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Blackout VPX WIP


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#1 dyopp21

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Posted 30 September 2015 - 09:07 PM

EDIT: Link to table file added 10/9-- https://www.dropbox....ta 1.1.vpx?dl=0

 

Attached File  BLACKOUT VPX.PNG   1.82MB   16 downloads

 

 

Attached File  blackout add light.PNG   185.05KB   24 downloads

 

Not sure how to tag someone on the forums, so I'm hoping 32assassins sees that I've moved our Blakckout project to its own thread.  

 

I'm trying to help him help me with a VPX version of Blackout, and I've been playing with the lighting.  I want some of the light to come through the plastics, but I don't want the shadow patterns.  I've tried adding a simple circular light and setting the halo height etc.  I just can't get the light to actually come on, and can't figure out what I'm overlooking.


Edited by dyopp21, 10 October 2015 - 03:42 AM.

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#2 cyberpez

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Posted 30 September 2015 - 09:28 PM

I've been pretty happy with these setting for the light shining through plastics...  I think they key is setting the transmit .99 on the light and having the plastics material set to .99 on the Opacity Amount. 

 

 

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#3 ScottyVH

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Posted 01 October 2015 - 02:31 AM

I've been pretty happy with these setting for the light shining through plastics...  I think they key is setting the transmit .99 on the light and having the plastics material set to .99 on the Opacity Amount. 
 
 

I don't understand all of that. But I think the effect is quite nice in your example.

test5.gif


#4 dyopp21

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Posted 01 October 2015 - 05:27 PM

I've been pretty happy with these setting for the light shining through plastics...  I think they key is setting the transmit .99 on the light and having the plastics material set to .99 on the Opacity Amount. 

 

 

Thanks for the settings, and I have kind of figured out how they work by playing around with the numbers on EXISTING BULBS.  However my problem lies in adding a new GI light and getting it to actually come on with the other GI lights on the table.  It just sits there, dead.  I'm assuming maybe there is something in the script that turns these on?  I'm able to get the light to turn on by switching light state to "lightstateON."  But I need it to be somehow connected to the other GI lights.  In other words, I need it to fade on with the other GI lights, since on this particular table it needs to be controlled by the script.


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#5 allknowing2012

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Posted 01 October 2015 - 05:33 PM

Go into collections .. there is likely a GI collection .. add the bulb there :-)


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#6 dyopp21

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Posted 01 October 2015 - 08:05 PM

I'll be damned!  That one little thing was all I was missing (for the GI lights at least).  I just tested blackout mode and the light I added worked perfectly. Now I can finish adding the plastics a properly light them.  Thanks a lot allknowing2012.  Your username is so apropos!


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#7 dyopp21

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Posted 01 October 2015 - 08:21 PM

Attached File  blackout right sling lit.PNG   200.4KB   11 downloads

 

Added to proper collection.  Used light settings by cyberpez.  I think it's getting there!

 

Thoughts?  Suggestions?


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#8 cyberpez

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Posted 01 October 2015 - 09:14 PM

I like it!!  One thing I've noticed is that black seems to be way more transparent than other colors.  To "fix" this I copied the wall I was using for the plastic...  pasted it over/under the original one, but made it just a bit lower..  example: if your original plastic is at height 55..  make the second one 54.  create a new material that is black and not transparent, and assign it to your second plastic.  the light will still light up your plastic, it will just not be so see through.



#9 32assassin

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Posted 01 October 2015 - 09:43 PM

very nice

 

if you want to update the code for the Blackout to work change this

 

 

- select the GI lights

- in the Properties Panel:

Color & Formatting

Fade Speed  from 0.002  --> 0.02  (both UP and Down boxes)

State & Physiscs

State  --> LightStateOn

 

 

Code change starts at line 98

 Sub dt2Reset (enabled)
	If Enabled Then
		PrimDropTgtUp dtTDrop, 1, 33, 0, 1
		PrimDropTgtUp dtTDrop, 2, 34, 0, 0
		PrimDropTgtUp dtTDrop, 3, 35, 0, 0
	End If
End Sub
LINE (98)

 Sub SolSpecial(Enabled)
	If Enabled Then
	'*****GI Lights On
		dim xx
		For each xx in GI:xx.State = 0: Next
	Else
		For each xx in GI:xx.State = 1: Next
	End if
 End Sub



 '**********************************************************************************************************

'Initiate Table

and I hope you are planing on redrawing the apron,  the current one is a generic Williams apron and the one on the VP8 table  is very pixelated.

 

this is a more accurate primitive texture for the apron and plunger cover

Attached File  apron williams.png   254.87KB   14 downloads

Attached File  plunger cover williams.png   108.7KB   11 downloads


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#10 hauntfreaks

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Posted 02 October 2015 - 06:37 PM

I've been pretty happy with these setting for the light shining through plastics...  I think they key is setting the transmit .99 on the light and having the plastics material set to .99 on the Opacity Amount. 

 

 

 these are about the same setting i been using... so much nicer than the foggy look some tables have had, which i believe goes back to the vp9 flash on top of the plastics look and no under


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#11 dyopp21

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Posted 02 October 2015 - 08:26 PM

very nice

 

if you want to update the code for the Blackout to work change this

 

 

- select the GI lights

- in the Properties Panel:

Color & Formatting

Fade Speed  from 0.002  --> 0.02  (both UP and Down boxes)

State & Physiscs

State  --> LightStateOn

 

 

Code change starts at line 98

 Sub dt2Reset (enabled)
	If Enabled Then
		PrimDropTgtUp dtTDrop, 1, 33, 0, 1
		PrimDropTgtUp dtTDrop, 2, 34, 0, 0
		PrimDropTgtUp dtTDrop, 3, 35, 0, 0
	End If
End Sub
LINE (98)

 Sub SolSpecial(Enabled)
	If Enabled Then
	'*****GI Lights On
		dim xx
		For each xx in GI:xx.State = 0: Next
	Else
		For each xx in GI:xx.State = 1: Next
	End if
 End Sub



 '**********************************************************************************************************

'Initiate Table

and I hope you are planing on redrawing the apron,  the current one is a generic Williams apron and the one on the VP8 table  is very pixelated.

 

this is a more accurate primitive texture for the apron and plunger cover

attachicon.gifapron williams.png

attachicon.gifplunger cover williams.png

I will give the new code a try this weekend.  And sure, i can redraw the apron.  I may need some assistance getting it on the table correctly.  I'll let you know when I reach that point.


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#12 dyopp21

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Posted 07 October 2015 - 09:11 PM

very nice

 

if you want to update the code for the Blackout to work change this

 

 

- select the GI lights

- in the Properties Panel:

Color & Formatting

Fade Speed  from 0.002  --> 0.02  (both UP and Down boxes)

State & Physiscs

State  --> LightStateOn

 

 

Code change starts at line 98

 Sub dt2Reset (enabled)
	If Enabled Then
		PrimDropTgtUp dtTDrop, 1, 33, 0, 1
		PrimDropTgtUp dtTDrop, 2, 34, 0, 0
		PrimDropTgtUp dtTDrop, 3, 35, 0, 0
	End If
End Sub
LINE (98)

 Sub SolSpecial(Enabled)
	If Enabled Then
	'*****GI Lights On
		dim xx
		For each xx in GI:xx.State = 0: Next
	Else
		For each xx in GI:xx.State = 1: Next
	End if
 End Sub



 '**********************************************************************************************************

'Initiate Table

and I hope you are planing on redrawing the apron,  the current one is a generic Williams apron and the one on the VP8 table  is very pixelated.

 

this is a more accurate primitive texture for the apron and plunger cover

attachicon.gifapron williams.png

attachicon.gifplunger cover williams.png

I got tied up this weekend, but I managed to finish the plastics today and I took my time and adjusted every light on the table to get a nice reflection off the ball throughout (I love it when it goes in those red pop bumpers, reflection is subtle, yet awesome!).  Tonight I hope to add the code to correct Blackout and try it out, and redraw the apron with the correct instruction card.  I do have one question:  The "10" thousands bonus insert doesn't light.  How do I wire that in?

 

Lastly, I played with the lights down this afternoon with all plastics in place and the table lighting set to very low, and when I achieved "Blackout" mode, the hairs on the back of my neck stood up.  Looks really good, 32assisins!  Can't thank you enough for your assistance.


Edited by dyopp21, 07 October 2015 - 09:12 PM.

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#13 Trinity

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Posted 07 October 2015 - 09:26 PM

Love Blackout. Looking forward to this.



#14 dyopp21

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Posted 10 October 2015 - 03:21 AM

https://www.dropbox....ta 1.1.vpx?dl=0

 

Well, it took me a lot longer of messing with plastics and lighting than I planned, but I finally have a beta ready to try out.  The ball is still doing some wonky things (like, way too much spin and it will run up an inlane or spin off a rubber (going hard in the paint!) or curve on the playfield more than is natural.  I assume this is some sort of physics setting I have missed.  If anyone has any suggestions, throw 'em my way.

 

Also, I haven't been able to get the "10" thousands bonus insert to light.  If I exchange the number that it is mapped to with another number, then it works, but the other one doesn't.  I'm still very new to all this, so any help here would also be appreciated.  And I haven't had a chance to redo the apron.  Sorry, but I'm just slow at this!  Always take me longer to get it done than I expect.

 

I have to give the most credit to 32assassin.  This table wouldn't exist in VPX without him.  He did the scripting changes to make blackout work, and most of the table elements.  I merely adjusted the posts, repositioned the plastics and tweaked the lighting.  And as far as authors goes, this is originally a JPSalas table.  So many thanks to him has well.

 

Enjoy!


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#15 dyopp21

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Posted 10 October 2015 - 03:35 AM

Add:  Blackout mode is now working!  Although it wasn't programmed to work the way I expected.  The GI lighting merely goes out momentarily when Blackout is achieved, but comes back on after the ball is released from the kicker hole.  I was expecting the lights to stay out for the remainder of that ball, but having never played blackout in real life I didn't know it was only a momentary blackout of the GI lights.  Oh well.  Still really cool that it works.

 

How to achieve "blackout" mode:

Knock down both Red and Yellow targets (more like orange, but the voice says they're yellow), and also hit all of the green stationary targets.  Once you have "condition green, condition yellow and condition red" all lit at the kicker hole, blackout will light.  Put the ball in the kicker hole to be awarded blackout.

 

How to achieve an extra ball: Make the orbit 5 times.  Extra ball lights at the kicker hole.  Hit it for EB award. 


Edited by dyopp21, 10 October 2015 - 03:36 AM.

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#16 hauntfreaks

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Posted 10 October 2015 - 03:44 AM

 

Well, it took me a lot longer of messing with plastics and lighting than I planned, but I finally have a beta ready to try out.  The ball is still doing some wonky things (like, way too much spin and it will run up an inlane or spin off a rubber (going hard in the paint!) or curve on the playfield more than is natural.  I assume this is some sort of physics setting I have missed.  If anyone has any suggestions, throw 'em my way.

 

I've used assassin's base vpx that he posted for my pumpkin carving table and had the same problems... in VPX there seems to be an issue with the ball crawling up the lanes.... it seems ramps being used as walls and the rubbers are the cause... the easy fix to make the ramp walls not collidable and to add invisible walls that are collidable... also do the same for the rubbers and adjust the elasticity and friction to simulate the right rubber feel... maybe there is a real way to fix this... I havent seen any other solution... i'm far from an expert, just a tinkerer and i did what seems to have fixed it.... 

 

PM sent


Edited by hauntfreaks, 10 October 2015 - 03:48 AM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#17 kiwi

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Posted 10 October 2015 - 11:08 AM

To operate the light of the bonus, change the scripts lines 282 and 283

Set Lights(12)=l12
Set Lights(13)=l13

instead of

Set Lights(11)=l12
Set Lights(12)=l13

Max



#18 gtxjoe

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Posted 10 October 2015 - 02:01 PM

For blackout mode, you could add a fantasy option which would black out the GI until ball drain.

#19 dyopp21

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Posted 10 October 2015 - 02:17 PM

To operate the light of the bonus, change the scripts lines 282 and 283

Set Lights(12)=l12
Set Lights(13)=l13

instead of

Set Lights(11)=l12
Set Lights(12)=l13

Max

Thanks Kiwi!  That fixed it.  I'll release an updated version after I deal with these physics issues.  The ball is doing some crazy stuff on this table.


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#20 dyopp21

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Posted 10 October 2015 - 07:44 PM

For blackout mode, you could add a fantasy option which would black out the GI until ball drain.

That sounds like an awesome idea, however I wouldn't know how to script that.  


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