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Unit3D Pinball - Alpha

Unit3D Pinball

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#201 Glxb

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Posted 24 February 2014 - 11:08 PM

 

I mean the playfield rendering, I'm having trouble using the editor at the moment and can't change any materials, so I was going to use the script to correct the playfield lights, they don't show the playfield gfx.

Glxb

 

Need a materials.xml ? I've tried converting a table this evening, can set lights & solenoids just no material edit.

 

Yeah, basicaly test it with ShootAgainLight. Add the 3 xml elements into xml then you'll be able to pick your texture.

 

Sorry you've lost me there.

Do I need to manually write an xml with all the textures in?

 

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#202 chepas

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Posted 24 February 2014 - 11:23 PM

Yeah, look at other tables directory. They all have a materials.xml.

  <material objectPath="/TABLE/Playfield/Lamps/ShootAgainLight" materialNumber="0" managed="False">
    <name>Specular1000 (Instance)</name>
    <shaderName>Specular1000</shaderName>
    <color>0.953125,0.6875,0.07421875,0.5</color>
    <specularColor>0.5,0.5,0.5,1</specularColor>
    <shininess>0.078125</shininess>
    <textureName />
    <reflectionTextureName />
    <reflectionColor>0,0,0,0</reflectionColor>
    <backlighting>0</backlighting>
    <renderQueue>1000</renderQueue>
  </material>
  <material objectPath="/TABLE/Playfield/Lamps/ShootAgainLight/decal" materialNumber="0" managed="False">
    <name>ShootAgainLight (Instance)</name>
    <shaderName>Transparent/Cutout/ColorCutout_Specular</shaderName>
    <color>0.953125,0.6875,0.07421875,0.5</color>
    <specularColor>0.5,0.5,0.5,0</specularColor>
    <shininess>0.078125</shininess>
    <textureName>lw pf</textureName>
    <reflectionTextureName />
    <reflectionColor>0,0,0,0</reflectionColor>
    <backlighting>0</backlighting>
    <renderQueue>2450</renderQueue>
  </material>
  <material objectPath="/TABLE/Playfield/Lamps/ShootAgainLight/mask" materialNumber="0" managed="False">
    <name>ColorMask0 (Instance)</name>
    <shaderName>ColorMask0</shaderName>
    <color>0,0,0,0</color>
    <specularColor>0,0,0,0</specularColor>
    <shininess>10</shininess>
    <textureName />
    <reflectionTextureName />
    <reflectionColor>0,0,0,0</reflectionColor>
    <backlighting>0</backlighting>
    <renderQueue>1500</renderQueue>
  </material>

Wait till you get to the Subway & drains lol, headache !!! =>>>>>>> :BDH:


Edited by chepas, 24 February 2014 - 11:25 PM.

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#203 Glxb

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Posted 24 February 2014 - 11:25 PM

So I gotta do that for 50 + lights?

 

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#204 chepas

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Posted 24 February 2014 - 11:33 PM

Haha, I don't know mate.....gotta be a way......I reckon they like watching us sweat it out. Drains & subway done , phew


Edited by chepas, 24 February 2014 - 11:34 PM.

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#205 ludovids

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Posted 24 February 2014 - 11:51 PM

Another way to reduce flipper lag:

 

I got the idea that maybe I am running out of memory on my graphics card (which has only 1 GB), so main memory is making up the difference and slowing things down. To reduce my graphics memory usage, I turned off Aero, and sure enough, my flipper lag is almost completely gone.

 

Conclusion: Use a graphics card with at least 2 GB of memory. (May want more for a multi-monitor setup. If anyone can determine this with testing, it would be very useful info.)

 

To turn off Aero in Windows 7:

  • Right click the desktop
  • Click Personalize
  • Click on a Basic and High Contrast Theme

Edited by ludovids, 24 February 2014 - 11:52 PM.

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#206 open6l

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Posted 25 February 2014 - 01:00 AM

 

 

 

 

100f shouldnt be 2000000 ? Like its in dr dude

 

I'm not sure the Flipper Speed target is being used anymore. Just the Force multiplier.

 

I am lost, where do the physic tuner get his values from ? 

 

This is the TAF script

 

// Flippers
Global.Physics.g_FlipperForceMultiplier =500f;// 1000f; //!< Flipper force multiplier
Global.Physics.g_FlipperSpeedTargetMultiplier = 100f;//2000000.0f; //!< Flipper angular speed target multiplier
 
If you load up the editor / Physic tuner it shows 
 
g_FlipperForceMultiplier 1000
FlipperSpeedTargetMultiplier 2000000
 
Same withe the other values
 
Global.Physics.g_PlungerForceMultiplier = 5f;//40f
shows 13 in physic tuner ....

 

Dude, you just found a nice bug: these values are the default one and are loaded BEFORE the script compilation. The currently used values are the script ones, but as soon as you change a value, the new value is applyed... => Bug list

 

 


 

Any ideas what's going wrong or what's happening that the tmp folder is deleted? Thanks.

 

tmp is deleted and recreated by the extractor to clean its content, that's all

 

 

Okay, but problem is: The folder isn't recreated.

 

Does anyone else installed it on C: drive? I have often problems with it. Try right click/properties on "extractor.exe" and check if there is some blocking...

 

 

Mine is installed to c:\Games\Unit3D without any issues or problems.


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#207 Glxb

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Posted 25 February 2014 - 01:06 AM

OK stuck again, I need to start (or at least try to start) the table.

Where do I set the switches for credit and start in the script. (I need to se the right switch number for the rom)

 

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#208 chepas

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Posted 25 February 2014 - 01:22 AM

Just need to make sure drain & subways are working and it should do itself.


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#209 louizou

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Posted 25 February 2014 - 01:44 AM

OK stuck again, I need to start (or at least try to start) the table.

Where do I set the switches for credit and start in the script. (I need to se the right switch number for the rom)

 

Glxb

What is the driver used by your rom ?

DE.VBS ?


Edited by louizou, 25 February 2014 - 01:57 AM.

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#210 JavaJack

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Posted 25 February 2014 - 01:57 AM

While this dialog is still active, I can ALT+tab to Windows explorer and check: the tmp folder I created *has been deleted*. It no longer exists. I get the same blank extractor window as before.
I'm using Win 7 Home Premium SP1, for what it's worth.

Can you try to check "run as administrator" in the extractor.exe compatibility tab ?

Setting extractor.exe to run as administrator (which seems like a bad idea) and re-creating the tmp folder does allow me to choose a .upt file, which does open. It still crashes on script compilation, though.
 



#211 SILVERBALL

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Posted 25 February 2014 - 02:53 AM

Hello.  I finally got Unit3D Pinball working and I love it! :dblthumb: I plan on donating soon.  There is One Big issue though - the game plays and the DMD/Rom graphics work but there are no sounds from the PinMame/Rom - no music, voices, sound effects, etc.  I hear all of the FP sounds effects fine - flippers, bumpers, etc.  Am I missing something obvious?  Again, overall the game is working great but there are zero sounds from the Roms.  Any suggestions would be greatly appreciated.

 

Thanks,

Silverball (PinBalt)



#212 Glxb

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Posted 25 February 2014 - 07:27 AM

Yeah I think it's the de driver.

I haven't looked at the subway bit yet, do I need to physically add something or is it all done in the script.

 

Sorry to look a bit of an idiot, but atm I'm just dipping in and out of it.

 

Glxb


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#213 hotgraphics

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Posted 25 February 2014 - 08:20 AM

Hello.  I finally got Unit3D Pinball working and I love it! :dblthumb: I plan on donating soon.  There is One Big issue though - the game plays and the DMD/Rom graphics work but there are no sounds from the PinMame/Rom - no music, voices, sound effects, etc.  I hear all of the FP sounds effects fine - flippers, bumpers, etc.  Am I missing something obvious?  Again, overall the game is working great but there are zero sounds from the Roms.  Any suggestions would be greatly appreciated.

 

Thanks,

Silverball (PinBalt)

Hi, did you try adjusting the volume in PinMame?, It's the 8 & 9 keys for up & down.


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#214 louizou

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Posted 25 February 2014 - 10:41 AM

Yeah I think it's the de driver.

I haven't looked at the subway bit yet, do I need to physically add something or is it all done in the script.

 

Sorry to look a bit of an idiot, but atm I'm just dipping in and out of it.

 

Glxb

ok, first of all, you need to replace the InitDriver function by this one:

public class BxDriver_DE : BxDriver
{
	int	swBlack;
	int	swGreen;
	//! This is a list of standard keys used by VPm tables
	//
	public BxDriver_DE()
	{
		//-------------------------
		// DE Specific switches
		//-------------------------
		swBlack          = -7;
		swGreen          = -6;
		//swTilt           =  1;//must be done in table init_driver
		//swBallRollTilt   =  2;//not used at the moment
		swStartButton    =  3;
		swCoin1          =  4;
		swCoin2          =  5;
		swCoin3          =  6;
		swSlamTilt       =  7;
		
		swLRFlip         = 82;
		swLLFlip         = 84;

		InitKeySwitches();
		
	}

	public override void InitKeySwitches()
	{
		AddActionSwitch(  "keyBlack"		, 	swBlack		);
		AddActionSwitch(  "keyGreen"		,	swGreen		);
		AddActionSwitch(  "keyCancel"		,	swCancel		);
		AddActionSwitch(  "keyInsertCoin1"	,	swCoin1			);
		AddActionSwitch(  "keyInsertCoin2"	,	swCoin2			);
		AddActionSwitch(  "keyInsertCoin3"	,	swCoin3			);	
		AddActionSwitch(  "StartCommand"	,	swStartButton	);
		AddActionSwitch(  "keySlamDoorHit"	,	swSlamTilt  	);
		
		AddActionSwitch(  "LeftFlipCommand"		,	swLLFlip  		);
		AddActionSwitch(  "RightFlipCommand"	,	swLRFlip  		);
	}
	
}
	
	
	
	//! Initialize table driver
	public override void InitDriver()
	{
		m_driver = new BxDriver_DE();
		m_driver.AddActionSwitch("Tilt",1);		// Tilt 
		m_driver.AddActionSwitch("BallLaunch",50);//Shift button ?????
		
	}

If i remember well, in the starwars doc the launch button is the shift button.Isn't it ?

If not change the value for the launch button accordingy.

 

 

And for the simpsons, i think there is no launchbutton, but a plunger , is this true ?

If so, remove the line "m_driver.AddActionSwitch("BallLaunch",50);//Shift button ?????" and add a plunger as it is done in our scripts

 

 

For the materials, really sorry, but we have forgotten to generate the materials.xml when launching an FPT table.

If you really need it , you must send me the FPT file and i'll generate it for you.

 

And for the lamps, i can give you an example i've used in IJ.

All the playfield lamps were not rendered correctly( we could see the lamp hole under the PF and the texture on the decal of the lamp was awful)

 

I've overrided this adding these lines on the prepareelements function

		for (int l=0;l<200;l++)
		{
			try{
				GameObject.Find("Playfield/Lamps").transform.GetChild(l).FindChild("decal").Translate(new Vector3(0f,0f,-0.09f));
				Material mat=GameObject.Find("Playfield/Lamps").transform.GetChild(l).FindChild("decal").renderer.material;///find decal object
				mat.shader=Shader.Find("PU3D/Managed/TexBackTrans");	///// change its shader to textured backlit transparent
				/// use this if the lamps are too bright//mat.color=new Color(mat.color.r/3f,mat.color.r/3f,mat.color.r/3f,0.9f); //// lowering its color by 3(texture used is really bright)
				mat.SetFloat("_BackLightingStrength",10f); ///// setting its backlighting strength
			}catch{}
		}

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#215 BilboX

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Posted 25 February 2014 - 11:04 AM

 

Yeah I think it's the de driver.

I haven't looked at the subway bit yet, do I need to physically add something or is it all done in the script.

 

Sorry to look a bit of an idiot, but atm I'm just dipping in and out of it.

 

Glxb

ok, first of all, you need to replace the InitDriver function by this one:If i remember well, in the starwars doc the launch button is the shift button.Isn't it ?

If not change the value for the launch button accordingy.

 

 

And for the simpsons, i think there is no launchbutton, but a plunger , is this true ?

If so, remove the line "m_driver.AddActionSwitch("BallLaunch",50);//Shift button ?????" and add a plunger as it is done in our scripts

 

 

For the materials, really sorry, but we have forgotten to generate the materials.xml when launching an FPT table.

If you really need it , you must send me the FPT file and i'll generate it for you.

 

And for the lamps, i can give you an example i've used in IJ.

All the playfield lamps were not rendered correctly( we could see the lamp hole under the PF and the texture on the decal of the lamp was awful)

 

I've overrided this adding these lines on the prepareelements function

Once you'l have the materails.xml file, the overall look should be far better: indeed, it is used to reorder render queues...


UP2


#216 chepas

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Posted 25 February 2014 - 03:49 PM

Does that class go alongside the old one? Just wondering how it gets instantiated...

 

Ok, I see think I got it...


Edited by chepas, 25 February 2014 - 03:54 PM.

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#217 Glxb

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Posted 25 February 2014 - 06:02 PM

Yeah I think it's the de driver.
I haven't looked at the subway bit yet, do I need to physically add something or is it all done in the script.
 
Sorry to look a bit of an idiot, but atm I'm just dipping in and out of it.
 
Glxb

ok, first of all, you need to replace the InitDriver function by this one:
public class BxDriver_DE : BxDriver
{
	int	swBlack;
	int	swGreen;
	//! This is a list of standard keys used by VPm tables
	//
	public BxDriver_DE()
	{
		//-------------------------
		// DE Specific switches
		//-------------------------
		swBlack          = -7;
		swGreen          = -6;
		//swTilt           =  1;//must be done in table init_driver
		//swBallRollTilt   =  2;//not used at the moment
		swStartButton    =  3;
		swCoin1          =  4;
		swCoin2          =  5;
		swCoin3          =  6;
		swSlamTilt       =  7;
		
		swLRFlip         = 82;
		swLLFlip         = 84;

		InitKeySwitches();
		
	}

	public override void InitKeySwitches()
	{
		AddActionSwitch(  "keyBlack"		, 	swBlack		);
		AddActionSwitch(  "keyGreen"		,	swGreen		);
		AddActionSwitch(  "keyCancel"		,	swCancel		);
		AddActionSwitch(  "keyInsertCoin1"	,	swCoin1			);
		AddActionSwitch(  "keyInsertCoin2"	,	swCoin2			);
		AddActionSwitch(  "keyInsertCoin3"	,	swCoin3			);	
		AddActionSwitch(  "StartCommand"	,	swStartButton	);
		AddActionSwitch(  "keySlamDoorHit"	,	swSlamTilt  	);
		
		AddActionSwitch(  "LeftFlipCommand"		,	swLLFlip  		);
		AddActionSwitch(  "RightFlipCommand"	,	swLRFlip  		);
	}
	
}
	
	
	
	//! Initialize table driver
	public override void InitDriver()
	{
		m_driver = new BxDriver_DE();
		m_driver.AddActionSwitch("Tilt",1);		// Tilt 
		m_driver.AddActionSwitch("BallLaunch",50);//Shift button ?????
		
	}
If i remember well, in the starwars doc the launch button is the shift button.Isn't it ?
If not change the value for the launch button accordingy.
 
 
And for the simpsons, i think there is no launchbutton, but a plunger , is this true ?
If so, remove the line "m_driver.AddActionSwitch("BallLaunch",50);//Shift button ?????" and add a plunger as it is done in our scripts
 
 
For the materials, really sorry, but we have forgotten to generate the materials.xml when launching an FPT table.
If you really need it , you must send me the FPT file and i'll generate it for you.
 
And for the lamps, i can give you an example i've used in IJ.
All the playfield lamps were not rendered correctly( we could see the lamp hole under the PF and the texture on the decal of the lamp was awful)
 
I've overrided this adding these lines on the prepareelements function
for (int l=0;l<200;l++)
		{
			try{
				GameObject.Find("Playfield/Lamps").transform.GetChild(l).FindChild("decal").Translate(new Vector3(0f,0f,-0.09f));
				Material mat=GameObject.Find("Playfield/Lamps").transform.GetChild(l).FindChild("decal").renderer.material;///find decal object
				mat.shader=Shader.Find("PU3D/Managed/TexBackTrans");	///// change its shader to textured backlit transparent
				/// use this if the lamps are too bright//mat.color=new Color(mat.color.r/3f,mat.color.r/3f,mat.color.r/3f,0.9f); //// lowering its color by 3(texture used is really bright)
				mat.SetFloat("_BackLightingStrength",10f); ///// setting its backlighting strength
			}catch{}
		}

Thanks I'll try all that later.
The Star Wars table isn't as near finished as I thought, but should be just as easy as simpsons to get going. ;)

Glxb
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#218 chepas

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Posted 25 February 2014 - 07:19 PM

Hey guys , where did I see you pointed out PF sizes you were using? Such a mission to go through thread & find where it was said and the search isn't helping.

 

2048x2048 ?  4096 x 4096? 2048 x 4096?


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#219 Glxb

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Posted 25 February 2014 - 07:26 PM

OK playfield looking better now, and plunger and credit and start keys working.

Still to do:

Subway system

Kickers

 

For the subway is it all in the script or do I need to add something to the table in FP?

 

Glxb


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#220 ringorian

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Posted 25 February 2014 - 09:31 PM

Did anybody has this running with PinballX in 2 Monitor Mode ? I get only a black playfield hearing the sounds ..

 

@BilboX / Lou:

Is it possible to give the tables a unique structure ? Like in Scared Stiff or TAF, not like in Dr Dude or the others. Makes it easier to handle with other programs (PinballX for example)

What about a dedicated forum on your page ? or here ? 







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