Jump to content



Photo
* * * * * 3 votes

VP9.1.6 Alpha/Beta Bugs & Feedback


  • Please log in to reply
1394 replies to this topic

#361 koadic

koadic

    Pinball Fan

  • VIP
  • 1,363 posts
  • Location:Omaha, NE, USA

  • Flag: United States of America

  • Favorite Pinball: Addams Family/Fish Tales/Medieval Madness



Contributor

Posted 28 June 2013 - 03:29 PM

Ok, compiled and uploaded... rotate/scale/translate bug is gone as far as I can tell :D

#362 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,325 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 28 June 2013 - 03:44 PM

Thanks koadic :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#363 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 28 June 2013 - 03:46 PM

This is awesome....to have 3d primitives. Is there any limitations....like number of faces of a primitive?
JP...i strongly rekomend Blender 3d....first of all its free, and the second...there is alot of online tutorials!

I didn't implement a limit for faces or vertices. The torus in my demo table has more than 10.000 faces and 3.400 vertices.

I just added it to NBA Fastbreak just to see how much the fps will drop, but do you know what? The fps increased by roughly 20fps?! :D

Just keep in mind that if you use 3d primitives with too much faces the table will be slow on slower systems or older gfx cards.



#364 zany

zany

    3D Beer Drinker

  • VIP
  • 1,644 posts

  • Flag: Sweden

  • Favorite Pinball: Medieval Madness



Posted 28 June 2013 - 03:47 PM

I do something wrong when export in Blender, but i get this message:
No texture coordinates (UVs) found in obj file, import is impossible!



#365 luvthatapex

luvthatapex

    Pinball Fan

  • VIP
  • 1,435 posts

  • Flag: United States of America

  • Favorite Pinball: Tron



Posted 28 June 2013 - 03:51 PM

I just tried 605 and am still getting a double image on a the third face of a triangular primitive. Do we have to create the primitive differently?

 

Ok, compiled and uploaded... rotate/scale/translate bug is gone as far as I can tell :D


#366 Arcade4

Arcade4

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,686 posts
  • Location:Beaumont, TX.

  • Flag: United States of America

  • Favorite Pinball: AC/DC

Posted 28 June 2013 - 04:03 PM

Love watching this thread.

Lots of cool stuff happening in here. :)



#367 zany

zany

    3D Beer Drinker

  • VIP
  • 1,644 posts

  • Flag: Sweden

  • Favorite Pinball: Medieval Madness



Posted 28 June 2013 - 04:23 PM

Forget my reply above about "No texture coordinates (UVs) found in obj file, import is impossible!", must have been doing something wrong.....now it works! :)
 



#368 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 28 June 2013 - 04:27 PM

So what is the easiest to use 3d modeling program. Thank for all the work on this

"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


#369 luvthatapex

luvthatapex

    Pinball Fan

  • VIP
  • 1,435 posts

  • Flag: United States of America

  • Favorite Pinball: Tron



Posted 28 June 2013 - 04:53 PM

ok, here is a better description of the primitive problem I am having.

This is a 3 sided primitive, rotating triangle.

Image one is a playboy bunny

Image two is the splash image

Image three is the triple jackpot image

 

When the primitive runs, I get

Image1 displays fine

Image2 is mirror image of image1 and image 2

Image3 doesn't display

 

 

Attached Files



#370 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 28 June 2013 - 06:30 PM

Do you have the draw inside unchecked. I'd say either play with the texture or since it's such a simple model maybe try the new mesh feature

"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


#371 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 28 June 2013 - 06:55 PM

Do you have the draw inside unchecked. I'd say either play with the texture or since it's such a simple model maybe try the new mesh feature

Correct! I didn't changed anything of the classic primitive code. So if there is a texture coordinate calculation bug it's still in. But I would use the new mesh feature as it's much

easier to texture such a simple primitive in Blender. Blender supports a nice feature UVunwrap. Basicly you design your mesh and after that you can unwrap special faces of that

mesh to create a uvmap and export it. After that you use Gimp or Photoshop to draw the map. Here is a link to a tutorial how to do that:

http://www.blender.o.../uv-unwrapping/

 

 

So what is the easiest to use 3d modeling program. Thank for all the work on this

 

 

Depends on what you want to model. Blender is free and you find tutorials for nearly everything you can do with Blender plus a lot of nice scripts and plugins.

I'm not a Blender expert but it looks promising. Other tools are 3DSMax or Maya both cost you a fortune but aren't easier to handle either


Edited by fuzzel, 28 June 2013 - 06:56 PM.


#372 zany

zany

    3D Beer Drinker

  • VIP
  • 1,644 posts

  • Flag: Sweden

  • Favorite Pinball: Medieval Madness



Posted 28 June 2013 - 06:56 PM

Will it be the primitives in the future be able detect collisions, and also cast shaddows? :)



#373 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 28 June 2013 - 07:00 PM

Maybe...collisions are really tricky because you can create really complicated objects with a modeling program. Regardings shadows, that should be possible but I doubt that

we add this feature until we switched over to DX9 because shadows are much easier with shader support than faking around with DX7



#374 zany

zany

    3D Beer Drinker

  • VIP
  • 1,644 posts

  • Flag: Sweden

  • Favorite Pinball: Medieval Madness



Posted 28 June 2013 - 07:11 PM

Ok....cool!!
Collisions are easy to fake...with ivisible objekts, but shadows are more tricky! :D
Looking forward to se the progress of this.....awesome work!!! :)


Edited by zany, 28 June 2013 - 07:12 PM.


#375 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 28 June 2013 - 07:22 PM

One other question. If you use a mesh, is it still sizable on the x,y, and z like the standard primitive. Can't wait to try this

"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


#376 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 28 June 2013 - 07:27 PM

Yep it is. All scriptable options also apply to the mesh object.

#377 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 28 June 2013 - 07:41 PM

Will multipul primitives put a hit on the cpu? I know I used 12 in big bang bar and didn't have a fps drop just wondering if anyone has tried more than that. Imagine the true transparent pegs and realistic pop bumpers we could do with models. Really excited about this I appreciate all the work you guys are doing with vp

"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


#378 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 28 June 2013 - 07:59 PM

I guess you will get a decent fps if you use a lot of primitves. One problem with VP is that the majority of render calls are actually blitting calls. 80% of the elements you see are pre rendered and blitted on top of that you

have the alpha ramps and the primitives which are rendered at realtime each frame. The problem with this approach is that the graphics card needs to flush all blitting calls before it can process the 3D rendering.

If you render more elements each frame and not blitting them it should be much faster with todays graphics cards. Because of that we are trying to convert every element into a dynamic element like alpha ramps or primitves

so the graphics card has more to do ;)



#379 jimmyfingers

jimmyfingers

    Pinball Fan

  • VIP
  • 832 posts

  • Flag: Canada

  • Favorite Pinball: Comet



Posted 28 June 2013 - 08:36 PM

Fuzzel and Toxie, I've been meaning to hop on here to thank your for your addition of the additive alpha setting for ramps as that has really made some tables pop with the flasher effect starting to actually look real!.  That advancement / feature has propelled me to adapt to using these betas as my goto VP versions because it's just so cool.  Really love what effect that adds. 

 

This 3D model import method sounds really promising, however, I've just tried the latest 605 build on my development rig and cabinet, which has decent graphics and hardware, and it's performing very poorly with lot's of ball stutter on a couple tables I know of that have several primitives (one a WIP MOD of mine and the other the recent Big Bang Bar update UW and I put out).  Another table I also use to benchmark, which has no primitives, was relatively the same so it looks like it's all related to the new primitive feature.   The FPS on BBB has dropped to half and all the way down to only about 1/5 of what it was with AA enabled (Nvidia control panel).  I've noticed that if the Region Optimization box is checked it helps somewhat but is still not the same FPS or stutter free play as before and all the glitches that it fixes with AA, when the option is not selected, come back.  One table I had went from around 900 FPS to about 170 in 1080p with AA on and RO off on my cabinet (my default settings) - it has 9 primitives and 8 of them are only 64x64x50.  I'm on Windows 32 for both systems with Nivida graphics.

 

You can test with the Big Bang Bar table and you'll see the hit (I've compared with the fairly good rev588 build and now this rev605 to get these drops above).  Hopefully this performance issue could be worked out or if nothing else maybe you could create a separate prmitive type object for the editor that is 3D import enabled so as to leave the basic one untouched and unaffected performance wise.  Maybe you could also have an option to disable whatever it is was added to support the newer 3D primitive imports so these existing tables, that don't use any models yet but use primitives, can still run properly. 

 

Thanks for all your efforts and here's to hoping we can at least get there while keeping the current tables running fine.


Edited by jimmyfingers, 28 June 2013 - 08:57 PM.


#380 ICPjuggla

ICPjuggla

    Early Retirement

  • VIP
  • 1,193 posts

  • Flag: United States of America

  • Favorite Pinball: Star Wars

Posted 28 June 2013 - 08:56 PM

Wow, guys, a lot of cool stuff... Thank you

 

Also, happy to report with rev605 rotate/scale are working like they should now.. Thank you


Edited by ICPjuggla, 28 June 2013 - 08:56 PM.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png