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.
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)
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
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.
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.
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
(They are made with ramps, in case you wonder)
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
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

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

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
Posted 27 July 2015 - 02:49 PM
Fren that Sopranos WIP is looking awesome! Gomez's best work since LOTR IMO ![]()
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 ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
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 ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
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