To fix that you should draw the off inserts on the playfield texture and it should work again.
Ok thank you for looking into it, and the explanation. I was hoping to get away from more photoshop work!
Posted 06 August 2015 - 10:29 PM
hehehe Rawd has the VPX bug.... hehehe whoohoo!!
OK I had a look at the table. Well it's more a feature than a bug you see with the last revision. Let me explain why: with the new reflection mode you can get very odd results if a solid ramp or primitive reflects on the playfield where an insert is. If the insert is set to on you will notice that the on-insert is rendered over the reflection part. To prevent that I had to enable alpha blending for the inserts. Normally that works but if you use a different texture than the playfield texture and the other texture is dark or too different to the underlying playfield texture the blending eliminates the second texture and you see only the playfield one.
To fix that you should draw the off inserts on the playfield texture and it should work again. I I can't promise that I can solve the reflection-over-insert problem in another way so the inserts work as before.
so you're saying, Rawd has the VPX feature?
Posted 07 August 2015 - 09:51 AM
Is there a way to turn off the screen shaking effects ?
One way to reduce the shaking effect is to reduce the "Nudge Time" (property panel of the Backdrop).
A curiosity about the Nudge Time, with a value of 0 to me the screen is black, with a value of 0.2 the screen freezes, with values from 0.3 up works.
Max
Posted 07 August 2015 - 10:35 AM
I probably didn't post this in the right forum. I saw suggestions and thought I was in the right place. Toxie and Fuzzel are probably too busy monitoring this thread and the VP10 table testing thread to see this other thread. Sorry I just want to link it here real quick. Its about second screen support in VP10.
http://www.vpforums....=32204&p=316381
Let me know in either place what your thoughts are.
Posted 07 August 2015 - 04:46 PM
To fix that you should draw the off inserts on the playfield texture and it should work again.
Ok thank you for looking into it, and the explanation. I was hoping to get away from more photoshop work!
Are you sure? It doesn't make sense to me. I have a feeling I will go to all that work and it will make no difference. Does the code really look at the image source for a light texture and check to see if that is what the playfield is using too.
You keep saying inserts, like we are talking about a hole, a bracket, and a rim or something. This is the VP light object. The reflection effect better be perfect, because I don't think it would be worth losing light texture for even if it was perfect.
On the playfield image? Promise?
Posted 07 August 2015 - 05:02 PM
If reflections are going to be an option, (a setting), then can't this stuff be optional too? That is going to be a lot of work and I can't see myself using reflections unless everything is reflecting and dynamic?
Really? You can do this but not simple shadowing?
Posted 07 August 2015 - 05:23 PM
Do you have to embark on a crusade against everything? You're going to get upset because you have to do some work to fix it? Are you not aware that they're still working on the reflections? Like they're going to close up beta and release the final build and only half this stuff is going to reflect... he already provided a solution for the light inserts, did you try it? Or did you scoff at the idea and decide to partake in another keyboard crusade?
Maybe participating in the beta isn't for you if you're not actually going to try the suggestion the dev made to fix your problem, instead propounding that the work to fix it should be an inconvenience to the dev rather than yourself.
To fix that you should draw the off inserts on the playfield texture and it should work again.
Ok thank you for looking into it, and the explanation. I was hoping to get away from more photoshop work!
Are you sure? It doesn't make sense to me. I have a feeling I will go to all that work and it will make no difference. Does the code really look at the image source for a light texture and check to see if that is what the playfield is using too.
You keep saying inserts, like we are talking about a hole, a bracket, and a rim or something. This is the VP light object. The reflection effect better be perfect, because I don't think it would be worth losing light texture for even if it was perfect.
On the playfield image? Promise?
If reflections are going to be an option, (a setting), then can't this stuff be optional too? That is going to be a lot of work and I can't see myself using reflections unless everything is reflecting and dynamic?
Really? You can do this but not simple shadowing?
Posted 07 August 2015 - 06:35 PM
Of course I am going to try it.
I don't scoff at the effort it would take to go that direction. Just the direction.
The excuse for not having simple shadows is that the engine has to go the dynamic route first. If anythings needs to wait for a dynamic engine it is reflections.
Posted 07 August 2015 - 06:39 PM
To fix that you should draw the off inserts on the playfield texture and it should work again.
Ok thank you for looking into it, and the explanation. I was hoping to get away from more photoshop work!
Are you sure? It doesn't make sense to me. I have a feeling I will go to all that work and it will make no difference. Does the code really look at the image source for a light texture and check to see if that is what the playfield is using too.
You keep saying inserts, like we are talking about a hole, a bracket, and a rim or something. This is the VP light object. The reflection effect better be perfect, because I don't think it would be worth losing light texture for even if it was perfect.
On the playfield image? Promise?
It worked for me. I had already tested it, and knew it worked before asking the question. I just didn't have the raw PS files needed, so I had to redraw some stuff onto my playfield image. I was hoping to get away from that work, and also at the same time, point out something that I noticed had changed between the two versions (possible bug). I had only noticed it because I hadn't realized I was running the newer version on my cab. I had a heck of a time trying to figure out what was causing the issue.
It is frustrating when something changes, and it breaks an older function, causing us grief, but this is a beta, and that is what we signed up for when we started working with it (in my opinion).
I was surprised at how quickly Fuzzle responded and gave an explanation to the issue. I'm sure these people have lives outside of VP, and I am amazed to see the awesome changes being made in VP10.
Edited by Rawd, 07 August 2015 - 06:42 PM.
Posted 07 August 2015 - 07:06 PM
The playfield image is a translite scan. I want to build the table in VP, not Photoshop. I am not using all of them but I have 7 full size table images with light textures for the maze in the image manager. I was hoping to use them all, as I have found using one texture image when you have more than one light in the same place or a light that changes colors looks like shit in at least one mode.
My table is not the only one that exists that has different lights in, as far as VP is concerned, exactly the same place. I can not represent two with one image, let alone 6 (three in 2 states)
Posted 07 August 2015 - 07:06 PM
Was your off image not the playfield image? I thought everyone did it that way. What were the light inserts on your playfield image? On?
My lights 'Off' images were not drawn on my playfield. They are now.
I had used 2 different images before. One for lights off, and one for lights on... both separate images from my playfield.
Posted 07 August 2015 - 07:43 PM
Was your off image not the playfield image? I thought everyone did it that way. What were the light inserts on your playfield image? On?
My lights 'Off' images were not drawn on my playfield. They are now.
I had used 2 different images before. One for lights off, and one for lights on... both separate images from my playfield.
I use to use different images too. Now just the off state, but the lights off state of the stacked lights are not on the playfield image. Neither are the lenses image without lights. The lights are not even rendered at the playfield surface. They are inside of a hole.
I'll do what ever it takes. I have spent a lot of hours on the size and placement of those textures and I can spend a lot more. It's not something that I would choose to do though. If the reflections are perfect, complete, alive, have simple shadows as well, and cause absolutely no lag, it will probably be worth it in the end.
It's going to take quit a bit of time though. I am not going to have a non working game up though. mmpac will be back up if I can get the lights to show using the suggestions I have been given
Edited by Shockman, 07 August 2015 - 07:49 PM.
Posted 07 August 2015 - 08:34 PM
It's only the PACMAN lights connected with the standup targets behind the drop targets that have the near disappearing problem. The others are the same and on the same image.
Anyone is welcome to take mmpac down this road, but left to my devices, I will continue at VPX official release.
Posted 07 August 2015 - 10:53 PM
Are you sure? It doesn't make sense to me. I have a feeling I will go to all that work and it will make no difference. Does the code really look at the image source for a light texture and check to see if that is what the playfield is using too.
You keep saying inserts, like we are talking about a hole, a bracket, and a rim or something. This is the VP light object. The reflection effect better be perfect, because I don't think it would be worth losing light texture for even if it was perfect.
On the playfield image? Promise?
The normal lights (bulb mode unchecked) are mainly for light inserts on the playfield. The idea behind the off-image is to use the playfield texture and lit the insert with the help of a shader. Actually the same as in old VP9 days but without the need to use multiple images with different shading steps. Besides from making it easier to create good looking light inserts it should reduce the resources needed to create those elements. So the rule of thumb is use the playfield/wall texture as off-image and everything should be fine. But you're right the new blending mode should only be active if the reflection is active. That comes with the next revision.
rev2162 is up:
- only activate alpha blending on lights if reflection is active
- export flipper mesh as .obj
- fix wire thickness for animated wire triggers
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