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White Water VPX WIP


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#321 luc

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Posted 17 January 2018 - 07:43 PM

it looks great!!!!

benchmark in term of textures quality

well done



#322 luc

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Posted 01 February 2018 - 09:34 AM

any news???



#323 flupper1

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Posted 01 February 2018 - 06:34 PM

Sure: I have been working on a multitude of ramps for CFTBL, some prerendered bits for an Elvis mod and some separate metal parts. Here is a bumpertop texture (not for Wh2O):

bumpertopbase0_t.png

 

On WH2O I worked on 3d rendered GI, some plastics, tuning flasher images and prelit textures:

screenshot881_t.jpg

 

screenshot890_t.jpg

 

screenshot900_t.jpg

 

plastics0_t.png



#324 hanzoverfist

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Posted 01 February 2018 - 07:05 PM

She's gonna be a beauty Flupper, thx for the update!


space-invader-wheel1_t.png


#325 alistaircg

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Posted 01 February 2018 - 08:31 PM

Looking really good



#326 xenonph

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Posted 01 February 2018 - 09:20 PM

All you great table authors are preserving history!!!

Otherwise, who knows what resources would be available in 10 or 20 years, all tables would possibly look like that pic of flooded whitewater table!!

I am so very thankful for the preservation of all these historic tables!!

And when they turn out better looking than the originals!! Well there are no words to describe this happiness I feel!!

You are preserving these tables for all time!! (Which seems pretty damn important to me!!)

Thanks again for all your work!!

Carry on.


CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#327 Ben Logan

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Posted 01 February 2018 - 09:32 PM

Love the screenshots, Flupper. Thanks! Great tonal palette on this table.

#328 sifusun

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Posted 01 February 2018 - 10:33 PM

UNBELIEVABLE!!!!!

 

Thx all involved!!!!!!!!!!!!!!!! :)



#329 Ben Logan

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Posted 01 February 2018 - 11:03 PM

Flupper -- How do you get the lighting from bulbs to emit onto the table in soft / feathered shadows? I'm used to seeing hard "straight-edged" shadows thrown by objects obstructing the lights. What's the secret? Looks so realistic! 

 

:D 



#330 robertms

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Posted 02 February 2018 - 03:48 AM

Even the screenshots are in a league of their own..


Edited by robertms, 02 February 2018 - 03:55 AM.

Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=


#331 flupper1

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Posted 02 February 2018 - 07:29 AM

Flupper -- How do you get the lighting from bulbs to emit onto the table in soft / feathered shadows? I'm used to seeing hard "straight-edged" shadows thrown by objects obstructing the lights. What's the secret? Looks so realistic! 
 
:D


No secret, just my usual tool: Blender (sorry, no shortcut there). I export the whole table to blender, put GI lights sort at the exact spot they should be ( behind targets) and bake the lighting on the playfield (i.e. render to the size of the playfield texture). I tweak this texture in photoshop to my liking and it is added in vpx as a flasher object as big as the table (so it can be switched off and darkened/brightened).
The process to set Blender up is 15 minutes, however iterating through different light settings in Blender, baking, photoshopping, looking at my cab, and start in Blender again, takes a whole evening. Stuff that looks good in Blender, might look off in VPX. So I never trust in: “I made a perfect match of the table in Blender, with the exact light at exact the right spot, so it should be good”, I always tinker in Blender, run it in VPX, stand behind my cab with the room lights switched off, and determine if my eyes are fooled that this is a real 3D effect. If not, I go back to Blender or Photoshop.

#332 STAT

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Posted 02 February 2018 - 07:47 AM

Great Show here with your WIP's and Screen's, flupper1 :tup: really Great !

Thank you !


Edited by STAT, 02 February 2018 - 07:47 AM.


#333 Guus

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Posted 02 February 2018 - 10:25 PM

This is a moment when VPX looks better then the real thing! :D Thanks! Really looking forward to this one!



#334 smithy001

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Posted 03 February 2018 - 08:54 PM

Ziet er echt geweldig uit Flupper!

Looks really amazing Flupper!

 

Those screenshots look very promising.

WW is already one of the favorites in my VP9 collection so I can't wait for your table .... no really    :help:


Edited by smithy001, 03 February 2018 - 09:00 PM.

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#335 flupper1

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Posted 11 February 2018 - 08:13 PM

Small update:

 

Finished the last two plastics (boulder garden and bigfoot's cave):

screenshot930_t.jpg

 

Again rendered in Blender, this is the final texture:

plastics2texs_t.png

 

Also, made wall flash images for the 3 red dome flashers. Every flasher has a left and right wall flash flasher flash:

screenshot911_t.jpg

 

screenshot920_t.jpg

 

Now I am almost done with the graphics (just some small fixes and stuff), onto the script, sounds, physics, etc.



#336 roar

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Posted 11 February 2018 - 08:18 PM

Looks amazing... really excited to play it!



#337 Ben Logan

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Posted 11 February 2018 - 08:27 PM

These screenshots give me the same feeling I get when entering our local candy store. Thanks for the update, Flupper! That lighting really “blows up” the entire cabinet.

#338 chico

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Posted 11 February 2018 - 11:25 PM

Sorry for my curiosity, you know when it's going to be ready?



#339 monza

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Posted 11 February 2018 - 11:56 PM

Sorry for my curiosity, you know when it's going to be ready?

 

Please read this thread, Flupper has stated many times there is no release date he is aiming for. We are very lucky to have guys like this spending literally hundreds of hours making something that we all enjoy and not expecting anything in return.



#340 DKong

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Posted 12 February 2018 - 01:35 AM

Flupper,

Thanks for allowing us to see you bring this masterpiece to life. You are very talented and I appreciate everything you do for this community. Super excited for whenever this beauty is ready.