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WIP: Visual Pinball in Unity


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#281 freezy

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Posted 09 June 2020 - 08:54 PM

Does anyone know if VPX renders the plunger spring like this as well?

 

unknown.png

 

Seems like ony one side is visible. Apparently in Direct3D, triangles must be in clockwise order, which screws it up in Unity, so I removed that hack with the result above. I guess it's so small it doesn't matter anyway?



#282 xantari

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Posted 09 June 2020 - 09:39 PM

Interesting, i barely noticed what you are talking about now I see it. Around the edges of the spring where it starts to wrap to the other side the spring disappears.



#283 freezy

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Posted 09 June 2020 - 09:52 PM

I debugged into both VPX and VPE and diffed vertices and indices and they are identical, so I don't think it's a bug rather than simply the material only rendering one-sided in VPE.



#284 Schlabber34

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Posted 10 June 2020 - 11:23 AM

Does anyone know if VPX renders the plunger spring like this as well?

 

unknown.png

 

Seems like ony one side is visible. Apparently in Direct3D, triangles must be in clockwise order, which screws it up in Unity, so I removed that hack with the result above. I guess it's so small it doesn't matter anyway?

 

VPX does only render triangles with the normals facing 'outside'. The back of the triangle is invisible. No 2-sided rendering for VPX! To render this correctly you need a solid wire for the spring so only 'outside' normals are visible.



#285 fuzzel

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Posted 10 June 2020 - 12:44 PM

That's not 100% correct ;) some elements, especially the transparent ones, are rendered without backface culling enabled. So I think the backache culling isn't disabled when rendering the spring. Maybe because it's too small to make difference but to improve performance.

#286 freezy

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Posted 10 June 2020 - 12:46 PM

Thanks fuzzel, that's what I figured as well.



#287 VrôÔnsh

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Posted 12 June 2020 - 09:46 PM

Hi there !

 

Here's a glance view to the Drag-points Editor i'm working on for the project.

 

https://www.youtube....h?v=a2ncd2EsQoM

 

Almost done, still some drag-point properties settings left and some little Ux fixes.

Hope you'll enjoy it.

 

Cheers



#288 freezy

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Posted 12 June 2020 - 09:47 PM

Thanks @VrôÔnsh, that's seriously awesome. For those who are wondering about editor support in general, @hoopybox worked a lot on editor support as well. You can now translate, move and rotate stuff directly in the scene view, and it will update the data correctly, i.e. when you export it and load it into VPX, your changes should appear correctly. So while editor support is far from complete, this could maybe convince a few table authors to take it for a spin? :)

 

I've created a few more issues on GitHub to give you general idea what's still missing in terms of the editor. Also I'll probably post a video soon about all the stuff that's already working.



#289 unclewilly

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Posted 12 June 2020 - 11:41 PM

Sweet. Gettin antsy

"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


#290 Kemoauc

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Posted 13 June 2020 - 09:45 AM

Just an idea I've been thinking.. Could we someday get a new file structure for the tables? Like a VPX file, but as source code! I've been collaborating with some table edits and it would be lovely to use Git for the table development and even releasing. There would be only images and models that are binary data, but all the rest would be C#, vb and XML. Then you'd get proper version control, commit history and maybe someday even a CI system with automated testing of certain table features. Implementing new mods would be just new feature branches, that the author could merge into master branch, if he's happy with them. This would give enourmous boost to all table development and collaboration with development and testing. Devs are always finding ways to implement more realistic physics and lightning and this would need continuous improvement for tables.

 

I had that idea as well, but didn't wanted to hijack the thread so i didn't mentioned yet. Wouldn't it be great if all (new Unity based) tables would be hosted on Github (or a substitute) and you could regularly just check out the newest additions & changes to the tables? Usually you only want to maintain certain things yourself (like POV (file), options, etc.) but keep up to date with the core table, script, etc.

Imagine a sync client (e.g integrated into PinballY) where you can checkbox categories you want to sync (EM, SS, Originals, mods, etc.) Also having all other assets synced as well would be great (backglasses, wheels, ipdb database infos, ...)

This is all only loosely related to the Unity development, but as already said, the right file structure could be the starting point for enabling this. That would be a major step forward into nowadays ways how to handle this. (Keeping things in sync by hand and monitoring forums to not miss a table update is very outdated...)

 

Another idea, which could potentially be picked up: I hate having to hand tune POV per table and its unflexibility (not able to switch quickly between alternative settings). It would be to great if you can define a personal set of only a few preferred POV settings (one for EM, a few for SS, some table specific ones maybe) which can equally be used on all tables. Cycling through these POV settings on the fly while playing a table would be great. Think of Pinball FX3. I know, this is currently not possible because VPX takes the bounding box of all 3D elements in the scene into account. Simple approach could be the definition of a user (table author) defined bounding box for the 3D volume which is the supposed viewspace.

This could alctually also be added to VPX 10.7.....

 

Not to forget:

It's great work what you are doing here!

 

Cheers



#291 chepas

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Posted 15 June 2020 - 06:58 AM

can you integrate the resources of beta-tester in vpe, to be able to directly import the fpt on unity. ?

 

http://www.pinsimdb....lender_importer

 

https://wiki.blender...turePinball_FPx

Unit3D converted FP table, maybe you'll find a unity level after import FP there.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#292 freezy

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Posted 15 June 2020 - 07:11 AM

We've already discussed this. It's a valid request, but it's not on top of our priority list right now.



#293 fripounet

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Posted 15 June 2020 - 11:42 AM

the fact of "breaking" the pre fab, it does not affect too much on the whole table?

when deleting an object for example.

 

otherwise how to restore the pre fab after deleting an object ?


Edited by fripounet, 15 June 2020 - 11:46 AM.


#294 freezy

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Posted 15 June 2020 - 12:16 PM

That only imports the meshes, but not the actual parameters of the game, and you can't add those yet. Again, you're way ahead of the current development status, at some point you'll be able to import FP tables and have some kind of conversion between FP's and VP's parameters, but that's still very much in the future.



#295 chepas

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Posted 15 June 2020 - 12:25 PM

 

 

can you integrate the resources of beta-tester in vpe, to be able to directly import the fpt on unity. ?

 

http://www.pinsimdb....lender_importer

 

https://wiki.blender...turePinball_FPx

Unit3D converted FP table, maybe you'll find a unity level after import FP there.

 

 

even simpler , save in asset directly....

It's not simpler at all. When you load into Unit3D it will convert FP to the .upt, which (if I remember correctly doing it) you can load into Unity.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#296 chepas

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Posted 15 June 2020 - 05:32 PM

Because it converts FP to Unity. Which is what you wanted...bellend.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#297 JLouLoulou

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Posted 15 June 2020 - 06:21 PM

 


Because it converts FP to Unity. Which is what you wanted...bellend.

???  unlike you, you like to suck them
 
va lécher ta pute de mère.....tu vois connard comme c'est facile d'insulter et surtout n'oublie pas ta pelle et ton seau
 
Euuuh.. il t'arrives quoi? A quel moment a-t-il été insultant?? T'emballe pas!
 
Uhhh .. what's happening to you? When was he insulting? Not get excited!

Edited by JLouLoulou, 15 June 2020 - 08:13 PM.


#298 freezy

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Posted 15 June 2020 - 06:32 PM

@fripounet can you please stop posting in my thread. Many people are forced to read this and it's becoming frustrating.



#299 Lynny

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Posted 16 June 2020 - 01:41 AM

Freezy,

 

Howdy,

 

first time caller, long time listener..   :-)

 

Seriously, I've been experimenting with the import and export function in Unity, after Rawd told me that you could now Export.  I've had zero success unfortunately, on exporting.  Importing appears to work very well, and is very exciting. You can imagine how exciting it was to hear of export...I'd be happy to share the errors with you, but if you are already aware of certain error conditions I wont clutter up your thread unnecessarily..

 

I tried multiple tables, varying in complexity, with my final test being made using the Example table that you get when you create a new table in VPX..nothing I tried would compile.  I also tried multiple versions of the Unity editor.  No joy.

 

One of the errors I saved was   "NullReferenceException: Object reference not set to an instance of an object"

 

I have a few screen shots of a few of the errors that I got.  If you need them I'll make sure you get them.  Any additional testing you might need, I'd be happy to help out in any way I can.

 

Peace,

Lynny


Peace,
Lynny

#300 freezy

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Posted 16 June 2020 - 11:55 AM

Hey Lynny,

 

I've just tested the latest master on Unity 2019.4, and it worked fine. Could you paste the stack trace of the error please? You can find it in the Console Window, just click on the error and the stack trace will be shown in the lower part of the window.

 

Thanks!

 

EDIT: If you want to avoid cluttering the thread, you can also submit an issue here. Cheers!


Edited by freezy, 16 June 2020 - 11:57 AM.