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More
Primitive drop target models?
Started By
ICPjuggla
, May 31 2014 12:38 PM
Best Answer unclewilly , 01 June 2014 - 08:00 PM
here you go. i did this fast so you need to adjust the texture a bit to remove that one black line.
I can send you the uv layout if you need it.
you can see its normal in all views.
if you set all the scales x/y/z to 100 it should be the correct size.
just copy the model to your table
if you want to rotate it use the objrotz number
Go to the full post
35 replies to this topic
#1
Posted 31 May 2014 - 12:38 PM
I'm having a problem with the future pinball drop down target's models looking correct in VP.
I understand how to convert them and import them as I have many models already converted. Every time I try and do a drop down target I can't get it to look right. It's either backwords, upside down, sideways etc. What ever I try seems not to work, anyone have the magic conversion #'s or maybe a dummy table with T2 and T3 bullseye's looking correct.
Thx in advance.... :-)
I understand how to convert them and import them as I have many models already converted. Every time I try and do a drop down target I can't get it to look right. It's either backwords, upside down, sideways etc. What ever I try seems not to work, anyone have the magic conversion #'s or maybe a dummy table with T2 and T3 bullseye's looking correct.
Thx in advance.... :-)
#3
Posted 01 June 2014 - 11:59 AM
If you are using a target straight from fp.
To have it right side up, rotx Should be 90.
Then you can rotate it's face with objrotz.
The z setting in the position. L will adjust it up and down
If you post a table with the target in it I can adjust the model so all you will need to do is the rotx 90 and it will be sitting on the table surface at z position 0
To have it right side up, rotx Should be 90.
Then you can rotate it's face with objrotz.
The z setting in the position. L will adjust it up and down
If you post a table with the target in it I can adjust the model so all you will need to do is the rotx 90 and it will be sitting on the table surface at z position 0
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#5
Posted 01 June 2014 - 12:33 PM
I remember the first primitive peg I imported. What a pita. I thought I would never use this crap. Now after messing with so many of them it has all kind of clicked into place for me.
I have to get a table object table together for people to use
I remember the first primitive peg I imported. What a pita. I thought I would never use this crap. Now after messing with so many of them it has all kind of clicked into place for me.
I have to get a table object table together for people to use
I remember the first primitive peg I imported. What a pita. I thought I would never use this crap. Now after messing with so many of them it has all kind of clicked into place for me.
I have to get a table object table together for people to use
I have to get a table object table together for people to use
I remember the first primitive peg I imported. What a pita. I thought I would never use this crap. Now after messing with so many of them it has all kind of clicked into place for me.
I have to get a table object table together for people to use
I remember the first primitive peg I imported. What a pita. I thought I would never use this crap. Now after messing with so many of them it has all kind of clicked into place for me.
I have to get a table object table together for people to use
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#6
Posted 01 June 2014 - 12:46 PM
Yes I agree it's actually pretty easy converting the models from FP to VP, well most models. The drop targets are killing me!!!
Everything on this table so far is a primitive other than the side walls and metal guilds. I haven't figured out blender yet.. lol
image.jpg 691.27KB
9 downloads
Everything on this table so far is a primitive other than the side walls and metal guilds. I haven't figured out blender yet.. lol
image.jpg 691.27KB
9 downloads
#7
Posted 01 June 2014 - 02:20 PM
okay here is the dummy table with the model imported and the texture.. As you will see it's not in the correct position and any settings I try don't seem to work..
drop_target_test.zip 137.3KB
13 downloads
#8
Posted 01 June 2014 - 03:13 PM
I just scaled the object and moved the point of origin.
Export the object and open it with Blender to understand what I have done.
If you have any questions ask away.
In VP with TransZ, raise or lower the target.
Max
drop_target_test.rar 134.52KB
12 downloads
#9
Posted 01 June 2014 - 03:42 PM
Thanks kiwi. I'm not at home to help right now
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#10
Posted 01 June 2014 - 05:17 PM
#13
Posted 01 June 2014 - 06:29 PM
Is the texture power of 2, like 512x512
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#14
Posted 01 June 2014 - 06:36 PM
Try this mesh, in the previous one there is something broken
.
Import it into VP without mirror it and without converting the textures coordinates.
Max
droptarget-t3.rar 850bytes
3 downloads
#16
Posted 01 June 2014 - 07:01 PM
Try using this code in the keydown subroutine. Then push those 3 buttons to see how it rotates the primitive. It should help you figure out the right thing to do or just confuse you more ![]()
If keycode = PlungerKey Then
Plunger.PullBack
Primitive1.Rotx = Primitive1.Rotx + 10
End If
If keycode = LeftFlipperKey Then
LeftFlipper.RotateToEnd
PlaySound "FlipperUp",0,1,-0.1,0.25
Primitive1.Roty = Primitive1.Roty + 10
End If
If keycode = RightFlipperKey Then
RightFlipper.RotateToEnd
Primitive1.Rotz = Primitive1.Rotz + 10
PlaySound "FlipperUp",0,1,0.1,0.25
End If
#18
Posted 01 June 2014 - 07:47 PM
okay here is the dummy table with the model imported and the texture.. As you will see it's not in the correct position and any settings I try don't seem to work..
This mesh looks like it has its normals pointing in the wrong direction/wrong triangle winding order. You can actually fix this by changing the X scale from 2 to -2, although I don't recommend this, it's better to get the mesh right in the first place.
Did you choose to "Convert coordinate system" when importing the mesh into VP? I think that one should always answer Yes to this, unless perhaps FP outputs buggy mesh files.
A question to everyone who has experience using primitives: do you answer Yes or No to this prompt?
Edited by mukuste, 01 June 2014 - 07:47 PM.
#19
Posted 01 June 2014 - 08:00 PM Best Answer
here you go. i did this fast so you need to adjust the texture a bit to remove that one black line.
I can send you the uv layout if you need it.
you can see its normal in all views.
if you set all the scales x/y/z to 100 it should be the correct size.
just copy the model to your table
DTTable.png 223.09KB
4 downloads
if you want to rotate it use the objrotz number
Attached Files
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#20
Posted 01 June 2014 - 09:43 PM
Thank you to all that have helped with this situation.. :-)
I'm sure at some point it would of come up eventually, the question is how the hell did you figure that out so fast UW.. :-) Awesome stuff man, thank you...
problem now is the texture is blurry once scaled and positioned... sigh... I'm sure it's just a VP thing though as I've noticed this type of thing in the past doing it the old way.. Check out the picture...
playboy_wip_v3.png 1.8MB
6 downloads
again thank you all for helping with this.. :-)











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