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Unit3D Pinball - Alpha

Unit3D Pinball

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#301 chepas

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Posted 07 March 2014 - 03:33 PM

 

Sadly that's not compatible with front ends like PinballX

 

Of course it is. Pretty much anything is compatible with PinballX one way or another.


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#302 xxTheGoDxx

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Posted 07 March 2014 - 04:51 PM

No, you miss read me. I meant choosing options per table by the command line. I use PinballX for Unit3D :-)



#303 chepas

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Posted 07 March 2014 - 04:59 PM

I see, you want Global options applied separate to each table. Why can't you use the PinballX commandline options, from what I remember you can have more than one there.


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#304 xxTheGoDxx

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Posted 07 March 2014 - 05:19 PM

As far as I know you can only define command line arguments per emulator but not per table in PinballX . At least I couldn't find an option in is table manager. But that software has a really confusing settings structure IMO.


Edited by xxTheGoDxx, 07 March 2014 - 05:26 PM.


#305 chepas

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Posted 07 March 2014 - 05:24 PM

Make a copy of this "options.ui.puo" file you need and put it in the tables folder. Keep the same name and it should work for every table if you add the /config parameter in the command line.

 

Just make sure you keep that name for all games, don't go renaming it Dr.Dude.ui.puo.

 

[Unit3d]
Enabled=True
WorkingPath=
TablePath=
Executable=
Parameters=/config *********************


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#306 xxTheGoDxx

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Posted 07 March 2014 - 06:34 PM

Make a copy of this "options.ui.puo" file you need and put it in the tables folder. Keep the same name and it should work for every table if you add the /config parameter in the command line.

 

Just make sure you keep that name for all games, don't go renaming it Dr.Dude.ui.puo.

 

[Unit3d]
Enabled=True
WorkingPath=
TablePath=
Executable=
Parameters=/config *********************

Lol, I am such a moron at times, I did only read half of what Louizou wrote. Thanks allot, that works of course :-)

 

EDIT: This is the complete line:  "[TABLEPATH]\[TABLEFILE]" \config [TABLEPATH]\options.ui.puo


Edited by xxTheGoDxx, 09 March 2014 - 02:20 AM.


#307 hotgraphics

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Posted 08 March 2014 - 12:22 AM

 

A couple of the Scrolling Camera views & Pinball Dreams view in Indiana Jones seem to look at the top of the table instead of the bottom, for example, when a ball is not on the table it looks at the top of the table.

you must add this line after line 343 of the indy script.it should fix the problem

captive.tag="Untagged";

Fixed, thanks louizou. However, in Indy after you've locked a ball the scrolling camera focuses on the locked ball and so the camera doesn't go all the way up the table.

 

*EDIT*, just realized this is a known problem. Doh!.


Edited by hotgraphics, 09 March 2014 - 12:19 AM.

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#308 MattFoley

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Posted 08 March 2014 - 06:07 PM

Hi, I'm really curious about this project.

 

I'm an iOS developer, with many years of experience on iOS and lately I've been wanting to learn Unity. I'd wanted to start by working on a Pinball game. This project came up in my searching, and I was kind of curious if anyone here could give me any information on the possibility of this project being able to compile for a pinball game iOS?

 

Is that way out the realm of possibility? Is it completely impossible, or would it just take quite a bit of work? I'd be glad to donate to the project if that helps, quite a bit actually! 

 

Thank you!

Tj-



#309 smartset

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Posted 09 March 2014 - 10:13 AM

Another enthousiast and small donator reporting

 

Stuck to 20 USD as I just purchased too many Pinball Arcade seasons on multiplatform before discovering this promising sim.

 

Hope to support more in the future and see this platform extend to all PC OS during the next couple of years. (BilboX and Louizou, stick to a diet of premium quality Ricard and Sigars only please , mankind need you to stay fit)

 

There are many tweaks to be made but the mechanical feeling is great. I refer to the reality shock I got from stumbling onto a real table after hourse of the Pinball Arcade. Somewhat same eye opener you get from Unity3D's mechanics.

 

One tip on Win 7 x64 for people that find the program not starting:

 

Think conservatively and copy Vpinmame map to c:/program files x86 instead and install from there.

 

Do this instead of free chosen map (such as drive:/games/vpinmame).

 

Doing so has solved my issue of the program not starting and hanging on Vpinmame connection.

 

Windows 8.1 did allow me to put vpinmame map anywhere I wanted.



#310 BilboX

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Posted 09 March 2014 - 10:38 AM

Hi, I'm really curious about this project.

 

I'm an iOS developer, with many years of experience on iOS and lately I've been wanting to learn Unity. I'd wanted to start by working on a Pinball game. This project came up in my searching, and I was kind of curious if anyone here could give me any information on the possibility of this project being able to compile for a pinball game iOS?

 

Is that way out the realm of possibility? Is it completely impossible, or would it just take quite a bit of work? I'd be glad to donate to the project if that helps, quite a bit actually! 

 

Thank you!

Tj-

Hi. Other plateform is not impossible though it is not our main orientation: we prefer focusing on "realism" and only desktops provides enough power right now. Moreover, we relate on VPM which has not yet been ported (though that would not be impossible), and prefer to let those harwares to cies dooing that to eat... ;)

 

 

Another enthousiast and small donator reporting

 

Stuck to 20 USD as I just purchased too many Pinball Arcade seasons on multiplatform before discovering this promising sim.

 

Hope to support more in the future and see this platform extend to all PC OS during the next couple of years. (BilboX and Louizou, stick to a diet of premium quality Ricard and Sigars only please , mankind need you to stay fit)

 

There are many tweaks to be made but the mechanical feeling is great. I refer to the reality shock I got from stumbling onto a real table after hourse of the Pinball Arcade. Somewhat same eye opener you get from Unity3D's mechanics.

 

One tip on Win 7 x64 for people that find the program not starting:

 

Think conservatively and copy Vpinmame map to c:/program files x86 instead and install from there.

 

Do this instead of free chosen map (such as drive:/games/vpinmame).

 

Doing so has solved my issue of the program not starting and hanging on Vpinmame connection.

 

Windows 8.1 did allow me to put vpinmame map anywhere I wanted.

Thanks! But I have no pb installing vpm on F: ;).

 

 

Sorry for no long answer, but yesterday:

laromagne.jpg

 

Freeplay for:

Medieval Madness, brand new METTALICA, Star Wars (pinball 2000), Road Show, Judge Dredd, The Shadow, Theatre of Magic, No Good Golfers, JunkYard, Champion's Pub  and Last action Hero.

Alos two old: Kiss and Space mission...

 

Had a lot of fun and still remember the ball's real behaviour ;)...


UP2


#311 chepas

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Posted 09 March 2014 - 11:52 AM

Had a lot of fun and still remember the ball's real behaviour ;)...

 

 

 

Nice :)


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#312 chepas

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Posted 09 March 2014 - 08:53 PM

Wondering about model animations. You can import animation from the models now? FP only allowed drop targets to use animation from Milkshape before.

 

Can use Blender animation freely?

 

Also...we can use the script to animate the model in Unit3d without any animations set in the model? For instance a cube I would like to rotate left, right or back at will , this is possible without having it built into the model?


Bump maps are the new auto-tune :BDH:
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#313 xxTheGoDxx

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Posted 10 March 2014 - 02:37 AM

Another noob question: Is it possible to import new textures into an existing upt table? If not, do you guys plan to release your tables also as fpt? Is there any downside to this exept the longer loading time?

 

I would really like to replace the shity Future Pinball game room textures with something higher resolution.



#314 BilboX

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Posted 10 March 2014 - 07:53 AM

Wondering about model animations. You can import animation from the models now? FP only allowed drop targets to use animation from Milkshape before.

 

Can use Blender animation freely?

 

Also...we can use the script to animate the model in Unit3d without any animations set in the model? For instance a cube I would like to rotate left, right or back at will , this is possible without having it built into the model?

Yes, Louizou imported animations from ms3d models, though it is not yet really defined for which models... And animation replay has still some problems.

Of course you can animate yourself, specially if this is "only" rigid transformations (translation/rotation/scale). We do it for mechs (checks in taf script or scare dstiff's one). You can take a look in the "transform" unity sciprt page: http://docs.unity3d..../Transform.html

Regarding ms3d loaded animations: use for more complex animations like "skinned animation", ie. the hand in class of 1812... 

 

 

Another noob question: Is it possible to import new textures into an existing upt table? If not, do you guys plan to release your tables also as fpt? Is there any downside to this exept the longer loading time?

 

I would really like to replace the shity Future Pinball game room textures with something higher resolution.

Not really a noob question. We provide utility functions to use pre-loaded textures from fpt and thus, the texture manager in FP. However, built'in textures (as gameroom, reeels, etc...) are indeed not changeable right now. But you can definitely load from disk using the unity's "WWW" class:

// Start a download of the given URL
var www : WWW = new WWW (url);
 
// Wait for download to complete
yield www;
 
// assign texture
renderer.material.mainTexture = www.texture; 

The "url" parameter can either point to a web resource, like "//http://www.unit3dpin...ider/slide1.jpg", but can also design a local file: "file://C:/<path_to_my_file>/<file>".

But be care full not to load too much things this way because this can slow down the loading process of your table. Moreover, paths MUST be table relative to work with everyone. Hope this helps...


UP2


#315 chepas

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Posted 10 March 2014 - 02:28 PM

Regarding ms3d loaded animations: use for more complex animations like "skinned animation", ie. the hand in class of 1812...

 

Was the animation for the hand made with milkshape or exported to ms3d? Nice smooth animation on that.

 

These dmd will be supported?

https://www.dropbox....y97g/de-dmd.jpg


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#316 BilboX

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Posted 10 March 2014 - 02:37 PM

 

Regarding ms3d loaded animations: use for more complex animations like "skinned animation", ie. the hand in class of 1812...

 

Was the animation for the hand made with milkshape or exported to ms3d? Nice smooth animation on that.

 

These dmd will be supported?

https://www.dropbox....y97g/de-dmd.jpg

 

There was a problem wit hmilkshape with thi sparticular animation, so it was imported directly from FBX to unity.

 

Yes, segments display will be supported, but not implemented yet... We made Reel support and segments are still missing but in todo list.


UP2


#317 louizou

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Posted 10 March 2014 - 02:46 PM

Was the animation for the hand made with milkshape or exported to ms3d? Nice smooth animation on that.

 

For the hand ,I've done the animation using unity animation tool as i'm not really easy with milkshape.

 

But from what i've tested in milkshape , animations done with it  may work if you use the zero joint tool before animating.


uplogomini.png

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#318 chepas

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Posted 10 March 2014 - 02:46 PM

Cool, cheers. I just had a quick look and seems possible to go from blend > FBX > unity. Gives me something else to play around with.

 

 

Yes, segments display will be supported, but not implemented yet... We made Reel support and segments are still missing but in todo list.

 

Ok , no problem , I can stick that table on the back burner for now.


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#319 boiydiego

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Posted 10 March 2014 - 02:47 PM

can i set unity to use on my cabinet in full screen if yes how ??


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#320 arngrim

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Posted 10 March 2014 - 03:42 PM

Choose fake fullscreen all, then use calibrate cabinet, with the red circles on the corners of the images, drag them to fill your screens





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