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#1 malform11

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Posted 16 July 2016 - 03:58 AM

I just started making original tables. I had been drawing them my whole life but never had software. I am thankful for the software. I am good at visual programming. I spend too many hours trying to make rubbers from walls in VP9 . 10 seemed to be a godsend. The rubbers save hours. But bumpers don't light. Lights shine under objects. The worst part is that decals don' t show at all in backdrop screen, and transparency is not correct with decals on table. I downloaded and installed something that was supposed to fix it, but I saw no change after installation.

 

Without decals, I am very limited, and with no help I may have to go back to VP9 .



#2 hauntfreaks

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Posted 16 July 2016 - 04:05 AM

post a decal that isnt working for you in VPX... I should be about to tell why just by looking at it


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#3 malform11

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Posted 16 July 2016 - 04:14 AM

I set the alpha layer correctly, it shows correctly in the image manager, I don't see a way to post the image here.


Tranparent png. also jpgs will not display in backgrop.



#4 hauntfreaks

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Posted 16 July 2016 - 04:14 AM

whats the file extension?


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#5 malform11

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Posted 16 July 2016 - 04:21 AM

.png...when I did transparency in vp9 the lights beneath the decals shone through the transparent areas. I did alpha for png images, imported into vp10 and shows transparency in the manager. but the light wont come through no matter what the setting are. if I don't apply a material, or do, if the bulb is on, or off, I got the decal set to image. if I set it to text it doesn't do transparency either.



#6 viktory2k1

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Posted 16 July 2016 - 04:45 AM

Man, I wish I knew how to do this, I have so many ideas for originals, it is unreal, some are based off of old TI99/4/a pc games I play.

Parsec pinball would be the ultimate table, maybe overboard, I drew it out once but got messed up with pop bumper location and sound timing, not in the editor, on paper and in my mush head. I thought there was a value for lights brightness but the decal part it weird. hmmmm


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#7 hauntfreaks

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Posted 16 July 2016 - 04:54 AM

well a png is the right one.... but in vpx it about combining it with the right material and light setting... 

make sure in the material the opacity is set to .99 and is checked

and the light is 

modulate .99 or 1

and transmit .5 or lower

 

VPX might at first be a pain and frustrating but you will never go back to designing in VP9 ever again

 

another tip is to find tables you like the lighting in and look at how it was build and settings it used


Edited by hauntfreaks, 16 July 2016 - 04:58 AM.

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#8 nFozzy

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Posted 16 July 2016 - 05:13 AM

Statically rendered objects won't light from underneath. You can use F11 in-game to see what's rendered statically and what isn't.

 

Sounds like alpha mask is set too high for your decals maybe?


Edited by nFozzy, 16 July 2016 - 05:16 AM.


#9 malform11

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Posted 16 July 2016 - 06:34 AM

Thank you Hack and enthusiast. After some sleep i think I can do this. I would like to create a decent table or two and then find someone who likes to do art and make game modes. Ill be back.



#10 Shockman

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Posted 16 July 2016 - 06:15 PM

.png...when I did transparency in vp9 the lights beneath the decals shone through the transparent areas. I did alpha for png images, imported into vp10 and shows transparency in the manager. but the light wont come through no matter what the setting are. if I don't apply a material, or do, if the bulb is on, or off, I got the decal set to image. if I set it to text it doesn't do transparency either.

 

If you have reflections on in VPX you will loose all light insert function, unless you move all the insert graphics to the playfield graphic. It's another step back, even if you consider reflections on them two steps forward. I don't. I consider reflections one step forward, and the fact that light insert graphics don't work with it many steps back. The reason is any movement you will want to do to the inserts become a real pain in the ass, as you destroy graphics that way, instead of moving graphics in an otherwise transparent field.. 


Edited by Shockman, 16 July 2016 - 06:27 PM.


#11 BorgDog

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Posted 16 July 2016 - 08:09 PM

 

.png...when I did transparency in vp9 the lights beneath the decals shone through the transparent areas. I did alpha for png images, imported into vp10 and shows transparency in the manager. but the light wont come through no matter what the setting are. if I don't apply a material, or do, if the bulb is on, or off, I got the decal set to image. if I set it to text it doesn't do transparency either.

 

If you have reflections on in VPX you will loose all light insert function, unless you move all the insert graphics to the playfield graphic. It's another step back, even if you consider reflections on them two steps forward. I don't. I consider reflections one step forward, and the fact that light insert graphics don't work with it many steps back. The reason is any movement you will want to do to the inserts become a real pain in the ass, as you destroy graphics that way, instead of moving graphics in an otherwise transparent field.. 

 

 

Seriously, it isn't any harder to move the inserts in the playfield graphic than in their own graphic, they are just a seperate layer in whatever image editing software you use and you move them and it effects nothing else. You need to stop with this nonsense in every thread that comes up, and learn how to use the available tools, not tell people it's a pain.  it is simple and works perfectly fine, just not the same way you seem to want to do it.  /stops feeding troll now.



#12 hauntfreaks

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Posted 16 July 2016 - 08:19 PM

LOL.... oh boy here we go...

Shock

why would you not have the inserts embedded into the playfield?...... lets say you were buying a reproduction PF

it would have all the inserts installed.... 

this isnt 5 yrs ago when you needed to do image swaps for inserts or any other lighting effects 

you have two options learn the new stuff or just grab your xbox 360 controller and be a player

complaining over and over about the same stuff does nothing for anyone... first you dont understand the materials

then it was you didnt know how the primitive bumpers worked.... then it was reflections and inserts... 

 

all those might be veiled points,... but there is one flaw in your complaints.... NO ONE ELSE IS COMPLAINING

everything you are complaining about works fine for new and old builders... why?... because they adapted  

so adapt or be a player..... because your input is NEVER helpful to anyone


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#13 viktory2k1

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Posted 16 July 2016 - 11:27 PM

Holy cow, that was a little harsh IMO but I am trying to understand some of this and how the PF's are made. For example, I have the game Triple Strike and it seems dim around the bottom 1/3 of the PF, where the 10 pin buttons are and I swear the real table was bright there from side lighting there but not from underneath. Is this a good example of what this topic is about? Sorry to hijack but interested. I never messed with the scripts on real tables to affect lighting because I think they are set exactly like the real deal except that one. This is way over my head but always willing to learn.


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#14 hauntfreaks

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Posted 16 July 2016 - 11:39 PM

viktory2k1.... go back and read shocky's other posts , you will understand why its not so harsh...lol

 

no... topic was about transparent png files and using the decal funtion

what triple strike are you using??... VPX?


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#15 nFozzy

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Posted 16 July 2016 - 11:57 PM

Holy cow, that was a little harsh IMO but I am trying to understand some of this and how the PF's are made. For example, I have the game Triple Strike and it seems dim around the bottom 1/3 of the PF, where the 10 pin buttons are and I swear the real table was bright there from side lighting there but not from underneath. Is this a good example of what this topic is about? Sorry to hijack but interested. I never messed with the scripts on real tables to affect lighting because I think they are set exactly like the real deal except that one. This is way over my head but always willing to learn.

It's generally poor form to try to hijack a thread like that. We've tried to help Shock before.

 

I would immediately suspect your 2d elements. Even minor differences in hue/saturation/luminosity will drastically change the look of the inserts. Everything is amplified when the image is lit.

 

Touching things up with hue/saturation/luminosity blending brushes will make a world of difference



#16 viktory2k1

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Posted 17 July 2016 - 12:05 AM

Oh, I see but still over my head but I get what is happening, I am using vp991 without looking. I have vpx installed but not set up as I only have 2 tables that require it and vpx came out long after I thought I was "done". It will never be truly done I found out and I took a 6 month break from both the cab work and the software and I cannot believe how much I forgot, last night, I installed 2 tables just to refresh my memory and only got 1 to work because of BG issues and me forgetting to change the script to B2S.server. FirePower and Big House are the tables I installed and only got FirePower to work. both vp9 tables but I have 269 tables and about 5 don't work, make that 6 now so I was doing something right. I think Hercules is one of the vpx tables I have and it doesn't work because I don't have vpx set up properly and didn't bother for 2 vpx tables, I forgot what the other one it, I started again because I am taking up have of the garage with the cab build which is done except artwork and the top glass. All wiring is done exept no DOF yet and have way too many toys and never even got my feet wet in that part of it yet and I need to get that cab in the house once I clean the spider webs and cat hair out of it. A cat made a home out of it right by the IPAC that came with the digital plunger so I am sure some wiring is messed up. This is what the cab inside looks like now...Makes me want to cry, LOL

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#17 Shockman

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Posted 17 July 2016 - 12:16 AM

 

Holy cow, that was a little harsh IMO but I am trying to understand some of this and how the PF's are made. For example, I have the game Triple Strike and it seems dim around the bottom 1/3 of the PF, where the 10 pin buttons are and I swear the real table was bright there from side lighting there but not from underneath. Is this a good example of what this topic is about? Sorry to hijack but interested. I never messed with the scripts on real tables to affect lighting because I think they are set exactly like the real deal except that one. This is way over my head but always willing to learn.

It's generally poor form to try to hijack a thread like that. We've tried to help Shock before.

 

I would immediately suspect your 2d elements. Even minor differences in hue/saturation/luminosity will drastically change the look of the inserts. Everything is amplified when the image is lit.

 

Touching things up with hue/saturation/luminosity blending brushes will make a world of difference

 

 

I'll do it again. When someone says that light inserts are not showing and you know a reason light inserts might not show, you might not mention it, but I will. Perhaps the flaw at this point is that you can still attach a dedicated world image to your light inserts. But if turning on a feature is going to render them un-renderable, there is a flaw in the program.

 

There is also nothing to suggest you would only find light inserts on the main playfield layer in real, re-created, or original tables, if you find that, you are finding a lie. Not supporting reflections on light inserts is an acceptable, and defend-able thing, Supporting a graphic set for them, as VP always has and VPX does, and then letting them disappear if reflections are turned on, is stupid.


Edited by Shockman, 17 July 2016 - 12:25 AM.


#18 hauntfreaks

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Posted 17 July 2016 - 12:24 AM

if you're using Rawd's VP9 TS the lighting is photoshop simulated ....

 

if your PC can handle it, get VPX up and running, issues like this are solved right in the editor no scripting  skills needed

VPX has over 150 titles now... now is a great time to get it all running, its a VERY exciting time for VP its never looked or played better


 

 

Holy cow, that was a little harsh IMO but I am trying to understand some of this and how the PF's are made. For example, I have the game Triple Strike and it seems dim around the bottom 1/3 of the PF, where the 10 pin buttons are and I swear the real table was bright there from side lighting there but not from underneath. Is this a good example of what this topic is about? Sorry to hijack but interested. I never messed with the scripts on real tables to affect lighting because I think they are set exactly like the real deal except that one. This is way over my head but always willing to learn.

It's generally poor form to try to hijack a thread like that. We've tried to help Shock before.

 

I would immediately suspect your 2d elements. Even minor differences in hue/saturation/luminosity will drastically change the look of the inserts. Everything is amplified when the image is lit.

 

Touching things up with hue/saturation/luminosity blending brushes will make a world of difference

 

 

I'll do it again. When someone says that light inserts are not showing and you know a reason light inserts might not show, you might not mention it, but I will. Perhaps the flaw at this point is that you can still attach a dedicated world image to your light inserts. But if turning on a feature is going to render them un-renderable, there is a flaw in the program.

 

 

send me a basic VPX showing what your trying to say.... i'm not kidding... send it... maybe your not seeing the answer, maybe i'm not seeing it... please recreate and send it


Edited by hauntfreaks, 17 July 2016 - 12:25 AM.

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#19 viktory2k1

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Posted 17 July 2016 - 12:31 AM

NFozzy, I did apoligize for hijacking but it seemed like the topic is closed anyway, sorry again for this. I know the rules and get beat up all over this site!  I am going to post a screen shot of triple strike to show what I mean, maybe I could set that area brighter or thats just the way it is, I can't remember...Anyway, this is a pic of my crappy test setup using all the components that are going in the cab...The 2nd pic is the game in play. Thanks in advance! Maybe if shock would post some pics of his VPX setup, you guys could help.

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Edited by viktory2k1, 17 July 2016 - 12:43 AM.

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#20 hauntfreaks

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Posted 17 July 2016 - 12:36 AM

yeah that rawd's the PF could be lightened.... but he has a VPX TS somewhere on here.... that can look any way you want it to look...  ;)


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