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Dev thread: Road to DX9
Started By
mukuste
, Jan 24 2014 11:24 AM
2087 replies to this topic
#1981
Posted 28 April 2014 - 09:31 PM
Mukuste if I run the version Test 13 works fine all the tables in my pinball virtual with Xp but if I use the version RC1 doesn,t load the rom of each tables and appears always the dmds switch off.It appears that only happen with the version RC1.
Do you know why can be?
Do you know why can be?
#1984
Posted 29 April 2014 - 01:25 AM
For the D3DX9_35.dll file, you need to do a full install of DirectX 9 and restart your PC:
Thanks Mukuste, I thought DX came with Windows.
I downloaded the Dx10 installer because it said it also contained the Dx9 files, now I have both..
The problem I had loading ver921 was because I didn't have an internet connection. I moved the PC to my computer room and plugged in a hardwire and the install ran without a problem.
I don't know if it was because WIn7 had a internet connector configured and it wasn't active, or for some reason the installer needed to reach the internet. Ver 920 full install didn't have this issue.
Rich
#1985
Posted 29 April 2014 - 12:01 PM
Hi there,
I think I've found a problem in the way FP objects are displayed in VP.
Here is a post I've made in Melon's TZ FS thread about this issue:
---------------------------------------
I normally play with the Z scale on my tables to add some depth..
But changing it here does not only make the objets higher, it also make the flippers LONGER O_o.
Try to change them at 1.3, you will see... Quite weird, so I'm back to a Z scale at 1 for this table ![]()
---------------------------------------
Not sure if anything could be done to avoid it, but thought I should report it.
#1986
Posted 29 April 2014 - 12:09 PM
It's probably due to the axis on the primitive in blender. Most fp objects are normal in blender but when imported into vp they are rotated -90 degrees on the X axis. What this means is that the the primitives z axis actually controls it's width.
Maybe as a fix the scale could be done on the obj axis. As this is the z axis of the object after it is imported
Maybe as a fix the scale could be done on the obj axis. As this is the z axis of the object after it is imported
"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
#1987
Posted 29 April 2014 - 01:31 PM
These are the numbers I worked out a while ago for models that were created for FP originally:
http://www.vpforums....=22#entry231582:
...the "conversion rules" - i.e. if you ever made a model for FP (say a peg) you will need to scale it by the factor 0.0185, rotate the model along the X axis by -270 degrees and then place the bottom of the model on the Z plane instead of having it centered around the origin.
Also textures seem to require a 180° rotation to work with the UV coordinates compared to FP.
#1988
Posted 29 April 2014 - 01:35 PM
These are the numbers I worked out a while ago for models that were created for FP originally:
http://www.vpforums....=22#entry231582:
...the "conversion rules" - i.e. if you ever made a model for FP (say a peg) you will need to scale it by the factor 0.0185, rotate the model along the X axis by -270 degrees and then place the bottom of the model on the Z plane instead of having it centered around the origin.
Also textures seem to require a 180° rotation to work with the UV coordinates compared to FP.
Thanks Lio. I'll forward this to Melon then.
#1989
Posted 29 April 2014 - 02:15 PM
These are the numbers I worked out a while ago for models that were created for FP originally:
http://www.vpforums....=22#entry231582:
...the "conversion rules" - i.e. if you ever made a model for FP (say a peg) you will need to scale it by the factor 0.0185, rotate the model along the X axis by -270 degrees and then place the bottom of the model on the Z plane instead of having it centered around the origin.
Also textures seem to require a 180° rotation to work with the UV coordinates compared to FP.
Yes but you don't have to rotate the textures if you convert the mesh while importing it to VP. If you want to use sphere mapping a primitive you should import the FP object into blender, go to edit mode and click on "Shade Smooth" this assigns proper vertex normals instead of the face normals.
#1990
Posted 29 April 2014 - 06:18 PM
Boiydiego......I had the same issue. I tried several things with no succss. Finally what worked for me was to re-download the table and overwrite the one that was installed.
thx pmarak solved my problem but vp dev team is this normal that i must do something like that to make it work :s
also on more then one table i have a double plunger showing on right side , what can cause this problem ??
Edited by boiydiego, 29 April 2014 - 06:59 PM.
#1991
Posted 29 April 2014 - 06:59 PM
Mukuste if I run the version Test 13 works fine all the tables in my pinball virtual with Xp but if I use the version RC1 doesn,t load the rom of each tables and appears always the dmds switch off.It appears that only happen with the version RC1.
Do you know why can be?
I don't really know... do you have the RC1 executable in the same directory? The only difference is that the latest DX9 versions use their own registry key, but I don't know how that could affect VPinMAME.
It's probably due to the axis on the primitive in blender. Most fp objects are normal in blender but when imported into vp they are rotated -90 degrees on the X axis. What this means is that the the primitives z axis actually controls it's width.
Maybe as a fix the scale could be done on the obj axis. As this is the z axis of the object after it is imported
VP uses the convention Z = up. I guess FP uses a coordinate system with Y = up? That would be the reason for this.
Boiydiego......I had the same issue. I tried several things with no succss. Finally what worked for me was to re-download the table and overwrite the one that was installed.
thx pmarak solved my problem but vp dev team is this normal that i must do something like that to make it work :s
You probably had an old version of the table.
#1995
Posted 29 April 2014 - 09:05 PM
The official releases are now out!
(based on the RC1, but even if you got that already, please check the standalone package http://www.vpforums....s&showfile=8792 for the current dlls and txts)
Sorry for not being part of the dev-process very actively lately, but have been too busy with real life.. So extra thanks to Mukuste, Fuzzel and all others for the fantastic job!
Now on to:
![]()
#1998
Posted 30 April 2014 - 02:40 AM
hi guys havnt had alot of time to keep up with all latest changes but just ran my latest south park and have noticed a few issues that im guessing is relating to draw order.
but the issues are on abjects that dont have flipbook animation checked most noticable is the rollover animations. and the backdrop isnt drawing through one of the plastic ramps at top of table.
when i get a chance i will have a play to try and fix.
just want to say huge thanks to all involved in latest version . performance is amazing and i never imagined vp could run on such little hardware specs compared to when we started. keep up all the good work guys and i very much look forward to an eventual release of vp10 down the track !
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