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The VP 10.1 beta thread


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#361 sliderpoint

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Posted 06 April 2016 - 05:36 AM

Interesting thing here...

I'm messing with materials, and they look good on rubbers (the green circle in the middle of the table) and primitive cylindrical extrusions (green looping around the shape of a phantom ramp), but 1 wire ramps look like junk (surrounding the ramp on the right). All have the same exact material. Any thoughts? Trying not to make another primitive!

 

 

Opacity Amount 1 instead of 10.   or .10 if you are going for translucent.

 

-Mike


Edited by sliderpoint, 06 April 2016 - 05:36 AM.


#362 freneticamnesic

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Posted 06 April 2016 - 05:38 AM

1 doesn't get the effect I desire, if you consider these lights, 1 is more like "off"

the same material on a primitive, or a rubber, yields desirable results.



#363 sliderpoint

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Posted 06 April 2016 - 05:59 AM

Agreed, they don't behave like the other primitives.  Although devs indicated it's only supposed to go to 1,  so I'm thinking your exploiting an unintended "feature".  But it is a really cool effect!  It would be cool if they could change those ramps to work better with it.

 

-Mike

 

Also how did you get the "cylindrical extrusions" on the primitive object?  Is that just a bunch of them "back to back" so to speak?



#364 freneticamnesic

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Posted 06 April 2016 - 06:08 AM

Yea it's an exploitation of the material system but looks cool

I didn't know what to call it, it's just a 3d primitive from a FP table (tron) so it's just a long continuous cylinder

 

I thought I remember early in the VP10 beta thread that the rubbers and the 1 wire ramps were essentially the same object with different properties, which is why I'm so confused that they hold the same material differently. If the rubbers were open ended I'd just use those, but then I can't adjust control points z height like ramps so maybe not. Worst case scenario I create a primitive, but hoping to keep file size down since lately I've been creeping up around 150mb tables



#365 toxie

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Posted 06 April 2016 - 06:25 AM

This is really exploiting the material code. So be aware that this might only work now but most likely not in the future.

But we could add some emission component instead then.



#366 flupper1

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Posted 06 April 2016 - 06:56 AM

You could also use disablelighting and an appropriate texture

#367 freneticamnesic

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Posted 06 April 2016 - 08:30 PM

Thppppt. Maybe... I'll experiment with textures tonight.

 

And what is building a VP table if not exploiting "features"??? We've been doing this for years!



#368 toxie

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Posted 06 April 2016 - 09:40 PM

I know, i know.. Just saying that this is nothing that we can support officially long-term as its asking for trouble in the core engine..



#369 gtxjoe

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Posted 06 April 2016 - 10:26 PM

How about an open ended rubber object, so we can exploit that feature ;)



#370 BorgDog

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Posted 06 April 2016 - 10:31 PM

while were asking for things, why not have Slingshot on Rubber objects, the ones that actually slingshot?  as opposed to walls and lights that have slingshot capability but I would think of as more "static" items.



#371 freneticamnesic

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Posted 07 April 2016 - 01:08 AM

You could also use disablelighting and an appropriate texture

Can't disable lighting on ramps
¯\_(ツ)_/¯
primitive it is!

Edited by freneticamnesic, 07 April 2016 - 01:09 AM.


#372 jimmyfingers

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Posted 07 April 2016 - 02:18 AM

Posted a PM in this topic - removed.  I'm way to low on sleep to be doing anything on the forums.


Edited by jimmyfingers, 07 April 2016 - 02:52 AM.


#373 jimmyfingers

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Posted 07 April 2016 - 02:43 AM

Again - brain fart.


Edited by jimmyfingers, 07 April 2016 - 02:52 AM.


#374 freneticamnesic

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Posted 07 April 2016 - 04:42 AM

hahahaha



#375 toxie

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Posted 07 April 2016 - 04:04 PM

Some stupid experiments:

Attached Files



#376 sliderpoint

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Posted 07 April 2016 - 04:10 PM

interesting hi-res dmd...



#377 toxie

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Posted 07 April 2016 - 04:20 PM

i saw the recent developments in the upscaling used in some emulators, so i thought why not finally give it a try..

cause the older algorithms always looked ugly for curved stuff, but nowadays they seem to get that right too (most of the time)..



#378 ClarkKent

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Posted 07 April 2016 - 05:16 PM

Just an idea: Would it be possible to add a switch type which recognizes if the ball is metal or not (switches if the ball is metal, do not switch if it is not metal)? If there would be an option at the ball options like "metal yes/no" such a switch should be easy to add, wouldn't it? Like an eddy on a real pinball machine...



#379 toxie

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Posted 07 April 2016 - 05:38 PM

in principle you can do this on your own already, either by setting a custom "Mass" (which should be necessary anyhow to make the ball behave differently from metal balls) and/or by storing the "ID" of all (non-)metal balls somewhere and then looking into this list again when testing for metal or not.



#380 onemanproject

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Posted 07 April 2016 - 05:59 PM

I have real metal balls...