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White Water VPX WIP


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#281 DJRobX

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Posted 06 November 2017 - 01:56 AM

Welp, I went and got the 4k monitor.  I'm ready now!!!!    No rush, of course.     ;) 



#282 hauntfreaks

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Posted 06 November 2017 - 02:11 AM

What is TLC? Anyway, made some metal ballguides for the upper playfield:

screenshot800_t.jpg

 

This screenshot includes preliminary shadows for the upper playfield and a project-from-view texture for the ballguides. This is the actual texture:

playfielduppermetals0_t.jpg

I'm loving these new metal ramps, one has seemed to have ever been able to pull them off, these and one getaway... best metal ramps I have ever seen simulated...


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#283 bjschneider93

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Posted 19 November 2017 - 08:38 PM

Any new screen shots? Following the progress closely on this one

#284 Thalamus

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Posted 19 November 2017 - 08:55 PM

He'll post when he has something to show us. And it is finished when he says it is.

But, yes, I'm curious too ;)

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#285 flupper1

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Posted 23 November 2017 - 09:17 PM

Now working on lights and flashers. My approach is this: all table elements must be colored maximum of RGB 64,64,64 with all GI and lights off (with day night slider in the middle and LUT = 1 on 1). So a dark table is dark but not black, only all the lights and flashers can light the table up brighter than 64,64,64. I am still trying to figure out what the exact GI zones are (which lights are which), I do know there are 3 zones. This table does not seem to use ramping up and down of the GI, so I think I will stick to 3 zones on/off.

 

For the flashers, I ofcourse use the ones I made recently. In addition I rendered a flash effect on the mountains. This is on a semi-transparent primitive which is only visible when flashing:

screenshot850_t.jpg

 

The result looks like this (flash is much more than just on/off, it also fades out):

screenshot820_t.jpg

 

The same screenshot without the flash:

screenshot830_t.jpg

 

The lower flasher looks like this (this one doesn't need a mountain flash effect I think):

screenshot841_t.jpg

 

And finally: there is still a lot to do:

- several plastic signs (to be prerendered in blender) and some other graphics (rails, background, ...)

- all of the sounds

- switches are not working properly yet

- physics

- script overhaul, etc, etc and etc and etc; and etc ... 

- adding lootboxes (seems to be all the rage these days, don't know yet what they are, but enhances the gameplay experience they say): https://www.gamewatc...-with-lootboxes



#286 Ben Logan

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Posted 23 November 2017 - 10:18 PM

Amazing to have Pro Pinball Timeshock quality visuals in VPX. I really can’t believe my eyes. Fantastic! Thanks, flupper.

#287 Guus

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Posted 23 November 2017 - 11:27 PM

Amazing work! Impressed as always!



#288 greeze

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Posted 24 November 2017 - 07:47 AM

...- adding lootboxes (seems to be all the rage these days, don't know yet what they are, but enhances the gameplay experience they say)...

 

Don't you dare!   :P  :D


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#289 TNT2

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Posted 24 November 2017 - 08:04 AM

Damn!



#290 flupper1

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Posted 24 November 2017 - 10:56 AM

 

...- adding lootboxes (seems to be all the rage these days, don't know yet what they are, but enhances the gameplay experience they say)...

 

Don't you dare!   :P  :D

 

When I think about it some more: pinball was a very early pay2win...   :( the Buy Extra Ball for a credit...


Edited by flupper1, 24 November 2017 - 10:58 AM.


#291 STAT

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Posted 24 November 2017 - 11:35 AM

... Indiana Jones was my Cash Box !



#292 krel01

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Posted 24 November 2017 - 01:44 PM

Very cool! Can't wait until release date.



#293 hanzoverfist

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Posted 24 November 2017 - 02:33 PM

love at first sight!

 

EDIT: personally flupper I don't know how you work so patiently.. me I get to a point I just can't wait to get it finished to play it completed, and see it in action..


Edited by hanzoverfist, 24 November 2017 - 02:36 PM.

space-invader-wheel1_t.png


#294 DJRobX

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Posted 24 November 2017 - 04:57 PM

And finally: there is still a lot to do:

- all of the sounds

 

Looking great Flupper!  

If you would like any help with the table sound let me know.  RustyCardores and I have spent a lot of time enhancing tables for VPX 1.4's surround sound and tactile feedback.   The goal is just to make the tables sound as realistic, accurate and as complete as possible, which benefits all sound configurations, not just surround or PMD users.    In the process we've come up with some good script based techniques for handling ball rolling sounds on ramps and primitive collisions and such.  



#295 sifusun

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Posted 24 November 2017 - 06:58 PM

Unbelievable!!!!!!!!!!!!!!!!  So great!!!!!!!!!!!!!!!!!!!!    Thx all enthusiast helping the community with all the GREAT (and FREE) stuff !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

You guys ROCK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  :) :love39:



#296 Thalamus

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Posted 24 November 2017 - 08:21 PM

I'm confident that once WW is released - the quality of the release will not be match in at least a couple of years. Looking at who has contributed already and the amount of time spent on details only seen before on Diner it is going to be epic for sure. Flupper, you blow my mind every time you post updates on this project. Not a negative getting Rob/Rusty to even jack it up a few notches. I just wonder if Hautfreaks will be able to see anything he would have liked to changed at the finished stage. Doubt it. For once he even might learn something new ? :)

 

Please Flupper, continue your relentless process of making this something really special. Pushing the limit for what is possible is very important. Dark did it in some areas for his Jurassic Park - shading and lighting not matched before. Sliderpoint' Cyclone ... nFozzy' Star trek, Space Station ... oh - well, I see once I start, the list will become a long one. My point is, the more releases that exists that are actually pushing the limits are the ones that really is driving the future of VP.

 

Thank you very much Flupper !


Edited by Thalamus, 24 November 2017 - 08:54 PM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#297 flupper1

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Posted 30 November 2017 - 08:51 PM

Been working on lit up textures for the rocks:

screenshot860_t.jpg

 

My issue currently is, that I cannot find a good reference image of this table when lit up in a dark room. There are many images on the internet, but they are all different: blue flasher domes instead of red, (additional) led illumated rocks (very bright), replaced mountains (I think) etc, etc. Does somebody have an image which shows an unmodified table with proper lighting in a dark room? Would be really helpful, want to get the warm eighties/nineties lighting style in there  :D



#298 darquayle

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Posted 30 November 2017 - 08:59 PM

I have a Wh20 and would be happy to send you any needed photos. However,I am using leds so it may not show the effect you are looking for. Feel free to PM me if I can be of assistance.

#299 Guus

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Posted 30 November 2017 - 09:16 PM

Great to hear that this table won't get a blueish LED mod by default; but the original warm yellow/orange/red lighting !! In terms of lighting; BK2000 is still my favourite VPX table.



#300 Ben Logan

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Posted 30 November 2017 - 09:44 PM

Darn — out of likes. I like it! Illuminated rocks look so warm and glowy.
Sure you’ve already seen this for lighting reference, but the Whitewater pinball PAPA tutorial looks like unmodified lighting in a not overly bright room:

https://m.youtube.co...e&v=9zVJLyIf-F8