Hey hauntfreaks, I tried incorporating your overhead HDR image on 32assassin's T2. Result: instant chrome edition ![]()
Edited by robertms, 03 December 2015 - 03:00 AM.
Posted 03 December 2015 - 03:00 AM
Hey hauntfreaks, I tried incorporating your overhead HDR image on 32assassin's T2. Result: instant chrome edition ![]()
Edited by robertms, 03 December 2015 - 03:00 AM.
Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=
Posted 03 December 2015 - 03:11 AM
open the script,
go to line 142
bslow.initsaucer kicker2,24,1,15change the 15 to 30 to double the strength or pick a higher number, depending on how strong you want it to be.
I found the posts were a bit close and the ball was being kicked on a slight angle and was bouncing off the rubbers and dropping back into the kicker lane.... opening them up a hair solved it for me and if you up the strength like Assassin made it even better... I never seen this table before.... its cool having odd tables like this...

Hey hauntfreaks, I tried incorporating your overhead HDR image on 32assassin's T2. Result: instant chrome edition
I noticed the same thing... thanks ![]()
Edited by hauntfreaks, 03 December 2015 - 03:12 AM.
Posted 03 December 2015 - 05:24 AM
Posted 03 December 2015 - 06:07 AM
Dozer, AFM is looking better and better with each revision, love the black light effects complemented by purple flashers, they really work in harmony with the rest of GI. Haunt your backwall idea was brilliant, it ties everything together and definitely kicks it up a notch. Dozer did a great job integrating it with the rest of the table. Up until now LW's color mods held their visual candy superiority but this latest VPX mod is an all new eye candy category altogether ![]()
Hey hauntfreaks, I tried incorporating your overhead HDR image on 32assassin's T2. Result: instant chrome edition
where's his HDR image? I lost track
Fren, he posted it here: http://www.vpforums....102#entry322229
Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=
Posted 03 December 2015 - 06:28 AM
Hey hauntfreaks, I tried incorporating your overhead HDR image on 32assassin's T2. Result: instant chrome edition
where's his HDR image? I lost track
https://www.dropbox....images.rar?dl=0
Dozer, AFM is looking better and better with each revision, love the black light effects complemented by purple flashers, they really work in harmony with the rest of GI. Haunt your backwall idea was brilliant, it ties everything together and definitely kicks it up a notch. Dozer did a great job integrating it with the rest of the table. Up until now LW's color mods held their visual candy superiority but this latest VPX mod is an all new eye candy category altogether
Hey hauntfreaks, I tried incorporating your overhead HDR image on 32assassin's T2. Result: instant chrome edition
where's his HDR image? I lost track
Fren, he posted it here: http://www.vpforums....102#entry322229
when Dozer is back from holiday... I hope to see him implement this effect he talked about where each BL flashers will effect its general area or all on....
Posted 03 December 2015 - 08:21 AM
32assassin, thanks for sharing your Star Trek beta. The table plays well and looks really sharp especially with the day/night slider way down, brings back fun memories of smoky arcades from the 80's...
Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=
Posted 03 December 2015 - 03:41 PM
Here is AFM (This is truly the last release for the remainder of the year or my wife is going to leave me special version 6)
Haunt provided some awesome images for the side and back walls and they just looked too cool not to have in the game.
These were tricky to implement because I have to turn the engines lighting off for the walls and primitives to get a really nice bright effect. Because lighting is turned
off, the primitive or wall doesn't show the nice gradients in the new image so I had to do a couple of mods on the images to fade them to black. Next year when I have a go
at fading them instead of turning them hard off or on I'll try a different technique to get them really bright while still having the primitives and walls lit.
The original inner cabinet flash effect that was in the previous version is disabled in this one but when I next look at this I'll see if Haunt is happy to create another set of backwall and
cabinet side images with red flash gradients on them for user who choose to not have the black light effect on.
All variables in the script are currently turned on - the BLWALL = 1 variable in the script turns on the black light effect for the side walls and rear wall now.
Many thanks to hauntfreaks for creating and sharing the images used in this version.
Have a safe holiday break anyone who is having one and I'll see you all in the New Year. - Dozer.
https://mega.nz/#!mN...q72Qn0E245jkCIY
Posted 03 December 2015 - 04:14 PM
... and my wife kill me, if i download this now (click) ![]()
Thanks Dozer, have a nice break !
Edited by STAT, 03 December 2015 - 04:15 PM.
Posted 03 December 2015 - 06:48 PM
Thanks Dozer
Enjoy your Holiday ![]()
To all Devs and Table Authors, you are all awesome! Thank you for all you do
42" VirtuaPin Cab
| AMD FX8150 CPU | ASUS Crosshair Formula IV Motherboard | 8gig Crucial Ballistix DDR3 1600 | EVGA Geforce GTX 1070 |
| 42" Commercial Grade 1080p LCD Playfield Monitor | Corsair RM750 PSU | Flipper Fidelity 2.1 Sound System |
| AOC LED 27" Monitor(Backglass) | Samsung 128gig SSD - Win7 |
Posted 03 December 2015 - 08:43 PM
Question on the AFM 4. Everything looks fantastic. Love the blacklight and spinning effects on the saucers.
I do have a question about the bouncey behavior of the ball. Is anyone else experiencing this and can it be addressed with a change in the pf friction settings?
I too was experiencing the bouncy ball behavior on the latest AFM. Not sure if it's just my rig or personal taste but decided to tweak it to my liking. Clark posted his physics settings a few posts back but those produced too drastic a change for my taste. I am certainly no expert on the matter but through trial and error I came up with more neutral settings (IMHO) that result in added ball heft and more accurate aiming. Thought I'd share for others to try out, please feel free to comment good or bad, it's a learning process for us all.
Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=
Posted 03 December 2015 - 08:52 PM
its like getting that one Christmas gift on Christmas eve
thanks Dozer it came out great!
Question on the AFM 4. Everything looks fantastic. Love the blacklight and spinning effects on the saucers.
I do have a question about the bouncey behavior of the ball. Is anyone else experiencing this and can it be addressed with a change in the pf friction settings?
I too was experiencing the bouncy ball behavior on the latest AFM. Not sure if it's just my rig or personal taste but decided to tweak it to my liking. Clark posted his physics settings a few posts back but those produced too drastic a change for my taste. I am certainly no expert on the matter but through trial and error I came up with more neutral settings (IMHO) that result in added ball heft and more accurate aiming. Thought I'd share for others to try out, please feel free to comment good or bad, it's a learning process for us all.
if by bouncy you mean off the flippers when the ball comes down fast and hits them and rebounds .... turn the elasticity down to 40 on the flippers... then adjust from there to your personal taste... its what i did
Posted 03 December 2015 - 09:01 PM
32assassin, thanks for sharing your Star Trek beta. The table plays well and looks really sharp especially with the day/night slider way down, brings back fun memories of smoky arcades from the 80's...
Agreed. Excellent work. This table has a really unique feel. Everything feels kinda "chunky" in a good way. I've been having a blast going through all your recent VP10 updates, 32assassin.