Discontinued
Edited by chepas, 14 May 2014 - 04:06 AM.
Posted 05 May 2014 - 07:07 PM
Discontinued
Edited by chepas, 14 May 2014 - 04:06 AM.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 06 May 2014 - 04:45 PM
you are a pinball building machine. hahaha.
Lol. Well , I have a few that I made a couple of years back that were never used in FP. So that was a quite a big head start there but the Robocop, Dracula & White Water have all been done recently.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 06 May 2014 - 05:25 PM
May have to build a coin door. You can see where I've moved other one away from table and left the image for now.
Bilbox , lou ==> Can a new coin door be imported with script? Not sure of another way to get that into the .fpt.
Also is there a way to get light to reflect off my disco/golf ball on top of cab? ![]()
Edited by chepas, 14 May 2014 - 04:06 AM.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 06 May 2014 - 08:56 PM
Bilbox , lou ==> Can a new coin door be imported with script? Not sure of another way to get that into the .fpt.
Also is there a way to get light to reflect off my disco/golf ball on top of cab?
Better way for coin door is to create an ornament object in fpt an dmove it in place using transform editor. You then can destroy the "old" one by script:
GameObject.Destroy(GameObject.Find("Cabinet/front/coindoor"));
Wow, disco ball reflection will need specific code I guess, but possible... I'll give a try if I find time ![]()
UP2
Posted 06 May 2014 - 09:05 PM
Bilbox , lou ==> Can a new coin door be imported with script? Not sure of another way to get that into the .fpt.
Also is there a way to get light to reflect off my disco/golf ball on top of cab?
Better way for coin door is to create an ornament object in fpt an dmove it in place using transform editor. You then can destroy the "old" one by script:
GameObject.Destroy(GameObject.Find("Cabinet/front/coindoor"));
Thanks. Will try in a bit.
Wow, disco ball reflection will need specific code I guess, but possible... I'll give a try if I find time
Lol. Not that important just extra candys. ![]()
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 17 July 2015 - 09:40 PM
hi.
I just took a look on the weird bouncing you had on this table (the version you sent me).
It seems that if a ball is "stuck" betwwen the flipper and another rubber object, it generates an insane repulse force.
We never encountered that because is is the first time I see rubber inlanes.
However, to fix it, open the rubber physics and lower the bounciness at leasty under 0.5. Try to find the best value... and copy to all "inlane" rubbers...
Good luck.
UP2
Posted 17 July 2015 - 10:07 PM
I haven't noticed it so much anymore. Currently running ball mass at 10.0 which looks pretty good and isn't slow. I think I lowered the mass down from 15 to try and gain some bounce back.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 20 July 2015 - 08:45 PM
Seeing as you bumped this here's some gameplay. Even whilst capturing here it does take a hit but it's still not too bad, but off capture it's good.
Instructions are in there but forgot to check them out.
Not really much...
Todo:
Led segments translite
GI translite
Inlane plastic
New Apron
Jukebox
Backwall texture Changer (recommended stick with current for picture on right)
Droptarget solenoid & hit
Better wood texture - rails , translite
Gravity down a peg.
RIght gate bounce.
Change bumpers off machine gun.
Get back feet touching the floor.
Edited by chepas, 20 July 2015 - 08:46 PM.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 21 July 2015 - 01:08 PM
Nice one thanks! Physics are great fun.
I haven't got BK, I am bad I don't have half of the games, I could've checked that.
-----------------------------------------------------------------------------------------------------------------
Before I forget I was trying to catch an objects renderer.IsVisible, specifically a bumper. I could find the object but it was null on renderer.
Don't mind me I'm having a blast but what I was after was to look at a certain model (jukebox) , use the isVIsible to take control. Then use sequence of images as song selection or a full screen overlay.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 22 July 2015 - 08:07 AM
IsVisible? No, I don't think you need to use that.
What you can do is get the object and une "enabled":
GameObject.Find("PathToMyObject").enabled = false;
Be carefull though:
- It will disable everything related to this object and it's hierarchy, aka rendering, physics collision, linked scripts, etc...
- Once Disabled You will not be able to do the oppposite as GameObject.Find ONLY looks for enabled objects. You would need to keep a ref somewhere:
GameObject m_savedRefOnO = null;
void MyFunction(string pathToMyObject)
{
m_ savedRefOnO = GameObject.Find("PathToMyObject");
if(savedRefOnO !=null)
savedRefOnO.enabled =false;
}
void MyFunction2()
{
if(savedRefOnO !=null)
savedRefOnO.enabled =true;
}
Also, for bumpers, I think remembering there is not renderer on the root object, because bumpers are composed (Cap, Skirt, etc...). Use TableExplorer to verify that.
Good luck...
Edited by BilboX, 22 July 2015 - 08:08 AM.
UP2
Posted 22 July 2015 - 10:39 AM
Just checking we're on the same page here. This isn't for disabling objects.
I want to use a free cam or Invoke a camera view for this.
If an object was behind you ( lets say that ball you have as a camera or whatever that is behind you)
When you turn around (free cam) and look at this object you should be able to return IsVisible = true ?
OnBecameVisible, OnBecameInvisible.
http://docs.unity3d....-isVisible.html
I think remembering there is not renderer on the root object,
This could be why! Will try soon as possible.
Edited by chepas, 22 July 2015 - 10:40 AM.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 23 July 2015 - 03:28 PM
Okayyyyyyy. Visible by any camera...
There might be a problem though: Cab Cameras are disabled but still in the scene. I hope this will notbe trouble...
Maybe there is such a function by camera, which would be better... Actually it is not hard to do if it doesn't...
UP2
Posted 23 July 2015 - 03:35 PM
What I thought would be cool is when you focus the jukebox for the camera to fly over to it. Haven't worked out how to invoke the camera views, maybe I'll just stick to invoking key presses for now.
Imagelist as the jukebox screen. Select song. Fly back.
To tell if you are running cab mode to disable this option or one big transparent overlay or gui for cab control.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 22 August 2015 - 11:03 PM
Thanks but sorry, development ceased again. Same as all other work I had been doing in UP. Not worth my time at the moment due to lack of documentation, communication & UP releases.
Ship me your email and I'll keep you posted or you can test.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000