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VP10 table testing - available right here!


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#2361 fripounet

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Posted 30 November 2015 - 06:08 AM

a little more transparency for the shadow (Only flying saucer),  how?

 

afm_t.jpg


Edited by fripounet, 30 November 2015 - 06:24 AM.


#2362 vampirolatino2

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Posted 30 November 2015 - 06:35 AM

Only for saucer I don't know, but overal reflection is by selecting pf and set Transparency from 100 to whatever you like. I like 60 or 30 in tables.



#2363 freneticamnesic

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Posted 30 November 2015 - 06:45 AM

In the script, line 32, change this line:

UFOReflection = 1 'Turn on or off the main saucer reflection.

to this

UFOReflection = 0 'Turn on or off the main saucer reflection. 

 

a little more transparency for the shadow (Only flying saucer),  how?

 

afm_t.jpg



#2364 Dozer316

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Posted 30 November 2015 - 10:52 AM

 

 

In the script, line 32, change this line:

UFOReflection = 1 'Turn on or off the main saucer reflection.

to this

UFOReflection = 0 'Turn on or off the main saucer reflection. 

 

a little more transparency for the shadow (Only flying saucer),  how?

 

afm_t.jpg

 

ok and thank  but it's all or nothing ?  No possibility of modulating on specular lighting shader ? (Diffuse light Direction ,Diffuse Color ,Diffuse Intensity , Shininess , Specular Color  , Specular Intensity)

 

You only have a few options  - You can turn it off altogether, drop down the global reflectivity of the table or assign a different material to the saucers so they reflect less however this will also make the saucer darker as well.  



#2365 vampirolatino2

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Posted 30 November 2015 - 01:00 PM

Have you tried what I suggest to you? try with a reflection of 30, it still looks amazing and the saucer have a better natural reflection in my opinion.



#2366 grunger106

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Posted 30 November 2015 - 03:36 PM

Has anyone tried the TAF on one of the later VPX builds, for some reason the ball now feels like it's made of lead
​Seems to be the only on that is affected though....

 

Or is it just me?



#2367 cyberpez

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Posted 30 November 2015 - 05:27 PM

Thanks Dozer for the update to AFM!!! Glad to see someone taking my mod up a notch  :otvclap:   I don't think I could ever load up enough versions on my cab  :lusty:​  (can't wait to see your version JimmyFingers!!)  I was able to get in a few games over the weekend and it's playing smooth!!  Thanks for leaving in the blacklight decals :D  What Hauntfreaks said got me thinking..  I wonder what it would take to change the flashers on the mini saucers to a blacklight type color then really light up the decals when they go off..  hmmm......  I've also seen blacklight reactive plastic protectors that I'd thought about adding in..  so many want to do's so little time!!

 

ClarkKent,  As for Black Hole..  I've been slowly chugging away at an update.  I have a couple other tables I need to finish up and will get back to that one soon.   :juggle:   My pinball times been limited so it's slow going.  



#2368 freneticamnesic

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Posted 30 November 2015 - 06:02 PM

Might have to texture swap the decals if you really want them to "glow" or maybe just a material change, I think you had a few glowing materials actually... do you have a video of what it should look like? I'd like to experiment with this

 

 

Thanks Dozer for the update to AFM!!! Glad to see someone taking my mod up a notch  :otvclap:   I don't think I could ever load up enough versions on my cab  :lusty:​  (can't wait to see your version JimmyFingers!!)  I was able to get in a few games over the weekend and it's playing smooth!!  Thanks for leaving in the blacklight decals :D  What Hauntfreaks said got me thinking..  I wonder what it would take to change the flashers on the mini saucers to a blacklight type color then really light up the decals when they go off..  hmmm......  I've also seen blacklight reactive plastic protectors that I'd thought about adding in..  so many want to do's so little time!!

 

ClarkKent,  As for Black Hole..  I've been slowly chugging away at an update.  I have a couple other tables I need to finish up and will get back to that one soon.   :juggle:   My pinball times been limited so it's slow going.  



#2369 cyberpez

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Posted 30 November 2015 - 07:54 PM

 

Might have to texture swap the decals if you really want them to "glow" or maybe just a material change, I think you had a few glowing materials actually... do you have a video of what it should look like? I'd like to experiment with this

 

 

Thanks Dozer for the update to AFM!!! Glad to see someone taking my mod up a notch  :otvclap:   I don't think I could ever load up enough versions on my cab  :lusty:​  (can't wait to see your version JimmyFingers!!)  I was able to get in a few games over the weekend and it's playing smooth!!  Thanks for leaving in the blacklight decals :D  What Hauntfreaks said got me thinking..  I wonder what it would take to change the flashers on the mini saucers to a blacklight type color then really light up the decals when they go off..  hmmm......  I've also seen blacklight reactive plastic protectors that I'd thought about adding in..  so many want to do's so little time!!

 

ClarkKent,  As for Black Hole..  I've been slowly chugging away at an update.  I have a couple other tables I need to finish up and will get back to that one soon.   :juggle:   My pinball times been limited so it's slow going.  

 

 

Yeah I was thinking texture swapping for the saucers...  here are a couple quick and dirty on off textures..  (links to the full size UFO textures as they were too big to post..)

 

https://www.dropbox....bl_off.png?dl=0

 

https://www.dropbox...._bl_on.png?dl=0

 

As for the plastic protectors,  I have a couple "black light" looking ones..  none in the bright green I was thinking but would be easy enough..

Attached Files



#2370 Guus

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Posted 01 December 2015 - 12:20 AM

Hey guys, for RoboCop is there any way to increase the default ROM volume so I can increase the actor call-out volume? I have been going through the ROM settings but have not been able to find it yet. Here is the info I have so far on DataEast games:

 

DataEast:

how can you change the 3 balls to 5 balls play? I tried in the ROM settings but I seem to see only audit menus.

Thanks to ta2686 for this:

I think it's the same for all DataEast games...like The Simpsons.

After reading the manual I have, then going into the table and looking at the F2 menu, here is how you change the number of balls:

1) Press 7. You should see in the first player display "PLAYBOY" and in the 4th player display "A02-4".

2) Press and hold 7 until you see "EXPAND ADJUSTS" in the first 2 player displays, "Ad 19" in the third player display, and "OFF" in the 4th player display.

(NOTE: If you pass this while scrolling through, press and hold the 8 key while pressing the 7 key to go back)

3) Press the 1 key to change from OFF to ON.

4) Press 7 - you will see for a few seconds the words "REQUEST INSTALLED" in the first 2 player displays, then the first expanded adjustment will appear.

5) Press 7 a total of 3 times to see "BALLS/ GAME" displayed in the first 2 player displays, "E Ad 23" in the third player display, and 03 in the fourth player display.

6) Press 1 to change the number of balls in play. This number can be from 2 to 9. (NOTE: If you need to set the number lower, or you pass the number you want, press and hold the 8 key while pressing the 1 key).

7) When you have set the number of balls you want, press the 7 key. You should see for a few seconds the words "REQUEST INSTALLED" and then the next adjustment should appear.

8) Press and hold the 7 key to scroll through the remaining adjustments until the displays go blank. The table will then reset and save your changes.

 

Accessing adjustments, particularly audio:

On Williams and Bally DMD tables, hit the END key on your keyboard. You should get the clang and DMD warning "coin door open." Use 8 and 9 (not on keypad) keys to adjust overall audio level. Hit END again when done to close coin door and resume play.

The overall sound level can be adjusted in the VisualPinball editor window, under Settings.

Click on the DMD and use the "~" to access sound settings (most games). Use the left/right arrow keys to move thru the various sound samples, and the up/down to adjust the volume settings. Hit ~ again to resume play.

If you're more adventurous, use SoundManager or other audio tools to modify the sound samples themselves.

 

Thanks !! It works, why did nobody else say something? :)



#2371 Ben Logan

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Posted 01 December 2015 - 02:27 AM

Dozer,

 

Attack from Mars is brilliant. This version is definitely more challenging than the VP9 version, which I found a bit "long playing" even as a lower-intermediate player. The alien attack is super smooth. Nice animation there. I love the sidewall lighting option on Dozer's tables. I'd love to see this implemented elsewhere, should you devs be inclined. Adds some depth.

 

I was getting quite a bit of stutter and ball tearing on this one. I tried setting lots of visual enhancements to "0" in the script, turning off reflections, etc. I hunted all around the editor for some "poly" to reduce, but couldn't find any. Nothing really made that much of a difference. Then I changed fps limiter/vsync to 60. Big difference. This just about eliminated stutter and tearing altogether. It's strange: On my rig (core i5 / gtx750ti) some table definitely prefer fps / vsync set to "1," others "60." It's a simple adjustment to make per table, so this is just an fyi.

 

One of the features I love best about VP10 is the "night / day" slider. I've got this one dialed all the way down to "night," and still I want to go darker on this particular table. Cranking environment emission scale up to 50 made for some cool contrast.

 

As usual, Dozer, your work has a permanent home on our cab. Thanks so much for the fun!

 

:D
 



#2372 hauntfreaks

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Posted 01 December 2015 - 04:02 AM

I also like running tables pretty dark, what I did with AFM was I replaced the EEI image and have the settings like this....

 

22808500554_6f90485d29_b.jpg


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#2373 Dozer316

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Posted 01 December 2015 - 04:25 AM

What's the general consensus on something like this? - at the moment only the two left mini saucers have the effect in its entirety activated.

 



#2374 RYSr

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Posted 01 December 2015 - 04:57 AM

What's the general consensus on something like this? - at the moment only the two left mini saucers have the effect in its entirety activated.

 

 

Mini Saucers with rotating lights? YA, bring it on... :dblthumb:  Perhaps another selective setting in the script to control their color? :otvclap:

 

By the way, thanks for the tip in setting the V-sync in the script to -1 on CV ver 6, it did the trick, FPS's are back to normal.

Rich



#2375 robertms

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Posted 01 December 2015 - 05:52 AM

What's the general consensus on something like this? - at the moment only the two left mini saucers have the effect in its entirety activated.

 

That's pretty awesome looking.


Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=


#2376 Outhere

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Posted 01 December 2015 - 06:01 AM

""I Like""



#2377 hauntfreaks

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Posted 01 December 2015 - 06:49 AM

What's the general consensus on something like this? - at the moment only the two left mini saucers have the effect in its entirety activated.

 

 

 

sweet!!


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2378 Trinity

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Posted 01 December 2015 - 07:07 AM

Yes. More please. More lights, more effects, more control. Sweet looking for sure. Great job so far Dozer.



#2379 Dozer316

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Posted 01 December 2015 - 08:44 AM

 

What's the general consensus on something like this? - at the moment only the two left mini saucers have the effect in its entirety activated.

 

 

 

sweet!!

 

Dude!!

 



#2380 hauntfreaks

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Posted 01 December 2015 - 10:02 AM

 

 

What's the general consensus on something like this? - at the moment only the two left mini saucers have the effect in its entirety activated.

 

 

 

sweet!!

 

Dude!!

 

 

 

 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif