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#3561 32assassin

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Posted 23 November 2015 - 09:56 PM

Hauntfreaks,  clear your PM inbox.  I tried to send you a message.

 

 

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#3562 hauntfreaks

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Posted 23 November 2015 - 10:00 PM

Hauntfreaks,  clear your PM inbox.  I tried to send you a message.

 

 

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just made some room.... I need me some VIP status just for more PM storage  ;)


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#3563 BorgDog

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Posted 23 November 2015 - 10:05 PM

So what's the deal with the new targets just spinning when hit?  Just computer too slow (only happens on my work computer for me)?  Is it the same with the star rollovers getting stuck down?

 

I'll vote for you to be VIP haunt  :dblthumb:  (course I have no idea where that comes from)



#3564 hauntfreaks

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Posted 23 November 2015 - 10:24 PM

thanks...lol

I also had the spinning targets... but if I saved the table... closed the editor....and reopened it... it was fine ever since (it was my evel table)


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#3565 BorgDog

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Posted 23 November 2015 - 11:17 PM

Yup, done that, just keeps happening on this computer.  Need to figure out how to justify a better video card at work, can't play on here :(

 

@toxie, @fuzzel  I'm liking all the new options with targets and gates and stuff, but have a question.. Gates, can't be collidable and have a close angle other than 0?  If I make it non-collidable it is still one way, but there is no animation.  If close angle is 0 (collidable and animates) then nothing lines up right unless I want to stick primitives for everything and code them to move for all the parts (which I can do, but if we can make this work in vp then better).  

 

I'm trying to do this gate, which is obviously not at 0 degrees and if it were then balls would get stuck there.

 

gate.png



#3566 fuzzel

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Posted 23 November 2015 - 11:25 PM

thanks...lol

I also had the spinning targets... but if I saved the table... closed the editor....and reopened it... it was fine ever since (it was my evel table)

I think the spinning targets issue comes from another bug. Can someone send me a table that shows that?

#3567 BorgDog

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Posted 23 November 2015 - 11:52 PM

 

thanks...lol

I also had the spinning targets... but if I saved the table... closed the editor....and reopened it... it was fine ever since (it was my evel table)

I think the spinning targets issue comes from another bug. Can someone send me a table that shows that?

 

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#3568 fuzzel

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Posted 24 November 2015 - 10:14 AM

rev2411 is up:

 

- fix spinning hit targets
- limit contribution for tiny scaled DMDs
 



#3569 jpsalas

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Posted 24 November 2015 - 10:48 AM

rev2411 is up:

 

- fix spinning hit targets
- limit contribution for tiny scaled DMDs
 

 

Thanks fuzzel :) The targets work now on my work computer, which also is quite slow.


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#3570 vampirolatino2

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Posted 24 November 2015 - 02:56 PM

The first time I saw the spining targets where in Evil K table, I was like .... woah, that is a cool bug lol, but it was a few revisions back. Need to test again with new revision.



#3571 fuzzel

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Posted 24 November 2015 - 03:01 PM

That bug was there since the first revision which sorted the new targets. The animation limits to which a target should rotate was wrong.If you have a fast system the check was fast enough to stop the animation as intended but on slow systems the animation offset was over the limit and the check didn't work anymore and you got the spinning targets ;)

#3572 zany

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Posted 24 November 2015 - 03:48 PM

Hauntfreaks and Toxie...sure...i'll share some LUT's....i will just play around abit more with it first! :D



#3573 zany

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Posted 24 November 2015 - 04:23 PM

Here's a quick test.....the right has less saturation and abit darker LUT setting.

Attached Files


Edited by zany, 24 November 2015 - 04:23 PM.


#3574 fuzzel

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Posted 24 November 2015 - 06:33 PM

Hmm but thee right one looks a Bit Dusty

#3575 BorgDog

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Posted 24 November 2015 - 07:37 PM

 

@toxie, @fuzzel  I'm liking all the new options with targets and gates and stuff, but have a question.. Gates, can't be collidable and have a close angle other than 0?  If I make it non-collidable it is still one way, but there is no animation.  If close angle is 0 (collidable and animates) then nothing lines up right unless I want to stick primitives for everything and code them to move for all the parts (which I can do, but if we can make this work in vp then better).  

 

I'm trying to do this gate, which is obviously not at 0 degrees and if it were then balls would get stuck there.

 

gate.png

 

Any thoughts on close angle other than 0 on collidable gates guys?  or is it just not going to happen?



#3576 zany

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Posted 24 November 2015 - 07:45 PM

Hmm but thee right one looks a Bit Dusty

Well..it is more like the real thing....ok, i may lower the values some, and increase the sharpness abit.
To bad it affects the lightning aswell....but that is how it is.
I'll play around abit more..it is a nice feature! :D



#3577 freneticamnesic

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Posted 24 November 2015 - 09:07 PM

I think I got a good set of color grades I'll share later. For the GI on color grade, I decrease the saturation a bit (it was looking a little cartoonish with the vibrant colors) and I really like the way it looks. For the off color grade I went with darker shadows and brighter highlights on the same color grade image as the GI on color grade. This is all with some pretty extreme table lighting settings and my standard GI lights. And naturally I like my tables dark, so it may look different on some of the brighter tables.



#3578 zany

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Posted 24 November 2015 - 10:49 PM

Awesome Fren.....and yes....these LUT files are really something to share!



#3579 freneticamnesic

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Posted 25 November 2015 - 02:59 AM

default colorgrade, gi off

1fJdSox.jpg

 

modified colorgrade, gi off

PC2xEpZ.jpg

 

default colorgrade, gi on

Nvh79EJ.jpg

 

custom colorgrade, gi on

3oSZ8gh.jpg

 

here's the custom off colorgrade

YrGI8AB.png

 

and the custom on colorgrade

2F8C5a7.png


It's weird, with the same default colorgrade, the off gi looks under saturated and the on gi looks oversaturated



#3580 robertms

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Posted 25 November 2015 - 04:22 AM

Fren that last screenshot custom color grade gi on looks fantastic.

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