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Bop update wip
Started By
unclewilly
, Jun 24 2014 10:09 PM
310 replies to this topic
#221
Posted 23 July 2014 - 11:33 PM
That's how bad my eyes are. My dev pc lcd is wall mounted and is about a foot from my face when I'm doing textures. It's a 32 inch
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#223
Posted 23 July 2014 - 11:38 PM
I've already got the texture fixed
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#225
Posted 24 July 2014 - 02:12 AM
Okay so I was about to start on this centre ramp plastic cover but it's hard for me to tell from photos, is this a flat piece of plastic or does it bend upwards with the ramp and actually fit on top of the ledges?
Can
dup3d or someone else who owns the table tell me?
[edit] Okay I found some other pics and it does appear flat and only rests on a portion of the ramp, the plastic is slightly angled, but this raises a question for me.....what is the point of this piece of plastic? It looks like maybe this is to allow the ball to fall onto playfield without landing in the centre ramp via the upper pinbot playfield? I guess to prevent that centre ramp drain.....though it kind of looks like a rubber blocks this passageway so I'm not sure.
Edited by dark, 24 July 2014 - 02:16 AM.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#226
Posted 24 July 2014 - 02:29 AM
Just wanted to chime in with some thoughts on the latest beta:
- Played a few hours tonight, never lost or got a stuck ball
- Many a game I couldn't get anything done, lost quite a few shots from a mis-shot to the heart ramp... which IMHO is exactly what should happen
- Did finally trigger the metamorphosis and yes, its an awesome light show. Jeezus this is a pretty table, lights are incredible
- VP9.9.0 not-finished physics are pretty darn good, it's fun to play as is!
- Never had any issues with a loss of calibration for the rotating head
- ... and yes, the rotating head is nicer with it being butter smooth ![]()
As someone mentioned, there's a few light effects that tend to have some "squarish" look to them, like they are cut off when they should not be, at least I think so it's really hard to get a snapshot while playing when the lights go off. But its hardly noticeable.
Well done Scott/all contributors, what a team effort!
#227
Posted 24 July 2014 - 03:10 AM
I'm not sure dark. But I think it is flat and just angled above the ramp to stop fly off balls
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#228
Posted 24 July 2014 - 03:17 AM
@UW: I'll have that plastic started and finished tomorrow, but I'll ask that you add the number that's printed on the bottom right corner of it for me with a ramp image. To save your eyes from squinting too much, that number is: 50002-1-SP ![]()
If I make this plastic that tiny item number or what ever is has to be there...lol.
@Loafter
Yeah I have to kind of agree with you on the lights being cut off by the BOP's head, since they are on the side of the head and bit behind, they should get cut off in this fashion, but I think it could be tweaked to make it appear less abrupt, just have it fade out quickly on the cut off sides as opposed to a hard edge.
p.s FRANKENSTEIN!!! ![]()
Edited by dark, 24 July 2014 - 03:17 AM.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#231
Posted 24 July 2014 - 02:26 PM
Centre ramp plastic cover, with item number and all! ![]()

Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#232
Posted 24 July 2014 - 02:42 PM
LOL trying to reach family member and get those pics this weekend
What pics do ya'll need? I own a BOP and can take pics for you.
Yes. I m curious how the skill shot ramp will work in the physics mod
Now I don't have a digital plunger for my set up, I just have a joystick for plunging, is there any way to make the pull back on plunger take longer? I find it hard with my set up to shoot it hard enough to get it to actually launch without launching it full power, I can get the 100k frequently but never the 200k. Not really a big deal but if I could edit something to accommodate this a bit, I'd like that.
Yes, there is an adjustment for the pull speed. You will need to click on the plunger box and you will see the adjustment options. There is one that is labeled as pull speed.
#234
Posted 24 July 2014 - 03:59 PM
I'm not sure dark. But I think it is flat and just angled above the ramp to stop fly off balls
yes it´s flat and i also think it´s to stop fly off balls.
Here´s another pic of it. the holes are for the 2 screws which will hold the plastic in position on ramp ![]()
sorry again for the bad pic perhaps someone other can make better ones ![]()
for the clear plastic over the head i will try to make some new pics with it pulled out of the pin but i have to remove the helmet first.
EDIT: don´t looked right it was easier than thought ^^ the helmet can resist and the clear plastic can be removed seperatly
so here another bad pic
but i think for the shape it should do it. the number printed on it is 31-1A-50002-1-SP
hope that helps
found another pic where you can see the clear plastic over the head a bit better. And there´s also another small clear plastic over the left ear flasher which is missing

Edited by dup3d, 24 July 2014 - 05:05 PM.
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In play:Funhouse, High Speed, Bride of Pinbot, Demolition Man, Mini VP Cab
Gone:BlackWater100, Hurricane, Fire, Dirty Harry, Black Pyramid
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#235
Posted 24 July 2014 - 06:22 PM
Well I already modelled and mapped up the one over the centre ramp, I didn't model the screw holes since it takes a bunch more polys to make a clear cut hole in an object that would end up being covered by a screw any ways.
I could model the other two, and if UW needs, I'll make the screws and bolts with rubbers separately. I looked at some google images for a more top down view of that plastic on the left side of the head and noticed that some table shave different shapes for that, I'll go with the one you have since it seems more common.
I'm working on fixing the heart ramp, and then I'll start on the top helmet plastic. Is there any way you could get me a more top down photo of the left helmet plastic so when I trace it, it's accurate? You don't necessarily need to remove from the table if it's too much hassle, but it would be nice if it was laying flat and camera was right on top of it (square).
Thanks
Edited by dark, 24 July 2014 - 06:25 PM.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#236
Posted 24 July 2014 - 06:48 PM
Thanks for this dark. No screw holes. or pegs/rubbers necessary. I can add those seperately.
This is going to end up being one of the most accurate recreations I've done.
Should have physics tweaks sometime this weekend
This is going to end up being one of the most accurate recreations I've done.
Should have physics tweaks sometime this weekend
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#238
Posted 24 July 2014 - 08:04 PM
Just to lend my support.
Excellent table, really enjoying it. For those interested to note (slightly off topic):
With no DirectB2S ball flows as smooth as butter
With Backglass I get micro stutter my std screen set up is table and backglass monitors on same gfx card, DMD on its own gfx card.
So I tried all on one gfx card which improved matters slightly
Put backglass on its own with table and DMD together, best result yet, only very minor micro stutter.
I would try DMD and Backglass on same card, but for some reason I just can't get the configuration right, even after messing with screenres.txt
H
Excellent table, really enjoying it. For those interested to note (slightly off topic):
With no DirectB2S ball flows as smooth as butter
With Backglass I get micro stutter my std screen set up is table and backglass monitors on same gfx card, DMD on its own gfx card.
So I tried all on one gfx card which improved matters slightly
Put backglass on its own with table and DMD together, best result yet, only very minor micro stutter.
I would try DMD and Backglass on same card, but for some reason I just can't get the configuration right, even after messing with screenres.txt
H
Win 7 Pro 64 Bit Sp1, [email protected], 8GB DDR3 RAM
NVIDIA GeForce GTX 950 2Gb, NVIDIA GeForce GT 610 1Gb
Crucial MX250Gb Primary' Samsung 840 128 Gb Backup
Corsair CX750 PINDMD3
#239
Posted 24 July 2014 - 08:49 PM
Just to lend my support.
Excellent table, really enjoying it. For those interested to note (slightly off topic):
With no DirectB2S ball flows as smooth as butter
With Backglass I get micro stutter my std screen set up is table and backglass monitors on same gfx card, DMD on its own gfx card.
So I tried all on one gfx card which improved matters slightly
Put backglass on its own with table and DMD together, best result yet, only very minor micro stutter.
I would try DMD and Backglass on same card, but for some reason I just can't get the configuration right, even after messing with screenres.txt
H
I run the table with dB2S back glass and it runs fine for me, although I run a mini cab set up with only 2 screens and have good hardware for the size. If you really want to improve performance on this table you could select the mesh objects like the shuttle ramp and heart ramp and render them static, problem with this is you won't see the ball underneath it any more but it will increase performance.....especially since the poly count is only going up as we are adding more plastics. It's not going up dramatically but it is increasing. I pretty much went over all the mesh's on this table and made them as efficient as possible and many of the models did see significant decreases in poly count while seeing increases in quality.
I just re-visited the heart ramp model to make it more true to the real thing in terms of its criss cross grooves since a few people have pointed out that previous rendition was incorrect. You can see what it looks like here, though you should note UW will need to re-adjust his ramp images of the decals (they will end up larger and easier to see):

Edited by dark, 24 July 2014 - 08:50 PM.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#240
Posted 24 July 2014 - 10:00 PM
Dark
Thanks very much for this.
At the moment I will keep the table as originally intended, it is such a great piece of work it would seem churlish to compromise just for some minor stutter.
H
Thanks very much for this.
At the moment I will keep the table as originally intended, it is such a great piece of work it would seem churlish to compromise just for some minor stutter.
H
Win 7 Pro 64 Bit Sp1, [email protected], 8GB DDR3 RAM
NVIDIA GeForce GTX 950 2Gb, NVIDIA GeForce GT 610 1Gb
Crucial MX250Gb Primary' Samsung 840 128 Gb Backup
Corsair CX750 PINDMD3



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