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#2661 hmueck

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Posted 30 July 2015 - 12:57 PM

For instances where some of us might use a ramp to display plastics.

 

That sounds like the oldschool plastics that needed alpha transparency. VP10 can do that with walls now.

(But i use ramps for decals a lot on bonebusters...)

 

 

Would it be possible to add an option to invisible walls to still be invisible but only reflect on the pf?

 

So we can create our own reflections on the pf? Interesting. How about hidden creator logos in the reflections. :)


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#2662 fuzzel

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Posted 30 July 2015 - 12:58 PM

 

rev2153 is up:
- don't set depth bias in the Direct3D render pipeline, use it only for sorting
...

rev2152 is up:
- fix ball reflection if playfield is raised



Wait a second. Are you trying to confuse us here? 2153, then 2152, next is 2151? ;)

 

damn it you found it :D

 

 

For instances where some of us might use a ramp to display plastics.

Would it be possible to add an option to invisible walls to still be invisible but only reflect on the pf?

Yes I think that's a good idea. Maybe we should add this option for every element? I think this could be usefull once the reflection works also for dynamic elements.



#2663 BorgDog

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Posted 30 July 2015 - 01:24 PM

One of the coolest glitch pictures i saw in a while. ;)

But looks like a driver issue to me. So you have to be patient until Intel fixes things i fear.

 

 

 

Thanks for the reply toxie, after playing around that is the conclusion I came to as well.  Intel posted a driver update day before yesterday that supposedly adds support for DirectX12 which is what windows 10 comes with (not sure if related).  Driver version number is newer than mine, but when I install it shows same no change.  Oh well, may roll it back to 8.1 for a while, upgrade was fairly easy and quick, and has a built in option to roll it back to old version within the first 30 days.



#2664 toxie

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Posted 30 July 2015 - 02:50 PM

Even though the exe I built is 3x the size of what you have just uploaded, I think it was the correct version.

 

I get the same results from this as I did from that one. If table field height higher than 0 you lose ball reflections, object reflections are ok.

 

You need to choose a different build target than the default "debug": The recommended one is "Release MinDependency Fast+SSE".

(we have to clean this up at some point, as most likely the other stuff will not work anyhow)


 

One of the coolest glitch pictures i saw in a while. ;)

But looks like a driver issue to me. So you have to be patient until Intel fixes things i fear.

 

 

 

Thanks for the reply toxie, after playing around that is the conclusion I came to as well.  Intel posted a driver update day before yesterday that supposedly adds support for DirectX12 which is what windows 10 comes with (not sure if related).  Driver version number is newer than mine, but when I install it shows same no change.  Oh well, may roll it back to 8.1 for a while, upgrade was fairly easy and quick, and has a built in option to roll it back to old version within the first 30 days.

 

 

the intel rendering with VPX has other problems, too, depending on the hardware/driver: one thing for example is screwed up lights on the backdrop when playing in desktop mode.

so best currently is to go with NVIDIA or AMD gfx.



#2665 ClarkKent

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Posted 30 July 2015 - 03:02 PM

Face in BOP is back again! :) But still no reflections in BH.



#2666 chepas

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Posted 30 July 2015 - 04:12 PM

 

But still no reflections in BH.

 

I couldn't tell you without looking and I don't have it , but fuzzel said "You can't just blindly tick the box and expect it to work". Will have to be tweaked a bit, quite a few breaking changes happened.


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#2667 jimmyfingers

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Posted 30 July 2015 - 04:42 PM

Ok, thanks, I'll see if I can figure it out. I found another exe in C:\UPin which was rev 1966. :) That is newer at least.

When I do compiles as well, even with all the correct build options (that I can tell), I also get the resulting .exe saying that it's rev 1966 (in game under menu item Help>About).  Seems to be just cosmetic though but if toxie or fuzzel can let us know what to do to get that to display correctly on compiles that would be useful.  I have switched from Visual Studio 2010 to the free Visual Studio 2013 as it is closer to matching the way the dev team builds the .exe, from what I can tell / know, but in both applications, my compiles always still showed only rev 1966 in the built VP executable despite actually being the "real" rev I was compiling.


 

For instances where some of us might use a ramp to display plastics.

Would it be possible to add an option to invisible walls to still be invisible but only reflect on the pf?

Yes I think that's a good idea. Maybe we should add this option for every element? I think this could be usefull once the reflection works also for dynamic elements.

 

I think that option for every element would be very useful and glad you`ve suggested it ;)  Like you say fuzzel, especially when dynamic elements get working it could  be very useful (needed) as I imagine performance may become reasonably affected with the duplicate rendering for these dynamic objects and how dynamic objects are always the most impactful on performance.  


Edited by jimmyfingers, 30 July 2015 - 05:03 PM.


#2668 chepas

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Posted 30 July 2015 - 05:18 PM

 

Ok, thanks, I'll see if I can figure it out. I found another exe in C:\UPin which was rev 1966. :) That is newer at least.

When I do compiles as well, even with all the correct build options (that I can tell), I also get the resulting .exe saying that it's rev 1966 (in game under menu item Help>About).  Seems to be just cosmetic though but if toxie or fuzzel can let us know what to do to get that to display correctly on compiles that would be useful.  I have switched from Visual Studio 2010 to the free Visual Studio 2013 as it is closer to matching the way the dev team builds the .exe, from what I can tell / know, but in both applications, my compiles always still showed only rev 1966 in the built VP executable despite actually being the "real" rev I was compiling.

 

Yes, definitely cosmetic confusion happened to me earlier. It wasn't until I had opened a table that it was a fishy revision, because the reflections were there in the options and prior to that I just checked the about window. Ended up grabbing the community version of 2015 for the sake of keeping up with the jones's, but in the end I just built from 2013.


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#2669 fuzzel

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Posted 30 July 2015 - 07:47 PM

 

Ok, thanks, I'll see if I can figure it out. I found another exe in C:\UPin which was rev 1966. :) That is newer at least.

When I do compiles as well, even with all the correct build options (that I can tell), I also get the resulting .exe saying that it's rev 1966 (in game under menu item Help>About).  Seems to be just cosmetic though but if toxie or fuzzel can let us know what to do to get that to display correctly on compiles that would be useful.  I have switched from Visual Studio 2010 to the free Visual Studio 2013 as it is closer to matching the way the dev team builds the .exe, from what I can tell / know, but in both applications, my compiles always still showed only rev 1966 in the built VP executable despite actually being the "real" rev I was compiling.



 

You need to add the TortoiseSVN bin folder to your PATH environment variable. There is a small exe "SubWCRev.exe" which asks the server for the head revision number and puts it into a file "svn_version.h". You can see the pre-build step in Visual Studio. Open the project properties and click on "Build Events" and then "Pre-Build Event".



#2670 toxie

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Posted 30 July 2015 - 09:57 PM

When I do compiles as well, even with all the correct build options (that I can tell), I also get the resulting .exe saying that it's rev 1966 (in game under menu item Help>About).  Seems to be just cosmetic though but if toxie or fuzzel can let us know what to do to get that to display correctly on compiles that would be useful.  I have switched from Visual Studio 2010 to the free Visual Studio 2013 as it is closer to matching the way the dev team builds the .exe, from what I can tell / know, but in both applications, my compiles always still showed only rev 1966 in the built VP executable despite actually being the "real" rev I was compiling.

 

Yes, definitely cosmetic confusion happened to me earlier. It wasn't until I had opened a table that it was a fishy revision, because the reflections were there in the options and prior to that I just checked the about window. Ended up grabbing the community version of 2015 for the sake of keeping up with the jones's, but in the end I just built from 2013.

 

 

just tested with the final of vs2015, and it also still works as expected.



#2671 chepas

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Posted 31 July 2015 - 12:39 AM

Cheers guys added to notes. When I do come to compile again it should be plane sailing.

 

I would try it now but just had long winded debug session with a "yagov" coil (hidden saucer). :thmbdn: Turns out it only really happens when I'm capturing VP with OBS && || using a game controller with xpadder.

 

Is there a way to flip the direction of an Impulse Plunger? I really don't think it's a solid way to use a saucer for this use.


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#2672 freneticamnesic

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Posted 01 August 2015 - 08:53 AM

Reflections are really great. I dig it so far! I think you're doing it the same way I've been manually doing it, or a similar idea. On an object the is both above and below the playfield, it reflects funny... like a scoop primitive, it basically inverts it and then the bottom of the scoop is sticking up above the PF. Would there be a way to cut it off for any reflection above 0 height? (or pf height).. I'm sure you know what I mean by this but I don't know how to explain it

The other thing I'm curious about, is playfield holes. I add these to most of my tables now in some way by having 0 opacity sections on the .png uses for the pf image, any way to exclude this area of an image from the reflection?

 

And the last thing, I spent like an hour messing with materials tonight, it was for a kind of light up primitive thing, change the material and the primitive would be "on" like lit up. I could get close but I never truly got the bloom effect like I get on lights. Is there anyone familiar with what each of the material settings does that could point me in the right direction? Or is there another way to do it? I can get it "bright" but it just looks like a brighter image, if that makes sense. For objects that are lit from the outside, it's easy enough to add a light over it and call it good, but objects lit from the inside or all over inside (think of something like an RGB light strip, EL wire or similar) that are also at multiple heights/angles.... just some way to get a bloom effect without using a light object would be awesome.



#2673 chepas

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Posted 01 August 2015 - 12:34 PM

 

The other thing I'm curious about, is playfield holes. I add these to most of my tables now in some way by having 0 opacity sections on the .png uses for the pf image, any way to exclude this area of an image from the reflection?

 

For the holes I cut out in image editor and leave alpha .png. Then use ornaments from FP and others you make yourself, don't set these orns to static render though.

 

I think your scoop should be fine if it's in a proper hole like above.


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#2674 cyberpez

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Posted 01 August 2015 - 03:12 PM

 

And the last thing, I spent like an hour messing with materials tonight, it was for a kind of light up primitive thing, change the material and the primitive would be "on" like lit up. I could get close but I never truly got the bloom effect like I get on lights. Is there anyone familiar with what each of the material settings does that could point me in the right direction? Or is there another way to do it? I can get it "bright" but it just looks like a brighter image, if that makes sense. For objects that are lit from the outside, it's easy enough to add a light over it and call it good, but objects lit from the inside or all over inside (think of something like an RGB light strip, EL wire or similar) that are also at multiple heights/angles.... just some way to get a bloom effect without using a light object would be awesome.

 

 

Not sure if it would give you the effect you want but if you set the Opacity Amount to > 1 if gets pretty bloomy..  I'd thought about playing around with it for a neon tube effect.  Currently only using it accidentally ;-)  

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#2675 hmueck

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Posted 01 August 2015 - 04:35 PM

smartscreen is something like antivirus. disable that stupid program and vp10 will run.
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#2676 lodger

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Posted 01 August 2015 - 06:17 PM

hey all-

 

I was wondering if someone would be able to make a demo table showing some strategies for setting up flashers on vp 10. When it comes to using blending modes, etc I'm really at a loss for how to get the most out of the changes. Thanks!

 

lodger


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#2677 freneticamnesic

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Posted 01 August 2015 - 09:34 PM

 

 

The other thing I'm curious about, is playfield holes. I add these to most of my tables now in some way by having 0 opacity sections on the .png uses for the pf image, any way to exclude this area of an image from the reflection?

 

For the holes I cut out in image editor and leave alpha .png. Then use ornaments from FP and others you make yourself, don't set these orns to static render though.

 

I think your scoop should be fine if it's in a proper hole like above.

 

 

Reflections show up where the "hole" is, is my point. Also the ornament option from FP isn't ideal since you almost never get the hole the right size, my solution involves making a black and white image, black is the playfield, white is the holes int he playfield, and converting that to a SVG, importing to blender, extruding, and then mapping it with a woodgrain texture. This way I don't have to worry about the size of the ornament holes and it only takes like 5 minutes

 

 

 

And the last thing, I spent like an hour messing with materials tonight, it was for a kind of light up primitive thing, change the material and the primitive would be "on" like lit up. I could get close but I never truly got the bloom effect like I get on lights. Is there anyone familiar with what each of the material settings does that could point me in the right direction? Or is there another way to do it? I can get it "bright" but it just looks like a brighter image, if that makes sense. For objects that are lit from the outside, it's easy enough to add a light over it and call it good, but objects lit from the inside or all over inside (think of something like an RGB light strip, EL wire or similar) that are also at multiple heights/angles.... just some way to get a bloom effect without using a light object would be awesome.

 

 

Not sure if it would give you the effect you want but if you set the Opacity Amount to > 1 if gets pretty bloomy..  I'd thought about playing around with it for a neon tube effect.  Currently only using it accidentally ;-)  

 

 

Hah clever, I never thought of putting in a number higher than 1. Thought it would just max out at 1. I think that will work thank you



#2678 chepas

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Posted 02 August 2015 - 12:46 AM

 

Reflections show up where the "hole" is, is my point

 

I haven't noticed this though, not yet anyway, I'm sure it looked ok. If they're not set to static that hole from FP shouldn't show reflection at all.

 

Will have to try like you've explained but it's worked as I've expected with a std square kicker hole & scoop. I will double check make sure not dreaming.


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#2679 chepas

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Posted 02 August 2015 - 01:10 AM

Ok , I sort of see what you mean. The scoop I've just looked at was set on Z -10 and no reflection is enabled there until set Z 0, I just have the nice hole, that one is covered there so it doesn't matter too much but

maybe there is a bit of a problem otherwise.


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#2680 Shockman

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Posted 02 August 2015 - 06:42 PM

Nice work.

 

A couple of things I have yet to sort out,

 

lightprob_t.jpgThere is a sweet spot on the night/day slider where the light is nice 

(the extra bit between the posts) but otherwise it is too bright or unseen.

 

Would a settings to not be effected by the night/day slider for each light keep the subtle effect I want, or would it have to be relative to another light?

 

The ball sticks to rubber sometimes and even crawls up. It has a lot of spin for no apparent reason because when nudged off, even when it gets to the flipper it has catastrophic spin.

 

Can I thicken the wire on the hanging triggers?

 

I am happy with the results from the crafting on this, overall.


Edited by Shockman, 02 August 2015 - 06:43 PM.






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