Hauntfreaks, clear your PM inbox. I tried to send you a message.
The member hauntfreaks cannot receive any new messages
Posted 23 November 2015 - 09:56 PM
Hauntfreaks, clear your PM inbox. I tried to send you a message.
The member hauntfreaks cannot receive any new messages
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
(course I have no idea where that comes from)
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.

Posted 23 November 2015 - 11:25 PM
I think the spinning targets issue comes from another bug. Can someone send me a table that shows that?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)
Posted 23 November 2015 - 11:52 PM
I think the spinning targets issue comes from another bug. Can someone send me a table that shows that?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)
PM sent
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.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 24 November 2015 - 03:01 PM
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.
Any thoughts on close angle other than 0 on collidable gates guys? or is it just not going to happen?
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! ![]()
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.
Posted 25 November 2015 - 02:59 AM
default colorgrade, gi off

modified colorgrade, gi off

default colorgrade, gi on

custom colorgrade, gi on

here's the custom off colorgrade

and the custom on colorgrade

It's weird, with the same default colorgrade, the off gi looks under saturated and the on gi looks oversaturated
Posted 25 November 2015 - 04:22 AM
Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=
Visual Pinball →
Visual Pinball →
The VP 10.8 release thread ;)Started by toxie , 29 Jan 2025 |
|
||
Visual Pinball →
Visual Pinball →
Plunger and Flipper IssueStarted by QuickSave80 , 07 Feb 2021 |
|
||
Visual Pinball →
VP & VPM MODs - New Releases →
4 Queens (Bally 1970) Modbysing[Visual Pinball X MOD]Started by singinfool64 , 02 Jul 2020 |
|
||
Visual Pinball →
Visual Pinball →
Screenres per table?Started by qcol , 15 Mar 2019 |
|
||
Visual Pinball →
VP Recreations - New Releases →
Ro Go (Bally 1974).zip[Visual Pinball X]Started by HSM , 18 Mar 2018 |
|