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3889 replies to this topic
#2023
Posted 22 May 2015 - 10:58 PM
I personally think all the things that people are asking for in VP10 can already be done using HD pictures. I have some ideas I am working on. I will post about them soon...
Anyways... Thanks fuzzel and toxie for VP10. Keeps getting better everyday.
Edited by gtxjoe, 22 May 2015 - 11:09 PM.
#2028
Posted 23 May 2015 - 05:59 AM
A little offtopic, since it's about VP10... Hope you can forgive me ![]()
About the mirror reflections. You could add a second camera with a viewport that renders the glass reflection, but render that just once when the table loads up. (simple reflection).
Think it's time for shaders ![]()
But that's good for VP10.x
Vector images would be my personal #1 feature, as i draw my stuff in illustrator and there'd be a lot of benefits.
@gtxjoe: Can't wait for your guide! But please make sure to post it as often and in as many threads as possible, as i'm sure it will be essential for all table builders alike!
Edited by Talantyyr, 23 May 2015 - 06:00 AM.
Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/
#2029
Posted 23 May 2015 - 07:21 AM
Yes I know how to do reflections but this would look odd when some or all reflected objects are animated (e.g. a simple bulb near the mirror).
It's all about the way how tables are built. When you use blender and group objects and export them as one mesh dynamic camera movement won't be a problem. But at the moment there are too many small objects rendered separately which drop the FPS and force us to render them static.
It's all about the way how tables are built. When you use blender and group objects and export them as one mesh dynamic camera movement won't be a problem. But at the moment there are too many small objects rendered separately which drop the FPS and force us to render them static.
#2030
Posted 23 May 2015 - 04:39 PM
Quick question - how are the ball trails produced? Is it a texture? Seems when playing a table im (learning) to convert from vp9 to vpx, the balls trail has some "pink" bleed through. I think I may be missing a texture?
Parabolic Technologies - 3D printers and 3D design printing
"Transforming YOUR Ideas into a Reality!"
#2033
Posted 23 May 2015 - 07:33 PM
it abuses simply the ball texture..
Hmm... I tried with and without decals, and changed the decals. And it still comes up like this:
(I changed the pink to green for missing materials/textures as I hate Pepto Bismol-LOL!!)

You can also see a hint of the green at times around the balls edges. Im sure I just dont have something set right.
Edited by parabolic, 23 May 2015 - 07:46 PM.
Parabolic Technologies - 3D printers and 3D design printing
"Transforming YOUR Ideas into a Reality!"
#2035
Posted 24 May 2015 - 12:08 AM
Can you post the ball image you're using so I can try it?
Fren,
Thanks for the tip!! I checked my images and because it was in the vp8 script im converting to use a certain image It wasnt changing. Plus the image It was using was a BMP with a green transparency - but really wasnt transparent.
All good now!!
![]()
Edited by parabolic, 24 May 2015 - 12:16 AM.
Parabolic Technologies - 3D printers and 3D design printing
"Transforming YOUR Ideas into a Reality!"
#2037
Posted 24 May 2015 - 02:29 PM
Is the bug count starting to converge? Do you feel we're getting close to a official release? I'm going to be taking my cabinet apart for some upgrades and it'd be torture to find that VP10 was release the day after I took things apart. That'd be hard to take. ![]()
What a great community. Such fun to watch the development process. It really builds an appreciation for everyone's hard work and passion.
#2038
Posted 24 May 2015 - 09:33 PM
Well I don't know how long you want to work on your upgrades but I think it will take some weeks maybe months before we release a final 10.0 ![]()
@all: I need some help from real pinball owners. I'm working on the kicker physics at the moment and though it looks promising I don't know if it's too hard to actual hit the kicker at the moment. What I need is some videos or impressions how a ball behaves when it rolls to/over a kicker. The core question is how fast must be a ball when it jumps over a kicker and isn't catched by it?
#2039
Posted 24 May 2015 - 10:43 PM
If it's hit straight on it has to be very fast. I have modeled about 4 saucers using a ring of ramps going from the top to down inside. I can only tell you that the ball physics handle it in a very realistic looking way after building the bevel, without any physics tweaks. Pinballs are heavy and would drop into a saucer it hit straight on I would guess 100 out of 100 times. Maybe not 10,000 out of 10,000, but if the ball was not capable of going ballistic it would probably be 1,000,000 out of 1,000,000 times.
Due to the nature of motion, the friction on the entry side would be very very low, compared to the actual friction. You would not want a slow ball to actually slow more when falling in.
#2040
Posted 24 May 2015 - 10:55 PM
I can't believe I am asking this. I finally installed the vp10 table stuff. Loaded a couple of tables. Set the preferences. Loaded my first table. Figured out how to change to a FS table using the backdrop. So proud of myself ... LOL. Then WTH, I can't get the table to saving. Close and go back in, back to DT and have to reset again. Must be something simple but I don't have a clue as to why vpx tables don't save and reg. VP tables. Can you point stupid in the right direction please?
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