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#281 kruge99

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Posted 02 February 2015 - 01:50 PM

When starting a new table, what is the recommended image size for the playfield now?  Can we think about using a playfield image like 2048x4096 at 300dpi?  Yes I know that is not the right aspect ratio for an actual playfield, I just threw the number out there for the sake of discussion.  The real issue is graphic size and dpi which leads to memory consumption if I'm not mistaken?  I'd like to see some really great looking VPX tables especially with the "Mad Skilled" artists around here doing hi-res redraws of playfields, plastics and 3D rendered objects.

 

 

Best Regards,

Todd.

 

Just bumping this question since I didn't see any recommendations.

 

 

Best Regards,

Todd.


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#282 fuzzel

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Posted 02 February 2015 - 01:58 PM

Well basicly it's up to you and what kind of resolution your resources have. I would use at least 1024x2048 but you can of course use 2048x4096. It only takes more video memory if you increase the resolution so maybe it won't play on older gfx cards but that's the only limitation I can think of.

The aspect ratio must be tweak based on the 3D playfield size.


Edited by fuzzel, 02 February 2015 - 01:59 PM.


#283 chepas

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Posted 02 February 2015 - 01:59 PM

Another thing with 1611, it breaks the ornament holes that worked for me in 1606

 

There could be something do with the way these are being exported from blender for me, because they've not worked in any version other than the camera mode. Even tried making the black from the texture "Orn-Hole" alpha with no joy.


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#284 fuzzel

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Posted 02 February 2015 - 02:01 PM

Can you describe this in more detail? How do you create the orn-holes? Primitives, flashers, walls? Can you provide a demo table that shows this issue?



#285 freneticamnesic

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Posted 02 February 2015 - 02:04 PM

I would imagine it's the same as it has been for the last few revisions. I often create my initial images at 2048x4096 for playfields and 2048x2048 for everything else, it runs fine for me but I run into the memory crashes quicker. I save every 3 minutes so no big deal to me, but it just doesn't run on a lot of peoples systems. I've accidentally released a table with those images still in place and maybe as little as 10% were not able to run it until either I uploaded a new version with lower resolution textures, or they set their max texture size to 1024


 

Another thing with 1611, it breaks the ornament holes that worked for me in 1606

 

There could be something do with the way these are being exported from blender for me, because they've not worked in any version other than the camera mode. Even tried making the black from the texture "Orn-Hole" alpha with no joy.

 

 

I use the ornament holes that were shared by gtxjoe in the Primitive Template thread that unclewilly started, I didn't need to do anything special related to depth bias to get them to work here. Perhaps try those .obj instead of exporting yourself (it's easier anyways!) and see if that works. If so then you at least know you're doing something wrong in blender... but that doesn't change the fact that they don't work in 1611 so stick with 1606 for now!



#286 chepas

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Posted 02 February 2015 - 02:07 PM

Can you describe this in more detail? How do you create the orn-holes? Primitives, flashers, walls? Can you provide a demo table that shows this issue?

 

I knocked this one up just to test it outside of the one I'm working on. https://www.dropbox....eAlpha.vpx?dl=0

 

If you need lots more detail I have video logged this whole build. :)


Edited by chepas, 02 February 2015 - 02:12 PM.

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#287 fuzzel

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Posted 02 February 2015 - 02:44 PM

Thanks chepas this table helped!

Revision 1614 is up and should fix the problem. As far as I can tell it is just a coincidence that it work in rev1606. The reason for not working was that the playfield wasn't rendered with alpha test activated. So the areas where you place a hole was filled with the z value of the table and the z-check failed when you tried to render the orn-hole primitive.

 

Oh and the multi selection bug should be fixed too.


Edited by fuzzel, 02 February 2015 - 02:45 PM.


#288 chepas

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Posted 02 February 2015 - 02:47 PM

Great news Fuzzel thank you very much!!


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#289 kiwi

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Posted 02 February 2015 - 04:26 PM

The walls with boxes "Can Drop" check, and "Top Visible" uncheck, are invisible,

uncheck the box "Can Drop" they reappear.

 

Thanks

 

Max



#290 bolt

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Posted 02 February 2015 - 04:31 PM

Thank you for your good work fuzzel.


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#291 Outhere

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Posted 02 February 2015 - 04:35 PM

I have multiple versions of visual pinball setup in Pinballx..  I am now using, 1.95 I'm trying to add visual pinball 10 but it will not work. Is there something different I should be doing from my other setups??
 



#292 randr

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Posted 02 February 2015 - 04:39 PM

Make sure you have latest pinballx version 1.95 that fixes vpx extension

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#293 unclewilly

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Posted 02 February 2015 - 04:47 PM

Download the latest versuon of pinballx 1.95 and it should work fine

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#294 fuzzel

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Posted 02 February 2015 - 05:16 PM

The walls with boxes "Can Drop" check, and "Top Visible" uncheck, are invisible,

uncheck the box "Can Drop" they reappear.

 

Thanks

 

Max

 

Yes but with rev1615 this is fixed (check first post) ;)



#295 Outhere

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Posted 02 February 2015 - 05:22 PM

I am using 1.95 per my first post



#296 toxie

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Posted 02 February 2015 - 06:01 PM

there is now a new option 'texture compression' in the video preferences that will allow users with lower end gfx cards to save some memory on textures (at the cost of quality).



#297 sliderpoint

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Posted 02 February 2015 - 06:30 PM

Is it possible to get ramp sidewalls that have lips built into VP?

 

-Mike


Edited by sliderpoint, 02 February 2015 - 06:30 PM.


#298 fuzzel

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Posted 02 February 2015 - 06:41 PM

Sorry not in this version. Maybe in VP11 but there are so many different ramp shapes it's better to create a ramp primitive.

#299 sliderpoint

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Posted 02 February 2015 - 06:57 PM

Sorry not in this version. Maybe in VP11 but there are so many different ramp shapes it's better to create a ramp primitive.

No worries.

 

Since I'm asking about ramps.  What about the Height Option on the control points actually allowing for a ramp to have curves along a Z plane?  I'm not sure what the height setting even does at this point.

 

Thanks for your guy's hard work!

 

-Mike

 

 

Edit:  I guess if the primitives can have collision now then having an invisible ramp for the ball to actually roll on may not need this anymore.


Edited by sliderpoint, 02 February 2015 - 07:00 PM.


#300 fuzzel

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Posted 02 February 2015 - 07:32 PM

and another update rev1623 is online. changes:

 

- alpha ramp issue fixed for ramps

- have two modes for DMD (small area, big area) with different smoothing levels

- texture compression

- wire up showDT and nightday to global table script

- fix issue when using vpmSolFlipper (and deprecate vpmSolFlip2) [update core.vbs in vbs.zip]







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