Jump to content



Photo
* * * * * 18 votes

VP10 is here (beta)

VP10

  • Please log in to reply
3889 replies to this topic

#2581 cyberpez

cyberpez

    Enthusiast

  • Silver Supporter
  • 394 posts

  • Flag: United States of America

  • Favorite Pinball: Back to the Future

Posted 23 July 2015 - 04:01 AM

No flashers are 100% dynamic there is no option to make a flasher static. Walls are also dynamic if you use a transparent material the same goes for ramps.


Thanks, Good to know!!! I'll have to play around with it a bit.

#2582 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 23 July 2015 - 05:42 AM

Exporting ramps only exports the bottom and right side of the ramp or is it just me?

 

For optimization reasons, there is only 'one' geometry for all the walls nowadays for rendering. There should be some kind of blender option (which i'm no expert in) to have objects render double sided.

A quick google search brought me this: http://wiki.blender....ls/Editing/Mesh (look for double sided)



#2583 Trinity

Trinity

    Enthusiast

  • Platinum Supporter
  • 226 posts

  • Flag: United States of America

  • Favorite Pinball: Star Trek Limited Edition (Stern), AFM, Xenon, T-2

Posted 23 July 2015 - 09:25 PM

We seem to be stuck on rev. 2112.

Rush fans? :band:

 

or nothing new?



#2584 hmueck

hmueck

    MaX

  • VIP
  • 2,190 posts
  • Location:Hamburg

  • Flag: ---------

  • Favorite Pinball: IPDB Top 300



Contributor

Posted 23 July 2015 - 09:35 PM

see some posting above: sourceforge is down.
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#2585 Trinity

Trinity

    Enthusiast

  • Platinum Supporter
  • 226 posts

  • Flag: United States of America

  • Favorite Pinball: Star Trek Limited Edition (Stern), AFM, Xenon, T-2

Posted 23 July 2015 - 09:41 PM

ah...got it.



#2586 sliderpoint

sliderpoint

    Pinball Fan

  • Members
  • PipPipPipPip
  • 760 posts
  • Location:Spokane, WA

  • Flag: United States of America

  • Favorite Pinball: Metallica

Posted 23 July 2015 - 09:42 PM

 

Exporting ramps only exports the bottom and right side of the ramp or is it just me?

 

For optimization reasons, there is only 'one' geometry for all the walls nowadays for rendering. There should be some kind of blender option (which i'm no expert in) to have objects render double sided.

A quick google search brought me this: http://wiki.blender....ls/Editing/Mesh (look for double sided)

 

 

I submitted a bug report on this a few days ago.  I don't think it's a matter of double sided faces, it's the fact that there is literally no Left wall on the ramps that are exported, only the right wall.  They used to export and now they don't.

 

-Mike



#2587 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 23 July 2015 - 10:31 PM

I can't seem to access that menu in Blender 2.7 to try it



#2588 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 24 July 2015 - 06:22 AM

hmmm.. seems i first have to fix that bug and maybe for the export i'll export 'both sides' again..



#2589 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 26 July 2015 - 06:45 PM

at last SourceForge is back and here is rev2120:

 

- Add switch to enable/disable reflection of elements on playfield. You'll find this switch in the table properties. The reflection feature is a WIP and has some limitations at the moment:

  a) only static elements will reflect on the playfield

  b) the reflection applies only on the playfield, if you use a wall as a playfield it won't work.

 

  The reflection strength can be influenced by the ball reflection strength (second value)

- add HitHeight back for kickers to define the height of the collision cylinder (you have to increase this value if you use really big balls with a radius over 90).
- add tweakable lights to camera mode
 


Edited by fuzzel, 26 July 2015 - 06:46 PM.


#2590 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 26 July 2015 - 06:56 PM

 

No flashers are 100% dynamic there is no option to make a flasher static. Walls are also dynamic if you use a transparent material the same goes for ramps.

 

Wait, so you can actually move walls and ramps around now?  (Not just change their visibility or drop them?)  Man, I really am behind the times. :)


 

Nope transparent walls/ramps can't be moved around. They are rendered each frame but you can move them. But you can change the material/texture.



#2591 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,328 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 26 July 2015 - 07:37 PM

at last SourceForge is back and here is rev2120:

 

- Add switch to enable/disable reflection of elements on playfield. You'll find this switch in the table properties. The reflection feature is a WIP and has some limitations at the moment:

  a) only static elements will reflect on the playfield

  b) the reflection applies only on the playfield, if you use a wall as a playfield it won't work.

 

  The reflection strength can be influenced by the ball reflection strength (second value)

- add HitHeight back for kickers to define the height of the collision cylinder (you have to increase this value if you use really big balls with a radius over 90).
- add tweakable lights to camera mode
 

 

The reflection effect is quite nice, but the effect on the side rails and the apron is nicer :D (They are made with ramps, in case you wonder)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#2592 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 26 July 2015 - 10:33 PM

Don't throw stones in houses with glass pinball machines



#2593 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 26 July 2015 - 11:09 PM

Do I not understand how reflections work? Everything should always be in a straight line. If you look at a line in a mirror, the line will continue through the mirror as if it continues in space. In the reflections you've introduced, they don't work that way. Like a wall, if you put it on the playfield surface it will appear as though the wall extends down into the playfield, but here, it's reflected at an angle so you barely see the reflection. It should function more like, if you put a wall at the playfield surface, ie 0 bottom height, 50 top height, the reflection will look as though the bottom height of the wall is -50.

 

It seems to work right in desktop mode. I don't understand

 

Kitten_and_partial_reflection_in_mirror.

 

Look at the wire ramp reflection on the left, the only way that reflection is possible is if the ramp is sitting right on the playfield

 

W0mEELL.jpg


on top of that I don't think it inverts objects in the reflection...the ramp reflection looks like it's oriented the same way



#2594 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 27 July 2015 - 04:33 AM

I'll take a look.

#2595 kiwi

kiwi

    Pinball Fan

  • VIP
  • 2,679 posts

  • Flag: Italy

  • Favorite Pinball: Star Trek 25th Anniversary



Posted 27 July 2015 - 05:34 AM

With the reflection enabled much of the screen is messed up, duplicate reflections, transparent parts and other black, in FS I had the screen almost entirely black.

 

riflesso.png

 

Thanks

 

Max



#2596 paulohotline

paulohotline

    Enthusiast

  • Silver Supporter
  • 62 posts
  • Location:Winnipeg, Manitoba, Canada

  • Flag: Portugal

  • Favorite Pinball: Star Trek

  • PS3 Gamer Tag: paulohotline
  • 360 Gamer Tag: paulohotline

Posted 27 July 2015 - 02:49 PM

Fren that Sopranos WIP is looking awesome! Gomez's best work since LOTR IMO :)


[Paulo Carvalho Mobile - 204-294-4389]
http://www.pinballow...om/paulohotline
paulohotline___virtuapin.png

#2597 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 27 July 2015 - 10:58 PM

Objects that are below the playfield with mask hole models when reflect elements are on.

 

https://www.dropbox....u/hole.jpg?dl=0

 

Static checkbox does nothing to stop that. What am I missing? The last time I did anything to this table was rev 2087.

 

Why did I jump off the bandwagon....hope it doesn't take much to get the reflection and back to normal.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#2598 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 27 July 2015 - 11:17 PM

May just have to send you the game fuzzel. If you don't know what's going on you'll get a better idea from this.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#2599 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 28 July 2015 - 05:13 AM

OK got it thanks. Will take some time because I don't have much time to look into it at the moment.

#2600 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 28 July 2015 - 05:33 AM

Since 2112 I get pretty consistent NVAPI/Fatal Error HRESULT crashes, but only in desktop mode.... I can rarely get more than a minute of gameplay in desktop mode. Full screen mode is fine though







Also tagged with one or more of these keywords: VP10