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Bop update wip
Started By
unclewilly
, Jun 24 2014 10:09 PM
310 replies to this topic
#181
Posted 21 July 2014 - 07:37 PM
Makes sense. Do you think we could introduce/suggest a general workaround for VP10?
#182
Posted 21 July 2014 - 07:38 PM
I discovered 2 bugs:
At "Voice activated" the head didn't turn / switch.
At "Metamorphosis" also not.
EDIT: tested it again, the head now functions fine. I don't know what did go wrong, but a table restart solved it.
When I enabled "Jackpot" at the left, I immediately shot the ball in the jackpot, even before the voice was finished that I had jackpot enabled.
But the ball bounced right back when I hit the jackpot. If this is a bug or not isn't clear, because I shot it real fast(in a second) in the jackpot after it got lit.
Edited by Guus, 21 July 2014 - 11:14 PM.
#184
Posted 21 July 2014 - 08:06 PM
Uncle Willy, maybe I found a small glitch ... when the ball runs down the inner lane (left or right), the GI from below cuts the ball (lower haft is differently colored). I do not think that this was intended. Sorry but I was not able to take a screeshot but this was reproducible if GI from below was on.
#185
Posted 21 July 2014 - 08:15 PM
Uncle Willy, maybe I found a small glitch ... when the ball runs down the inner lane (left or right), the GI from below cuts the ball (lower haft is differently colored). I do not think that this was intended. Sorry but I was not able to take a screeshot but this was reproducible if GI from below was on.
Yes, I mentioned exactly the same.
Here an improved (in my opinion) Helmet texture:


![]()
#186
Posted 22 July 2014 - 01:43 AM
43_g.sized.jpg 108.69KB
12 downloadsUW the table looks great! but the ramp does look incorrect not a huge deal but im sure dark could fix it
#187
Posted 22 July 2014 - 02:29 AM
43_g.sized.jpgUW the table looks great! but the ramp does look incorrect not a huge deal but im sure dark could fix it
I pretty much just fixed up the one UW made to have better geometry to look nice with sphere mapping.
I could make it look more true to the real thing as you point out in this photo, but it would take time to start it over from early stages.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#188
Posted 22 July 2014 - 02:33 AM
That would be entirely up to you dark. I know you spent a lot of time on these.
I'm happy either way.
I'm happy either way.
"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
#189
Posted 22 July 2014 - 02:47 AM
Well I think the best course of action is to go ahead as planned, don't let this slow down release and I'll try to get it done in between other projects and do a small update later on. To be honest I kind of noticed this before but figured it would take a lot of time to do that ramp legit from scratch when I still had 2 other major ramps to do and the pinbot plastic. Personally I'd like to see it made like the real thing, but again I wouldn't want to see the table release delayed over it because really if randr had of kept his mouth shut no one really would of noticed lol! ![]()
On another topic that's still on the subject of improving BOP, zany and I had been discussing lately how we can improve the look of wire ramps, in regards to both modelling and mapping. Currently most authors use FP ramps and export them for VP - which is fine, they look good, zany and I can make them a bit smoother maybe but generally not a huge improvement will be seen here...however we can improve the mapping. What we've started to play with recently is positioning the ramp on top of the table image and using realistic metal/chrome texture map with raytrace reflections as well as positioning lights to try to match table lights and then texture bake the wire ramp. I've tried this with the left BOP wire ramp and I think it looks quite a bit better, looks more realistic and looks less flat.
I threw this together fairly quick...
Judge for yourselves:

I should maybe dim down the light in the lower section, but I think the parts nearest the BOP look particularly good. If UW likes it I'll tweak it a bit and send it his way. Also keep in mind my screen shot looks a bit pixelated because I have nothing besides ms paint on my cab and I run at a lower resolution being on a mini.
Edited by dark, 22 July 2014 - 02:52 AM.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#190
Posted 22 July 2014 - 02:54 AM
I'd love to see that done. I like the light work on that, obviously we're just using sphere map textures now, what's the texture look like on that?
Also, what do you do UW, make the table in FP and import in VP? It's much more model heavy than my tables.... even down to the plastics...
#191
Posted 22 July 2014 - 02:56 AM
That looks very nice dark.
I'd definately like to add that in. Maybe you could have a look at the other wire ramp also.
As for the heartbeat ramp. If you'd be willing to redo it that would be great.
release is still a little ways off. That's why I put out the beta.
I'm going to add frames to the head animation and I am waiting on physics tweaks and some details before I release
I'd definately like to add that in. Maybe you could have a look at the other wire ramp also.
As for the heartbeat ramp. If you'd be willing to redo it that would be great.
release is still a little ways off. That's why I put out the beta.
I'm going to add frames to the head animation and I am waiting on physics tweaks and some details before I release
"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
#193
Posted 22 July 2014 - 03:01 AM
That is what I sis for fire. It is all models also.
For this I used Jc144 fp table and exported all the plastics.
I think this will be my standard way of making tables now.
Maybe once vp10 comes out, if mukuste adds the convert wall to mesh feature into the editor, then I'll make the walls in vp and convert them to meshes.
For now it is just much easier for me to shape the plastics in the fp editor and texture map them through blender.
Eventually I'd like to learn the texture baking and all that stuff, but I've got a huge project list and real life stuff at the moment
For this I used Jc144 fp table and exported all the plastics.
I think this will be my standard way of making tables now.
Maybe once vp10 comes out, if mukuste adds the convert wall to mesh feature into the editor, then I'll make the walls in vp and convert them to meshes.
For now it is just much easier for me to shape the plastics in the fp editor and texture map them through blender.
Eventually I'd like to learn the texture baking and all that stuff, but I've got a huge project list and real life stuff at the moment
"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
#194
Posted 22 July 2014 - 03:14 AM
I'll look into the heart ramp, but just to keep pressure off me I'm going to stick with my 'don't delay release for me' stance. ![]()
As for the wire ramps, I could give the other one the same treatment no problem. I'll get the left one looking a bit better too.
@Fren: The map for this looks like most baked textures, a flattened UVW map. Once baked and flattened, the UV coordinates are made automatically, since the wire ramps have so many sides to them it flattens and breaks it up in to a lot of pieces, making it look a bit scary:

@UW in regards to texture baking, the baking process isn't complicated, it's a bit different but pretty much the same in 3DSmax and blender, once you know the few steps it's easy. The hard part really is getting the environment set up for good results. I can do this same sort of thing for plastic ramps, and I've tried a few times but am yet to produce anything that really stands out as superior to current sphere map techniques.
Edited by dark, 22 July 2014 - 03:17 AM.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#195
Posted 22 July 2014 - 03:59 AM
Cool dark. While i'm waiting on the physics tweaks and any other bug reports for this table to fix, i'm going to get into pinball magic a little bit more.
There will be no delay on the release. I know i can update models at any time, so don't worry about that.
here is a mild update
this one is smooth. for the head animation. 1 degree steps every 3 ms. it's timed pretty close to the videos i've seen, and haven't had a glitch in the head position yet that couldn't be fixed by restarting after calibration.
I'm so dumb. made the 160 lines or so of code into abot 10 with a nice smooth animation
BOPUpdateBeta7.zip 21.12MB
72 downloads
"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
#198
Posted 22 July 2014 - 11:05 AM
UW...we talked about the baking procedure in Blender. i'll guide you through it someday when we have time. Last night i showed some Blender stuff by sharing the desktop to Dark, and it worked great....so maybe we can do the same! ![]()
Edited by zany, 22 July 2014 - 11:08 AM.
#200
Posted 22 July 2014 - 05:32 PM
Just got a chance to play this beta last night.
Wow, it plays like a champ. Post passes were a dream and not even new physics yet.
The only thing on my screen that looked a bit odd was the sharp edges of light coming down from the flashers on her ears.
They are so sharp that it makes it look like my game is divided into quadrants.
Other than that and the skill shot being a bit difficult, I love, love, love this version
Congrats UW.



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