Jump to content



Photo
* * * * * 18 votes

VP10 is here (beta)

VP10

  • Please log in to reply
3889 replies to this topic

#2021 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 22 May 2015 - 10:42 PM

Guys leave some features over for VP 10.x :D

#2022 hauntfreaks

hauntfreaks

    Real 4K Tables Since 2013

  • VIP
  • 2,523 posts
  • Location:South Jersey

  • Flag: United States of America

  • Favorite Pinball: -<3<3<3 All Real Pins



Posted 22 May 2015 - 10:50 PM

I'm hoping for vector import in 10.x  ;)


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2023 gtxjoe

gtxjoe

    VPF Veteran

  • VIP
  • 5,153 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness, AbraCadabra



Contributor

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.


#2024 ICPjuggla

ICPjuggla

    Early Retirement

  • VIP
  • 1,193 posts

  • Flag: United States of America

  • Favorite Pinball: Star Wars

Posted 22 May 2015 - 11:59 PM

lol

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#2025 bent98

bent98

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,077 posts
  • Location:NY

  • Flag: United States of America

  • Favorite Pinball: Roadshow, Haunted House, Safe Cracker

Posted 23 May 2015 - 12:42 AM

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.

 

Rofl



#2026 bodydump

bodydump

    down and out

  • VIP
  • 578 posts
  • Location:California

  • Flag: United States of America

  • Favorite Pinball: High Speed, Creature

Posted 23 May 2015 - 01:14 AM

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...


damn

#2027 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 23 May 2015 - 03:11 AM

ball resting on a wall with curves (a captive ball in this case) cannot sit still. 



#2028 Talantyyr

Talantyyr

    Enthusiast

  • Members
  • PipPipPip
  • 204 posts

  • Flag: Austria

  • Favorite Pinball: Monster Bash

Posted 23 May 2015 - 05:59 AM

A little offtopic, since it's about VP10... Hope you can forgive me :D

 

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  :shutup:

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 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

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.

#2030 parabolic

parabolic

    Enthusiast

  • Silver Supporter
  • 225 posts
  • Location:Greenville, SC

  • Flag: United States of America

  • Favorite Pinball: revenge from mars

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!"

[email protected]

https://www.facebook...f_type=bookmark


#2031 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 23 May 2015 - 07:13 PM

it abuses simply the ball texture..



#2032 hauntfreaks

hauntfreaks

    Real 4K Tables Since 2013

  • VIP
  • 2,523 posts
  • Location:South Jersey

  • Flag: United States of America

  • Favorite Pinball: -<3<3<3 All Real Pins



Posted 23 May 2015 - 07:14 PM

I believe the pink means something hasnt had a material assigned to it.... its my guess, so you have a 10% chance that's the correct answer...lol


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2033 parabolic

parabolic

    Enthusiast

  • Silver Supporter
  • 225 posts
  • Location:Greenville, SC

  • Flag: United States of America

  • Favorite Pinball: revenge from mars

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!!)

ball.jpg

 

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!"

[email protected]

https://www.facebook...f_type=bookmark


#2034 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 23 May 2015 - 10:31 PM

Can you post the ball image you're using so I can try it?



#2035 parabolic

parabolic

    Enthusiast

  • Silver Supporter
  • 225 posts
  • Location:Greenville, SC

  • Flag: United States of America

  • Favorite Pinball: revenge from mars

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!!

:dblthumb:


Edited by parabolic, 24 May 2015 - 12:16 AM.

Parabolic Technologies - 3D printers and 3D design printing

"Transforming YOUR Ideas into a Reality!"

[email protected]

https://www.facebook...f_type=bookmark


#2036 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 24 May 2015 - 12:41 AM

OK That's kind of what I was getting at lol! 



#2037 SpykeDaddy

SpykeDaddy

    Hobbyist

  • Platinum Supporter
  • 18 posts

  • Flag: United States of America

  • Favorite Pinball: Twilight zone

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.  :console:

 

What a great community. Such fun to watch the development process. It really builds an appreciation for everyone's hard work and passion.



#2038 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

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 Shockman

Shockman

    Pinball Fan

  • VIP
  • 1,717 posts
  • Location:Portland Or.

  • Flag: United States of America

  • Favorite Pinball: Star Trek

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 naboodiver

naboodiver

    Enthusiast

  • Platinum Supporter
  • 400 posts
  • Location:East Tennessee and former Hoosier

  • Flag: United States of America

  • Favorite Pinball: Scared Stiff, Attack from Mars, Indiana Jones, Addams Family

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?







Also tagged with one or more of these keywords: VP10