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White Water VPX WIP


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#241 The Loafer

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Posted 09 October 2017 - 12:17 AM

I just can't get enough of Flupper's ramps.   They look like they are made of a beautiful, pristine heavy glass.    I remember when we were happy just to have them be transparent.  

Now the tables look prettier than the real thing!  

This table might force me to upgrade to 4k.  LOL

 

I've been considering a 4K screen, now I'm inching a lot closer to it.  Do they make any 46" 4K GSYNC compatible screens that don't require a brinks truck on standby? LOL



#242 hanzoverfist

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Posted 09 October 2017 - 03:04 AM

beautiful flupper!


space-invader-wheel1_t.png


#243 DKong

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Posted 09 October 2017 - 04:07 AM

flupper,

Thanks for everything you do for this community and for sharing your work. It's just incredible how real this table looks.



#244 Thalamus

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Posted 09 October 2017 - 04:24 AM

Like the rest of the guys - I need to thank you for being such a stand-up guy helping out when asked. It is very easy to understand why you're such a asset to this community looking at these screenshots. Absolutely amazing !


Edited by Thalamus, 09 October 2017 - 05:08 AM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#245 jesperpark

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Posted 09 October 2017 - 04:36 AM

You seriously spoil us with your hard work

 

Thanks again and again :love39:



#246 sifusun

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Posted 09 October 2017 - 02:49 PM

Thx to all involved!!!!!!!!!!!!

 

You made a new addict to white water (never liked the original theme / design)... but NOW it looks like a MUST HAVE and MUST LOVE for me!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

 

THX!!! :love39:



#247 Ben Logan

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Posted 09 October 2017 - 03:55 PM

One more shout out for Dark's models. They look extra amazing in context! Loving watching this table take shape.

#248 Jeffrey Spender

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Posted 09 October 2017 - 05:49 PM

wow, i really think it looks better than the real pinball.
i've played the real one just a couple of times, but i like it very much.


spin the lamp, to lite a wish


#249 Guus

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Posted 09 October 2017 - 06:08 PM

Insane quality, very impressive once again!



#250 flupper1

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Posted 10 October 2017 - 07:13 PM

And for those of you wondering why my tables take a long time to be finished: 

 

These are all the versions of the rendered plastic texture for one of the plastics (below the whirlpool):

screenshot740_t.jpg

 

The one in the top left is what I started with, the bottom right one is the final one. The process for my plastics is like this:

- Lobotomy redrew the plastics (for White Water that is)

- I make a black outline in photoshop and save it as png

- I use Inkscape to convert the png to svg (tip from FreneticAmnesic I believe)

- I import the svg in Blender, add some modifiers for a glass layer on top and some environment files for reflections and lighting

- I render, export primitive to VPX, import render into VPX, check to see what it looks like, change some render settings and render again and repeat and repeat and repeat  :shok:

 

Until I like what I see:

screenshot750_t.jpg



#251 marco helmink

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Posted 10 October 2017 - 08:21 PM

Very nice !!  :otvclap:



#252 wrd1972

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Posted 11 October 2017 - 12:33 PM

Daffy_21056f_141002.gif

Truly epic VP work as usual.

Please let me know if I can do anything to help. :)


Edited by wrd1972, 11 October 2017 - 12:34 PM.

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#253 hanzoverfist

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Posted 11 October 2017 - 01:40 PM

Lolz.. wrd.


@flupper you forgot to add 'F*** this' after  your last repeat..


space-invader-wheel1_t.png


#254 Slydog43

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Posted 11 October 2017 - 02:27 PM

I get so excited when I see a new post to this thread, hoping to see new WIP pics.  Funny ones are ok also I guess



#255 STAT

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Posted 11 October 2017 - 03:17 PM

OMG this Pics .. thank you Flupper,
hard to say, what would i take from this:
a Young blonde French hot Girl <-> or this (soon) Table ... i really dont know!

Yes, wrd have the right Pic for that lol


Edited by STAT, 11 October 2017 - 03:19 PM.


#256 Nemo

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Posted 11 October 2017 - 03:54 PM

Cracking myself up here  :rofl:  

 

But seriously superb graphics, i know it's gonna sound like a stuck turntable but: Thanks for that level of dedication on WW and other tables flupper !

 

Ik geef je een rondje als je een keer in het zuiden van het land bent !


Gone fishin', no really.......

My F14 Cab http://www.vpforums....showtopic=21820

My Coffee Table http://www.vpforums....topic=25407&hl=

My Jukebox WIP http://www.vpforums....topic=23825&hl=


#257 cyberpez

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Posted 11 October 2017 - 05:24 PM

- I import the svg in Blender, add some modifiers for a glass layer on top and some environment files for reflections and lighting

- I render, export primitive to VPX, import render into VPX, check to see what it looks like, change some render settings and render again and repeat and repeat and repeat  :shok:

 

 

 

Can't wait for this tutorial  :lusty:   I've been getting the hang of the ramps, and plastics are next on my list to take up a notch.

 

Love following along with your builds.  Such a unique table to pull out all the stops on.  It really shows too!!!  Keep it up, can't wait to see the final product!!!



#258 flupper1

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Posted 11 October 2017 - 07:58 PM

Allright, I need some script advice: I am trying to code the ball lock area for three balls with switches 63,64,65. I think I need cvpmTrough for that, but that does not seem to have a way to kick the ball vertically. In Wh2O the balls are ejected straight up into a wireramp. What would I need in the script to do this?

screenshot760_t.jpg

 

 

This is the old code from VP9 (there are 2 kickers, one on the ground level called lockup, one  on the exit level (235 height) called popkick)

 

' Locks
Set bsLocks = New cvpmBallStack
With bsLocks
.Initsw 0, 63, 64, 65, 0, 0, 0, 0
.InitKick Popkick, 80, 25
.KickZ = 1.28
End With
 
Sub Lockup_Hit:ClearBallId:PlaySound "hole_enter":bsLocks.AddBall Me:End Sub
 
SolCallback(4) = "bsLocks.Solout"    ' Lockup Popper

Edited by flupper1, 11 October 2017 - 08:09 PM.


#259 cyberpez

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Posted 11 October 2017 - 08:41 PM

What about without the cvpmTrough?  I skipped it in bttf and worked well for the color ramp lock.  The cvpmTrough kinda always makes my head spin...  They key is just getting them lined up right

 

2 triggers and a kicker. (I assume)

 

 

SolCallback(4) = "KickBallUp"    ' Lockup Popper

 

'trigger1

Sub sw63_Hiit()

Controller.Switch(63) = 1

End Sub

 

Sub sw63_unHit()

Controller.Switch(63) = 0

End Sub

 

 

'trigger2

Sub sw64_Hiit()

Controller.Switch(64) = 1

End Sub

 

Sub sw64_unHit()

Controller.Switch(64) = 0

End Sub

 

 

'kicker

Sub sw65_hit()

Controller.Switch(65) = 1

End Sub

 

Sub KickBallUp(Enabled)
sw65.Kick 0,60,1.50
Controller.Switch(65) = 0
End Sub


#260 flupper1

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Posted 11 October 2017 - 08:55 PM

Thanks! I will try that tomorrow.