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Unit3D Pinball - Alpha

Unit3D Pinball

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#221 SILVERBALL

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Posted 26 February 2014 - 12:47 AM

Hi again. Thanks hotgraphics for the volume key suggestion but I confirmed that it was not the issue.  I tested the Roms in PinMame and I can get sound effects from them in that program but not in Unit3D with the FP table.  Does anyone else have any suggestions? I am loving this project and its killing me not to hear the tables come alive.

 

Thanks,

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#222 JohnIV

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Posted 26 February 2014 - 12:51 AM

Make sure you have the right sound device selected and both sliders all the way up in the sound options at the top.

 

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Edited by JohnIV, 26 February 2014 - 12:51 AM.

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#223 SILVERBALL

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Posted 26 February 2014 - 01:00 AM

Thanks but I can hear the tables mechanical noises fine - flippers - and I have the mame volume cranked up on the DMD screen and still no Rom sounds :-(



#224 BilboX

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Posted 26 February 2014 - 01:11 AM

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?

Duh, I never went over 2048, but Unity theorically andle those. Be carefull however to the targeted CG cards: need a lot of memory! I thinnk you should not go over 2048*4096... but this needs investigation!

 

 

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

Haha :). Subway can be very tricky without documentation... it is only by script, you don't need to add something in FP.

 

As I said in a very old post (can't find it anymore), it is a simulation of all non visible paths...  The idea is, at the end, to provide a graphical editor for it.

 

Basically, you have Input Kicker (entering subway) and Output Kicker (exiting subway). You need to create the Virtual equivalent of those objects, called Subway Nodes (class BxSwNode).

Every BxSwNode can trigger a switch when a virtual ball comes in, and can hold one ball or more as long as a solenoid is not fired or just for a given time.

 

There are helper functions to create it directly from kickers:

BxSwNode drain = subManager.AddEntrance("Drain"); // Entrance kicker without switch (no additionnal parameter)
	
BxSwNode pkick = subManager.AddExit("PlungerKicker",9);	// Output kicker driven by solenoid 9

You then can add a switch to a kicker for example:

pkick.m_switchSlot = 32;  // Through eject switch

The next step is to link those nodes by virtual paths, called edges (BxSwEgde):

BxSwEdge mainThrough = subManager.LinkNodes(m_drain,pkick,0.5f);	// main Through edge link (from drain to kicker) taking 0.5 seconds for a ball to cross it)

So if you insert a virtual ball into the drain node, the subway simulation will make it travel through the edge until it reaches the pkick exit node or encounter another ball.

 

As you can see, there is no "Ballstack" in the VP sense, but you can simulate one by adding switches ON the edge:

BxSwEdgeSwitch throughBall1Sw = mainThrough.AddSwitch(33, mainThrough.m_length - swL * 0.5f, swL); // First switch on the edge
BxSwEdgeSwitch throughBall2Sw = mainThrough.AddSwitch(34, mainThrough.m_length - swL * 0.5f - Global.Physics.g_BallDiameter, swL); // Second switch on the edge
BxSwEdgeSwitch throughBall3Sw = mainThrough.AddSwitch(35, mainThrough.m_length - swL * 0.5f - Global.Physics.g_BallDiameter*2	, swL);	// Third switch on the edge

This is equivalent to vp ballstack (switch number 32 is on the exit kicker):

bsTrough.InitSw 0, 32, 33, 34, 35, 0, 0, 0

This is a bit tedious by script, but it has more sense "visually" (press the "M" key in UP to see the subway in action, Link to very old video: http://unit3dpinball...deo=Ngd4VCSMmM0). I will add a utility function to directly create ball stack in futire release, but that will not be needed by the future subway editor...

 

Finally, you just add balls in the main drain:

// Insert 4 balls in the main through
for(int i=0;i<4;i++)
{
	BxSwVirtualBall b = new BxSwVirtualBall();
	m_drain.InsertBall(b);
	subManager.ReportNewBall(b);
	subManager.DoStep();
}

NOTE: on the next release, this last code will nedd to be on a specific function for VPM restart

 

Well, this is for a quick overview of subway. There is a lot more to learn and to develop. You can for example create nodes without kickers from FP, link multiple inputs to one output, create subway diverters, etc... IMO, subway is very powerfull and can handle a lot of this in a meaningfull way, but it needs documentation (coming) and a visual editor.

 

I hope this micro tutorial will help you understand it.

Good luck, and do not hesitate to ask if you are a bit lost (this is normal, specially wthout API doc!!!).


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#225 chepas

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Posted 26 February 2014 - 01:17 AM

I converted a FP table yesteday with 2048x4096 and that seems to be ok and I reckon my system isn't all that anyway and it handled it fine. Resize down by 2 probably wouldn't hurt either for alternate version.

 

I'm building a new one with above resolution but not tried in Unit3d yet, but it's ok I've already got half way through now.


Edited by chepas, 26 February 2014 - 01:18 AM.

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#226 chinzman93

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Posted 26 February 2014 - 05:51 AM

Great work! I threw a third donation down.  I hope you get to the goal soon. I have been looking at other FP tables loaded into U3D and they are pretty awesome. I suggest giving Seawitch, Fathom, Sorcerer, Galaxy, and Silverball Mania a try and play with the lights.....Awesome!

 

Will you be doing a guide or document on converting a table soon? I think it would be great if you could do this, it would probably get people working ahead of an actual production release.



#227 chepas

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Posted 26 February 2014 - 09:11 AM

:BDH:

Don't mind the "Array exception"? . Just had to give it a quick whirl in unit3d.


Edited by chepas, 26 February 2014 - 04:03 PM.

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#228 chepas

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Posted 26 February 2014 - 04:02 PM

Why does this happen when trying to pass under the wire ramp? Gets stuck on Utd but passes through easy on FP. Have I missed something and the ball size is bigger? Thought I'd better show it to you anyway.

 

https://www.dropbox....n45fk6/wwfp.jpg FP

https://www.dropbox....jvq0ce4/wwu.jpg Unit3d


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#229 louizou

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Posted 26 February 2014 - 05:05 PM

it's not the ball size IMO, but the physic mesh for the wire ramp as it is a cylinder.

I think it is the problem as the wire ramp seems to be near the other one.

 

Can you try increasing a little the wire ramp's start end and height ?


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#230 chepas

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Posted 26 February 2014 - 05:46 PM

Yeah had done that in the end, that's screenshot is not really how the wire ramp it's supposed to be anyway, just wondered why they didn't work the same, it seemed like 3-5mm difference but wouldn't go through like FP.

 

I recorded a snippet so you could see something else that I could never figure out with FP, if you look at those ramps just off the playfield in space , you'll notice the triangles in the FP ramp model. This is a standard FP model ramp problem with transparency?

 

Francisco shared a ramp starter model a while ago , and these ramps were the same after you modeled it up with milkshape. I wonder if he pulled this starter model out of FP now.

 

Before I get to start modeling , I don't really want to waste time making them if they're going to end up like that again. P*****g in wind

 

------------------

The air of that shot too makes me think the invisible ramp ceilings still might be needed, it should be smoother when modeled proper anyway but still.. => :BDH:

Forgot video:


Edited by chepas, 26 February 2014 - 05:46 PM.

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#231 Glxb

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Posted 26 February 2014 - 07:30 PM

Me again.

If i change the lamp colour of a PF light then when the lamp is off the colour is just a dimmer version of itself.

For example the shoot again light is bart, on the PF he has white eyes, with light off they are yellow

Bug or setting?


Edited by Glxb, 26 February 2014 - 07:58 PM.

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#232 Glxb

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Posted 26 February 2014 - 08:58 PM

OK got almost everything working now, just a few backbox lights to go.

 

Only main thing to do is the droptargets, i tried adding a collision box like in the indy script, but the table doesn't render then???????????

 

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#233 chepas

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Posted 26 February 2014 - 09:04 PM

Did you sort the playfield lamps out? Tried messing with the lighting in options ? They can make a big difference on whether they are just looking dim.


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#234 Glxb

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Posted 26 February 2014 - 09:22 PM

Did you sort the playfield lamps out? Tried messing with the lighting in options ? They can make a big difference on whether they are just looking dim.

Not fully, but I want to get the table working first, then worry how it looks.

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#235 chepas

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Posted 26 February 2014 - 09:26 PM

 

Me again.

If i change the lamp colour of a PF light then when the lamp is off the colour is just a dimmer version of itself.

For example the shoot again light is bart, on the PF he has white eyes, with light off they are yellow

Bug or setting?

 

I was answering this


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#236 hotgraphics

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Posted 27 February 2014 - 04:50 AM

I've noticed in Scared Stiff, that sometimes in certain camera views, when the game goes to look up at the spinning spider, that it points the camera in the wrong direction so you're not looking at it at all.


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#237 chinzman93

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Posted 27 February 2014 - 05:10 AM

I've noticed in Scared Stiff, that sometimes in certain camera views, when the game goes to look up at the spinning spider, that it points the camera in the wrong direction so you're not looking at it at all.

Sounds like a "feature" that simulates you looking at the can on the hot bar waitress that just delivered your beer...... :surprise: They should probably look at fixing that or add an "appropriate" graphic... :dblthumb:


Edited by chinzman93, 27 February 2014 - 05:12 AM.


#238 BilboX

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Posted 27 February 2014 - 07:32 AM

Me again.

If i change the lamp colour of a PF light then when the lamp is off the colour is just a dimmer version of itself.

For example the shoot again light is bart, on the PF he has white eyes, with light off they are yellow

Bug or setting?

Hi. Actually, Lamps "On" and "Off" colors are stored in variables to be able to interpolate. Then, you should not try to change the halo or mesh colors since it will be overriden as soon as the slot state changes. In the future, all components will be editable in the Table Editor. For now, you have to edit it either in FP (a bit tedious) or by script...

 

 

 

I've noticed in Scared Stiff, that sometimes in certain camera views, when the game goes to look up at the spinning spider, that it points the camera in the wrong direction so you're not looking at it at all.

Sounds like a "feature" that simulates you looking at the can on the hot bar waitress that just delivered your beer...... :surprise: They should probably look at fixing that or add an "appropriate" graphic... :dblthumb:

 

What, don't you prefer to watch elvira's body ??? ;). No, this is a bug because I scripted it "roughly" before Louizou worked on cameras. Now there is a "look at backglass" button action and this is what I should use. Playing in cab now so did not worried about it anymore, sorry => bug list...


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#239 chepas

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Posted 27 February 2014 - 10:19 AM

The transparent ramps is the "crystal rendering" option in FP, with that off I think that's how you get the black triangles. And not having materials.xml for table , can't really see what goes on in unit3d but i'm sure it's fine.

 

You don't need to move the light halos off the table anymore no?


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#240 chepas

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Posted 27 February 2014 - 02:21 PM

:pinnochio:  Burnt half hour trying to get a kickback going. Tried the collider @ different heights & sizes but that just falls straight through it. Wondering if the solenoid numbers could be different.


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