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The road to VP10


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#261 Sunskift

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Posted 23 June 2014 - 07:29 PM





1. most people put their playfield monitor relatively low and put glass above it... in my opinion, a more realistic view could be achieved by having the playfield monitor in place of the glass, since this would mean that the screen can show everything that would be located under the glass on a real pinball table.

thank god I'm not the only one who thinks that way. I think this is the most common "mistake" when constructing a cabinet. I built mine and put the display where the glas would be, despite the fact that all pinball software supports the other case. just makes no logical sense.
I'm still hoping it will change in time as I am still to dumb to adjust tables myself :)
An option to easy switch between those two cases would be great.

You have a valid point, no question about that. There are however a few practical issues to take care about to be able to make the cab this way.
First, having the monitor instead of a playfield glass, you need to make sure nobody dunks a bottle of beer down as might happen in real world.
Second, having a glass on top of the monitor would solve the beer crash risk, but not the heat issue. A big monitor still produce quite a bit of heat.

Still, a compromize should work better than sinking the monitor too deep in the cabinet.
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#262 mpad

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Posted 23 June 2014 - 08:25 PM

You have a valid point, no question about that. There are however a few practical issues to take care about to be able to make the cab this way.
First, having the monitor instead of a playfield glass, you need to make sure nobody dunks a bottle of beer down as might happen in real world.
Second, having a glass on top of the monitor would solve the beer crash risk, but not the heat issue. A big monitor still produce quite a bit of heat.

Still, a compromize should work better than sinking the monitor too deep in the cabinet.

yeah, I fear the day I finaly drop my beer.
compromise to mount as close to glass and still enabling heat transfer should be the goal.
I really meant the cases where display position = rt playfield.


Also Ade of the Pro Pinball people has mentioned that he considers this the best option and that TS! will use this setup, so at least in this respect you'll be in luck. But I guess you know this already, considering your avatar/favorite pinball :)
no, I didn't know that for a fact, as I am no member of the pp vip club.
great to hear though.

Edited by mpad, 23 June 2014 - 08:28 PM.


#263 Shoopity

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Posted 23 June 2014 - 09:14 PM

I know this isn't the topic, but people have commented on monitors in their cab, so I'll ask here:

 

Has anyone used a projector in their cab?  Like, have the projector be in the back of the cab, facing forward, and us a mirror to project up onto a screen (so it would need to be a rear projection screen; I just saw a video where a pastor used shower curtains).  I know the price of flat screens has come down over the years, but there was a time when using a projector was cheaper than buying a 37" ~ 47" TV.  Then you also don't have to worry about mounting/de-bezel-ing/breaking the TV as the projector is a little more secure; you just have to worry about getting the distance/angles right.  I have an old BenQ W100 that project a 37" 16:9 image in under 4 feet so I would think between the length of a cab plus the little bit of depth, it would be enough to keep it all in there.



#264 kiwi

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Posted 24 June 2014 - 05:52 AM

 

It would be nice to have the default opacity of the ramps to 255 instead of 0, so the old alpha ramps are visible.

 

Thanks

 

Max

 

I'm pretty sure that it is?

 

 

Importing a VP9 table in VP10, the transparent ramps (Alpha) are not visible, you have to change the opacity from 0 to 255 to make them visible.

 

Max



#265 unclewilly

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Posted 27 June 2014 - 10:57 AM

Bump......
Any updates or progress?

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#266 fuzzel

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Posted 27 June 2014 - 01:06 PM

Only a bit. I'm busy with real life but I'm working on an update for the wire ramps. If this is done I plan to add the long awaited rubber object.

#267 unclewilly

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Posted 27 June 2014 - 01:38 PM

Yes, rubbers

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#268 bodydump

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Posted 27 June 2014 - 06:09 PM

Yes, rubbers

If I had used rubbers, I'd have a lot more time for VP.



#269 gtxjoe

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Posted 30 June 2014 - 02:10 AM

Request to add a Mesh Manager so we can import all primitive models at one time, like the image/texture manager :)

#270 fuzzel

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Posted 03 July 2014 - 11:58 AM

rub...rub...rubbers!

 

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#271 unclewilly

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Posted 03 July 2014 - 12:11 PM

Sweet. Are they shaded like that or is that in the texture

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#272 fuzzel

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Posted 03 July 2014 - 12:14 PM

If you don't apply a texture you get these shaded rubbers. But you can also use a texture.

#273 unclewilly

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Posted 03 July 2014 - 12:47 PM

If you texture them is it a sphere map like the wire ramps
Awesome job btw

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#274 fuzzel

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Posted 03 July 2014 - 12:55 PM

No spheremap. The rubber is acutally a closed tube and a texture is wrapped around the tube. If you use a normal texture you will see a connection line at the beginning/end of the tube ( see screenshot). You can fix that if you use a repeatable texture.

 

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#275 unclewilly

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Posted 03 July 2014 - 01:03 PM

Cool. Can't wait to use these.
Even the primitive rubbers I use now are a pita

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#276 fuzzel

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Posted 03 July 2014 - 01:42 PM

One side note: depending on the ramp accuracy slider setting the rubbers will have more or less polygons. If you have a maxed out accuracy one rubber has around 2.500 polygons. So be sure to activate "static rendering" option for not animated rubbers. If you try to switch the visibility of a static rubber you from the script you will get an error message that this case is not supported.

I think I will rename the accuracy slider to something like "detail level" or the like.


Edited by fuzzel, 03 July 2014 - 01:43 PM.


#277 kiwi

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Posted 03 July 2014 - 03:14 PM

Super !!!
By cutting the rubber :D  will also do the wire ramps?

 

Max



#278 javier1515

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Posted 03 July 2014 - 04:05 PM

Awesome Fuzzel! Thank you is all the work you do. I can not wait to try.  :otvclap:  :love39:


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Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#279 fuzzel

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Posted 03 July 2014 - 05:40 PM

Super !!!By cutting the rubber :D  will also do the wire ramps?
 
Max

well let's see how this will work out ;)

#280 fuzzel

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Posted 03 July 2014 - 06:34 PM

Here it is...Another pre-alpha version of VP10 with the new rubber element.

 

Happy testing!

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