is there anyway to speed up the editor when zooming in?
with 3 or 4 clicks of the magnifying glass the editor goes to a crawl and its impossible to do detail work..
Posted 06 August 2015 - 01:03 AM
uncheck all the "show image in editor" flags
It's been buttery smooth for me
also if you're using a lot of primitives, make sure you adjust the "editor" option down, I think it defaults to 1, set it to .25 and it reduces the detail of the object you can see in the editor. that also improves performance
Posted 06 August 2015 - 01:27 AM
Organize your layers better, don't have so much all on one layer. It shouldn't be slow when working with layers when the majority of others are hidden.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 06 August 2015 - 01:57 AM
uncheck all the "show image in editor" flags
It's been buttery smooth for me
also if you're using a lot of primitives, make sure you adjust the "editor" option down, I think it defaults to 1, set it to .25 and it reduces the detail of the object you can see in the editor. that also improves performance
Organize your layers better, don't have so much all on one layer. It shouldn't be slow when working with layers when the majority of others are hidden.
Hey guys thx for the ideas, I am using both of them and it's still crawling.. Maybe its my laptop that's just slow... :-( I've worked on a few tables the past few weeks with an older rev and it seemed fine.. I started a new build and there is basically just pegs and rubbers on the table right now and its so bad I'm about to just give up..
how do I turn off the pf image it seems the check box on the options menu is missing now??..
Posted 06 August 2015 - 02:07 AM
I'm using rev 2152 , I haven't updated in a little while so I couldn't tell you if that's just been introduced.
View > Backdrop.
The way to really find out could be have one layer that's spare and send a couple of objects to it each time you need to zoom right in and back to layer you need them on.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 06 August 2015 - 02:17 AM
Thx chepas.....
even turning off the pf doesn't speed the editor up like it used to...
I'll try and older rev and see if that helps
Edit:
Old rev's tested table crawls in all of them...
just for kicks I loaded another table and everything is fine fast and normal.. It seems this new build I'm working on is the problem witch is weird.
Edited by ICPjuggla, 06 August 2015 - 02:24 AM.
Posted 06 August 2015 - 02:37 AM
Oh right, ok. I did notice something strange myself whilst checking it out then.
When you zoom in to the max, the points of a Wall are un-clickable. It selects random timers that are around the edge of the table.
If you select a point when zoomed out, then zoom in either 'max' or zoom out back once, then try to adjust the point it does the same thing and selects random timer.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 06 August 2015 - 01:00 PM
On all inserts or just on some?I lost my light off state images with the latest X.
I also seem to have lost my 'off' state for my light inserts.. It is no longer using the image that I picked. They work fin in 2152, but not in 2157. (It is weird.. It seems like some of them are working.) Any ideas?
Posted 06 August 2015 - 04:13 PM
I found a bug, "maybe?" If not, any ideas?
I'm using a collecton to change the material/color of all my peg's.. Doing so the first two items in the list render funny First is invisible, second is only half rendered. (see pic) If I change what is at the top of the list it changes what peg is affected accordingly. If I set them to static, they all render fine. I get the funny rendering in both desktop and full screen. Here is the code I'm using to change the material...
--------------
Sub SetPostColor ()Dim iIf PostColor = 1 thenFor each i in NW_Pegs:i.Material = "Peg":NextElseFor each i in NW_Pegs:i.Material = "Peg Yellow":NextEnd IfEnd Sub--------------
Thanks!!
i came i tried i failed
I think I reported this issue earlier (check the post as it has pictures), and here's the reply I got from Fuzzle:
You shouldn't combine animated and non-animated primitives into one grouped collection. The grouped collection is only used for static/non-animated elements.
Posted 06 August 2015 - 05:44 PM
Yeah, Is only in 2157.
There are no materials for my inserts.. They are all from the same image.
I have about 25 lights.. It looks like 5 of them remain working, and the other ones display the wrong image.
Works fine if I load it back up into 2152.
Let me know if I can test anything else.
Rod.
Hard to tell without a test table
did you check the materials used for the inserts? Are they the same for all inserts? do you use different off textures for the inserts?
Please see my table attached...
In 2152... All of the light inserts are showing from the proper image chosen (PF11)
in 2157... Look at the light inserts.. (specifically the ABCD lights) They are showing from my regular PF image, instead of PF11.
Although.. the 5 lights at the top seem to remain working (the 1-5 lights).
Thanks!
https://www.dropbox.... tests.rar?dl=0
Hard to tell without a test table
did you check the materials used for the inserts? Are they the same for all inserts? do you use different off textures for the inserts?
Edited by Rawd, 06 August 2015 - 06:20 PM.
Posted 06 August 2015 - 06:08 PM
I found a bug, "maybe?" If not, any ideas?
I'm using a collecton to change the material/color of all my peg's.. Doing so the first two items in the list render funny First is invisible, second is only half rendered. (see pic) If I change what is at the top of the list it changes what peg is affected accordingly. If I set them to static, they all render fine. I get the funny rendering in both desktop and full screen. Here is the code I'm using to change the material...
--------------
Sub SetPostColor ()Dim iIf PostColor = 1 thenFor each i in NW_Pegs:i.Material = "Peg":NextElseFor each i in NW_Pegs:i.Material = "Peg Yellow":NextEnd IfEnd Sub--------------
Thanks!!
i came i tried i failed
I think I reported this issue earlier (check the post as it has pictures), and here's the reply I got from Fuzzle:
You shouldn't combine animated and non-animated primitives into one grouped collection. The grouped collection is only used for static/non-animated elements.
Thanks for confirming I'm not crazy. It does seem to be the same issue you reported. Creating two dummy primitives and adding them to the top of the collection fixes it for me, or like you said just go the old fashioned route and code the changes individually.
Posted 06 August 2015 - 09:53 PM
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