- View New Content
-
Getting Started
-
Tutorials
Tutorial Categories
Tutorials Main Page Installation and Setup Downloadable TutorialsROM Adjustments
Number of Balls Adjustments Volume Adjustments
-
Visual Pinball Tables
VP 8 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP 9 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP9 Cabinet Tables
All Full Screen Cabinet Full Screen B2S Cabinet Spanned Cabinet Tables Media Packs ROMsVPX Tables
All VPinMAME Recreations VPX- - /VPinMAME - MOD Tables VPX Recreations VPX Originals Media Packs ROMs VR
-
Frontend Media & Backglass
Media Packs
Complete Media Packs Wheel Logos VideosBackglasses
dB2S Animated Backglasses UVP Animated Backglasses Topper Images
- Future Pinball Tables
-
Design Resources
Main Resources
Table Templates Playfield Images Image Library Sound Library Key CodesVP Guides
VP8 Guide - English VP8 Guide - Deutsch VP9 Guide - English VP9.1.x Guide - English VP Object Guide VPM DocumentationFuture Pinball Resources
Playfield Images 3D Model LibraryFuture Pinball Guides
FP Script Guide Big Draco Script Guide FP Table Design Guide FP DMD Guide
- Other Features
- Bug Tracker
- Image Gallery
- Blogs
-
More
Ramps Dropables Tutorial
Started By
requlem
, Jun 12 2011 12:05 AM
64 replies to this topic
#21
Posted 12 June 2011 - 02:08 PM
Wicked Kewl rascal!!! That one he made now has animation to show the ramp actually raising!! very sweet indeed! you should make a tutorial table now with a few different ramps with textures for us!! (hint hint)
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
#23
Posted 12 June 2011 - 04:24 PM
nice version rascal
If someone wants help to the cause or are grateful with my creations. You can donate without compromises to https://www.paypal.me/Zedonius
#24
Posted 12 June 2011 - 04:45 PM
QUOTE (Rawd @ Jun 12 2011, 09:35 AM) <{POST_SNAPBACK}>
Tested and re-tested. Rascals version 3 works just fine, but Dans V2, and Requiems original still do not.
The only thing I did different was to make Light1 smaller so it just goes around the area of the ramp. That way it only had to repaint a small area, rather than the entire playfield. Maybe that made a difference for you Rawd.
@requlem - feel free to take anything in that table I posted and comment and update your demo. It's your find, and I was just testing it out more. It works very good.
Edited by rascal, 12 June 2011 - 04:46 PM.
#25
Posted 13 June 2011 - 08:30 AM
I spy with my little eye, something beginning with RAMP-BASED ANGLE INDEPENDENT ANIMATED PLAYFIELD TOYS.
First thing I'm going to try with this technique is realistic animated bumpers and plungers that don't require dedicated reels or entire image layers to make.
First thing I'm going to try with this technique is realistic animated bumpers and plungers that don't require dedicated reels or entire image layers to make.
Edited by EalaDubhSidhe, 13 June 2011 - 09:13 AM.
#26
Posted 13 June 2011 - 09:32 AM
Rascals version half worked for me.
The ramp always appeared as up.
BUT, when the ramp was meant to be down the ball would go through it as though it was down.
The opposite happened when it was up.
Essentially all worked except for the visual representation.
EDIT: That test was on VP912, using xp on a Nvidea card. (Dont kow if that makes any difference.
The same results for shadow rendering ticked and unticked as well as table cache in both states.
The ramp always appeared as up.
BUT, when the ramp was meant to be down the ball would go through it as though it was down.
The opposite happened when it was up.
Essentially all worked except for the visual representation.
EDIT: That test was on VP912, using xp on a Nvidea card. (Dont kow if that makes any difference.
The same results for shadow rendering ticked and unticked as well as table cache in both states.
Edited by WWW, 13 June 2011 - 09:36 AM.
#27
Posted 13 June 2011 - 10:01 AM
QUOTE (WWW @ Jun 13 2011, 04:32 AM) <{POST_SNAPBACK}>
Rascals version half worked for me.
The ramp always appeared as up.
BUT, when the ramp was meant to be down the ball would go through it as though it was down.
The opposite happened when it was up.
Essentially all worked except for the visual representation.
EDIT: That test was on VP912, using xp on a Nvidea card. (Dont kow if that makes any difference.
The same results for shadow rendering ticked and unticked as well as table cache in both states.
The ramp always appeared as up.
BUT, when the ramp was meant to be down the ball would go through it as though it was down.
The opposite happened when it was up.
Essentially all worked except for the visual representation.
EDIT: That test was on VP912, using xp on a Nvidea card. (Dont kow if that makes any difference.
The same results for shadow rendering ticked and unticked as well as table cache in both states.
Does your computer have problems rendering Alpha ramps in general? VP9.12 converts them to Acrylic when they cannot be rendered in Alpha (cupid added this feature for low end video cards). This method to raise and lower ramps can only work with Alpha ramps. So if other tables with transparent ramps look checkerboard (every other pixel transparent), then your problem is more general. Try to update your video driver possibly.
I am running a XP 32 bit box too with a pretty old Nvidia 7600 with 256 ram, and it works here.
@Eala - YEAH!!!
Edited by rascal, 13 June 2011 - 10:21 AM.
#28
Posted 13 June 2011 - 10:10 AM
Thanks for your response Rascal,
The first pic shows my video card. the second pic shows what I see in all states. The ramp is static.
EDIT: I realize this thread is mainly about a concept, and weather it works on my computer is not important, nor is it to me, other than finding out if this might be a common issue on others computers too.
The first pic shows my video card. the second pic shows what I see in all states. The ramp is static.
EDIT: I realize this thread is mainly about a concept, and weather it works on my computer is not important, nor is it to me, other than finding out if this might be a common issue on others computers too.
Attached Files
Edited by WWW, 13 June 2011 - 10:16 AM.
#29
Posted 13 June 2011 - 10:33 AM
QUOTE (EalaDubhSidhe @ Jun 13 2011, 04:30 AM) <{POST_SNAPBACK}>
I spy with my little eye, something beginning with RAMP-BASED ANGLE INDEPENDENT ANIMATED PLAYFIELD TOYS.
First thing I'm going to try with this technique is realistic animated bumpers and plungers that don't require dedicated reels or entire image layers to make.
First thing I'm going to try with this technique is realistic animated bumpers and plungers that don't require dedicated reels or entire image layers to make.
You read my mind! I had an idea for those bumpers (like on EATPM) or the toys on some tables that have some short range animated movement.
Best Regards,
Todd.
[proud owner of a Williams Solar Fire]
- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
#30
Posted 13 June 2011 - 10:36 AM
QUOTE (WWW @ Jun 13 2011, 05:10 AM) <{POST_SNAPBACK}>
Thanks for your response Rascal,
The first pic shows my video card. the second pic shows what I see in all states. The ramp is static.
EDIT: I realize this thread is mainly about a concept, and weather it works on my computer is not important, nor is it to me, other than finding out if this might be a common issue on others computers too.
The first pic shows my video card. the second pic shows what I see in all states. The ramp is static.
EDIT: I realize this thread is mainly about a concept, and weather it works on my computer is not important, nor is it to me, other than finding out if this might be a common issue on others computers too.
Yes, but to understand why it works on some and not all is important from an author and a VP developers point of view. Now, Cupid was implementing a command for ramps to drop in the currently unreleased build of VP. He scraped the idea, mentioning that it only worked with Alpha ramps if I'm not mistaken. So I was just wondering if all your ramps convert to Acrylic. We are trying to determine if this is a viable method to do angle independent dropable ramps in the future, and as Eala brought up, other really cool ideas. It might still be something that the VP Developers could work off of to correct the problem. Whatever information we can get is valuable to the developement of VP, I would think.
EDIT: From your picture of the ramps, it kinda appears that they are being converted to Acrylic. I see they are a bit spotty, but that may be just the way they look when screen captured and converted to jpg for posting.
Edited by rascal, 13 June 2011 - 10:41 AM.
#32
Posted 13 June 2011 - 11:15 AM
QUOTE (WWW @ Jun 13 2011, 05:52 AM) <{POST_SNAPBACK}>
What would be a good ramps table for me to test and verify the transparency issue? I only have older style tables. (Showing my age
)
I don't mean to be bold, as it might come off that way, but a lot of people with the Alpha to Acrylic problem are having trouble with my latest release. I used 2 Alpha ramps to simulate glass reflections on this table.
http://www.vpforums....u...l&f_id=5532
If the backbox does not show the cars and the playfield shows a reverse image of the backbox instead of a semi-transparent glass like image, then you would not be able to do Alpha. When members tell me that my table does not display properly, I suggest to them to delete Ramp1 and Ramp2 (the glass reflections), this normally solves their issue.
Thanks, for helping WWW.
Edited by rascal, 13 June 2011 - 11:17 AM.
#34
Posted 13 June 2011 - 12:55 PM
QUOTE (WWW @ Jun 13 2011, 06:26 AM) <{POST_SNAPBACK}>
Hey Rascal helping is the least I can do since contributing by making a table is not within my realm.
It appears I have one of those dud cards.
EDIT: Oh and I loved the F off joke !!!
It appears I have one of those dud cards.
EDIT: Oh and I loved the F off joke !!!
Thanks WWW!
#35
Posted 13 June 2011 - 01:50 PM
I tried it with that trans png file that is used for the alpha ramps with an Nvidia 6200 card... looks fine and the animation all works as it should
this is with Win XP
this is with Win XP
Attached Files
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
#37
Posted 13 June 2011 - 04:17 PM
QUOTE (Rawd @ Jun 13 2011, 10:38 AM) <{POST_SNAPBACK}>
In my case, my ramps are definitely alpha.
I tried taking requiems v1, and Dans v2, and making the light smaller. It made no difference.
I do not understand why v1 and v2 don't work here, but your v3 works perfectly.
I tried taking requiems v1, and Dans v2, and making the light smaller. It made no difference.
I do not understand why v1 and v2 don't work here, but your v3 works perfectly.
The mystery that will take you to your grave.
#38
Posted 13 June 2011 - 04:30 PM
bumper rings animation
if someone can do it better plz post it
CODE
Sub BumperRight_Hit:vpmTimer.PulseSw 12:bump3 = 1:Me.TimerEnabled = 1:Ring3.HeightBottom = 80:Ring3.HeightTop = 80:Ring2a.HeightBottom = 80:Ring3a.HeightTop = 80:End Sub
Sub BumperRight_Timer()
Select Case bump3
Case 1:Ring3.HeightBottom = 10:Ring3.HeightTop = 10:bump3 = 2
Case 2:Ring3.HeightBottom = 80:Ring3.HeightTop = 80:bump3 = 3
Case 3:Ring3a.HeightBottom = 40:Ring3a.HeightTop = 40:bump3 = 4
Case 4:Ring3a.HeightBottom = 80:Ring3a.HeightTop = 80:Me.TimerEnabled = 0
End Select
Light1090.state = 1
Light1090.state = 0
End Sub
Sub BumperRight_Timer()
Select Case bump3
Case 1:Ring3.HeightBottom = 10:Ring3.HeightTop = 10:bump3 = 2
Case 2:Ring3.HeightBottom = 80:Ring3.HeightTop = 80:bump3 = 3
Case 3:Ring3a.HeightBottom = 40:Ring3a.HeightTop = 40:bump3 = 4
Case 4:Ring3a.HeightBottom = 80:Ring3a.HeightTop = 80:Me.TimerEnabled = 0
End Select
Light1090.state = 1
Light1090.state = 0
End Sub
if someone can do it better plz post it
Edited by requlem, 13 June 2011 - 04:35 PM.
If someone wants help to the cause or are grateful with my creations. You can donate without compromises to https://www.paypal.me/Zedonius
#39
Posted 13 June 2011 - 08:04 PM
This is where I enjoy to be a member here. Even if I don´t understand all the subleties involved, I´m smart enough to foresee A WHOLE LOT OF PROGRESS & A HUGE STEP AHEAD in the designing & making of tables.
A BIG thank you, Requiem for this genial find ( idea?), & to all people working on exploring these new horizons.
From Brasil. Updated version of 1234fd
#40
Posted 13 June 2011 - 08:51 PM
better? nah! Longer? maybe... this is out of Itchigo's template:
Dim B1
Sub Bumper1_Hit()
Addscore 1
PlaySound "Jet1"
Playsound "Ding1"
If b1=0 Then Bumper1Rings ' If bumper animation is in progress, then we aren't going to go there
Me.TimerEnabled=true ' Starts the actual bumper timer below if you want to do some stuff there
End Sub
Sub Bumper1_Timer ' not really used in this demo
Me.TimerEnabled=False
End Sub
Sub Bumper1Rings ' This makes the bumper rings animated
B1=B1+1
If B1=1 Then
B1Ring3.IsDropped=False
End If
If B1=2 Then
B1Ring2.IsDropped=False
End If
If B1=3 Then
B1Ring1.IsDropped=False
End If
If B1=4 Then
B1Ring2.IsDropped=False
End If
If B1=5 Then
B1Ring3.IsDropped=False
End If
B1Ring3.TimerEnabled=True
End Sub
Sub B1Ring3_Timer
B1Ring3.TimerEnabled=False
If B1=1 Then B1Ring3.IsDropped=True
If B1=2 Then B1Ring2.IsDropped=True
If B1=3 Then B1Ring1.IsDropped=True
If B1=4 Then B1Ring2.IsDropped=True
If B1=5 Then B1Ring3.IsDropped=True
If B1<5 Then
Bumper1Rings
Else B1=0
End If
End Sub
by no means easier and a heck of a lot longer too, so you win here... yours is an easier way to do it than what I have been using with Itch's table template
Dim B1
Sub Bumper1_Hit()
Addscore 1
PlaySound "Jet1"
Playsound "Ding1"
If b1=0 Then Bumper1Rings ' If bumper animation is in progress, then we aren't going to go there
Me.TimerEnabled=true ' Starts the actual bumper timer below if you want to do some stuff there
End Sub
Sub Bumper1_Timer ' not really used in this demo
Me.TimerEnabled=False
End Sub
Sub Bumper1Rings ' This makes the bumper rings animated
B1=B1+1
If B1=1 Then
B1Ring3.IsDropped=False
End If
If B1=2 Then
B1Ring2.IsDropped=False
End If
If B1=3 Then
B1Ring1.IsDropped=False
End If
If B1=4 Then
B1Ring2.IsDropped=False
End If
If B1=5 Then
B1Ring3.IsDropped=False
End If
B1Ring3.TimerEnabled=True
End Sub
Sub B1Ring3_Timer
B1Ring3.TimerEnabled=False
If B1=1 Then B1Ring3.IsDropped=True
If B1=2 Then B1Ring2.IsDropped=True
If B1=3 Then B1Ring1.IsDropped=True
If B1=4 Then B1Ring2.IsDropped=True
If B1=5 Then B1Ring3.IsDropped=True
If B1<5 Then
Bumper1Rings
Else B1=0
End If
End Sub
by no means easier and a heck of a lot longer too, so you win here... yours is an easier way to do it than what I have been using with Itch's table template
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs




Top
















are all trademarks of VPFORUMS.