for comparison)

1)  Trigger on Wall1 surface lower than on playfield

2) Post is fine but rubber height on the wall (and maybe even on the playfield) are lower

3) wire gate is sunk into the wall

4) I put a halo light at height 5 on the bumper, on the playfield it is as expected.  On the wall the bumper is elevated above the light

 

vpinball1993.exe

Test table is here:  https://www.dropbox....pxtest.vpx?dl=0

Is it my computer setup or are other seeing this?

dsfs.png


Edited by gtxjoe, 21 May 2015 - 03:20 AM.


#1985 hauntfreaks

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Posted 21 May 2015 - 03:43 AM

Strange primitive height issues in FS mode. Desktop mode seems fine.  Alright here is a test table with some interesting results.  Table objects on the playfield and same objects on top of a wall.

 

Desktop looks fine (Top picture)  FS mode has some issues (Bottom pictutre - I rotated it for comparison)

1)  Trigger on Wall1 surface lower than on playfield

2) Post is fine but rubber height on the wall (and maybe even on the playfield) are lower

3) wire gate is sunk into the wall

4) I put a halo light at height 5 on the bumper, on the playfield it is as expected.  On the wall the bumper is elevated above the light

 

vpinball1993.exe

Test table is here:  https://www.dropbox....pxtest.vpx?dl=0

Is it my computer setup or are other seeing this?

dsfs.png

 

Joe its doing the same on my setup....


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#1986 freneticamnesic

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Posted 21 May 2015 - 03:47 AM

why don't fall through vuks work? when they kick back out, with no special commands, they fall right back in



#1987 fuzzel

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Posted 21 May 2015 - 06:11 AM

Strange primitive height issues in FS mode. Desktop mode seems fine.  Alright here is a test table with some interesting results.  Table objects on the playfield and same objects on top of a wall.

 

Desktop looks fine (Top picture)  FS mode has some issues (Bottom pictutre - I rotated it for comparison)

1)  Trigger on Wall1 surface lower than on playfield

2) Post is fine but rubber height on the wall (and maybe even on the playfield) are lower

3) wire gate is sunk into the wall

4) I put a halo light at height 5 on the bumper, on the playfield it is as expected.  On the wall the bumper is elevated above the light

 

vpinball1993.exe

Test table is here:  https://www.dropbox....pxtest.vpx?dl=0

Is it my computer setup or are other seeing this?

dsfs.png

Thanks for the test tabel. That's a z-scaling issue if you set the z-scale value to 1 it's back to normal. Will fix that asap.



#1988 fuzzel

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Posted 21 May 2015 - 07:41 AM

rev1996 is up:

 

- fix z-scaling issue of all elements

- minor bug fixes



#1989 cyberpez

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Posted 21 May 2015 - 01:43 PM

fuzzel,  I'd been seeing similar issues to gtxjoe.  New version seems to have fixed it.  bumpers and rubbers look normal in both desktop and full screen now.  Thanks!!!

 

I still have one odd ball issues with fullscreen.  When my table kicks the ball to the lane, its almost like its under the playfield.....?  you cannot see it.  if you play the ball it goes around the table and hits things..  but you still can't see it...  (unless it passes under the window).  Table plays normally in desktop mode.  Here is a link to the table if you want.

 

https://www.dropbox....X beta.vpx?dl=0



#1990 gtxjoe

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Posted 21 May 2015 - 01:52 PM

Thanks fuzzel.  z-scale :) makes sense.  Will try it tonight

 

Cyberpez, if you add a trigger around the kicker what is the ball z value before and after it enters the kicker? It should be 25 units above the playfield surface Is it a physics issue or just a graphical issue.

Something like this to display it

 
sub trigger1_hit
 msgbox activeball.z
end sub
 
or 
 
sub trigger1_unhit
 msgbox activeball.z
end sub


#1991 hmueck

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Posted 21 May 2015 - 02:12 PM

I would have loved to test the Black Hole table, but the "Intel HD graphics" in this PC always crash VP10 - even in the lowest possible video settings.
HRESULT 80004005 at Rnderdevice.cpp:1134.

Other VP10 tables are fine.
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1992 fuzzel

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Posted 21 May 2015 - 02:16 PM

I would have loved to test the Black Hole table, but the "Intel HD graphics" in this PC always crash VP10 - even in the lowest possible video settings.
HRESULT 80004005 at Rnderdevice.cpp:1134.

Other VP10 tables are fine.

hmm can be a broken element or primitive. The line number points to a function for rendering polygons.

 

btw: The z-scaling issue also happens in DT mode when you change the z-scale value other than 1 so it's not only related to FS ;)



#1993 hmueck

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Posted 21 May 2015 - 02:34 PM

no update available from HP for the graphics. But i forced the Intel driver on it. latest from 2012! ;)
No nore more "texture size must be multiple of 2" message, but the same crash.

Then i activate texture compression and disable software vertex processing -- and it works! :) (EDIT: which is strange, because with the old drivers it didn't work without software vertex processing!)

And by the way: i can see the ball. ;)
EDIT2: dang, you said fullscreen.

{DT picture deleted}

Edited by hmueck, 21 May 2015 - 02:44 PM.

VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1994 sliderpoint

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Posted 21 May 2015 - 02:39 PM

Ah that's the default clipping in Blender. When you imported the table press n to show the view settings on the right side of the 3D view. There are some categories like 'Transform', 'Grease Pencil' and 'View'.

Under the View category increase the clip-end value to 12000 or higher and you will see the complete table (see screenshot).

Don't scale the elements neither use the 'Clamp Size' option when importing .obj files otherwise you will loose the correct position when placing objects and want to import them with the new mesh import feature.

 

 

 

 

The right scale for re-import the mesh in VP, seem 0.01.

 
I still have problems of export (the dialogue window does not appear) and import in Blender (Error), it does not always work.
I have noticed that ramps with only two points of control are not exported.

 
Thank you so much, really it looks like a cool new feature.

 

Max

 

Hey Fuzzel, I'm finding what Max said is true that you have to scale the obj down.  If you don't scale when exporting from blender and you re-import the primitive, it's huge.  Something seems to be lost in translation.

 

-Mike



#1995 hmueck

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Posted 21 May 2015 - 02:52 PM

EDIT: @fuzzel: is it normal, that the bumper metal thingie rotates 90 degrees when a ball hits it?

7bef9ba3b121741cfdd5523f2525a32e.png

 

 

Yeah, fullscreen - no ball display until it runs by the window.

 

Z-scale changed to 1: ball is visible.

 

 

Ball went on lower playfield, short time later:  EDIT: but that's normal, since it's a beta! :)
8d3f4ad8f4b9319b5a1bbadbb04bb328.png


Edited by hmueck, 21 May 2015 - 03:40 PM.

VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1996 cyberpez

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Posted 21 May 2015 - 03:13 PM

 

Thanks fuzzel.  z-scale :) makes sense.  Will try it tonight

 

Cyberpez, if you add a trigger around the kicker what is the ball z value before and after it enters the kicker? It should be 25 units above the playfield surface Is it a physics issue or just a graphical issue.

Something like this to display it

 
sub trigger1_hit
 msgbox activeball.z
end sub
 
or 
 
sub trigger1_unhit
 msgbox activeball.z
end sub

 

 

Thanks gtxjoe

 

Same for both desktop and cabinet.

 

325.0103 hit

325.0059 unhit

 

playfield (raised wall) is at 300.


Is it normal, that the bumper metal thingie rotates 90 degrees when a ball hits it?

7bef9ba3b121741cfdd5523f2525a32e.png
Yeah, fullscreen - no ball display until it runs by the window.
Z-scale changed to 1: ball is visible.
Ball went on lower playfield, short time later:

8d3f4ad8f4b9319b5a1bbadbb04bb328.png

 

Its still a beta  <_<

 

I just started working on the lower playfield.  didn't have time to setup the sling animation yet.



#1997 hmueck

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Posted 21 May 2015 - 03:35 PM

Its still a beta  <_<
 
I just started working on the lower playfield.  didn't have time to setup the sling animation yet.

 

Hmm.. do i answer:

 

1)

I knoooow! :)

 

or

2)
How dare you to publish a version that's not working perfectly! :D

 

:P


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1998 fuzzel

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Posted 21 May 2015 - 04:08 PM

Ah that's the default clipping in Blender. When you imported the table press n to show the view settings on the right side of the 3D view. There are some categories like 'Transform', 'Grease Pencil' and 'View'.
Under the View category increase the clip-end value to 12000 or higher and you will see the complete table (see screenshot).
Don't scale the elements neither use the 'Clamp Size' option when importing .obj files otherwise you will loose the correct position when placing objects and want to import them with the new mesh import feature.
 
 

 
 

The right scale for re-import the mesh in VP, seem 0.01.
 
I still have problems of export (the dialogue window does not appear) and import in Blender (Error), it does not always work.
I have noticed that ramps with only two points of control are not exported.
 
Thank you so much, really it looks like a cool new feature.
 
Max

 
Hey Fuzzel, I'm finding what Max said is true that you have to scale the obj down.  If you don't scale when exporting from blender and you re-import the primitive, it's huge.  Something seems to be lost in translation.
 
-Mike
I was talking about importing a mesh when you export the complete table to a obj file first.
If you want to import a mesh as you always did you have to scale it and depending on the size of the mesh the scaling can be 0.01 or lower or whatever ;)

#1999 sliderpoint

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Posted 21 May 2015 - 04:52 PM

I was talking about importing a mesh when you export the complete table to a obj file first.
If you want to import a mesh as you always did you have to scale it and depending on the size of the mesh the scaling can be 0.01 or lower or whatever ;)

 

 

Right.  I was talking about exporting the whole table.  If I do that from VP, open in blender.  Even if I don't make a change, I have to export from blender because the "save" always saves as a type .blend.  So when I export the .obj file again and then re-import into VP the primitive object is 100x bigger than what was exported.  So I think I'm missing some settings in blender either when I import the object file into blender or when I export as to not have to scale the objects.

 

 

Anyways on to a different topic.  There is a problem with the ambient lighting.  I was playing around with trying to understand what the options for lighting did and I've found that there is an image that is used for the general reflections and there is a light source.  The problem is that the position of those items is not fixed at a 90 degrees up from the table (or 0 inclination).  When we change the inclination (for DT/FS settings) those items stay in a fixed position and the table rotates below them changing the position of the lighting and reflection on the table.  But I think what we are trying to accomplish is not change the position of the source light and reflections on the table, but change the camera rendering angle and the lighting and reflections should stay directly "above" the table.

 

-Mike

 

 

Edit:  i guess this isn't necessarily a problem, but maybe a preference or discussion on the idea behind the difference between DT and FS purposes.


Edited by sliderpoint, 21 May 2015 - 04:58 PM.


#2000 fuzzel

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Posted 21 May 2015 - 05:31 PM

Regarding the import/export thing: when you import back the object into VP you must use the option "Place at mesh's absolute position". Otherwise VP imports the object as is but with the absolute position VP converts the mesh and place it at the exact position where it was placed in Blender.

And for the ambient lights you're right I think the light sources aren't rotated and stay at their old position.





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