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70's Workshop: Graphical Workin'


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#21 ValamirCleaver

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Posted 16 April 2009 - 09:38 PM

Better yet Inkochnito just uploaded an easy to understand dip switch menu to the Voltan release thread. Skip 2 lines, append the following code to the end of the Voltan script, press compile, then resave. Thank you, Inochnito! cool.gif

CODE
'Bally Voltan

'added by Inkochnito

Sub editDips

Dim vpmDips : Set vpmDips = New cvpmDips

With vpmDips

.AddForm 700,400,"Voltan - DIP switches"

.AddChk 2,10,180,Array("Match feature",&H00100000)'dip 21

.AddChk 205,10,115,Array("Credits display",&H00080000)'dip 20

.AddFrame 2,30,190,"Maximum credits",&H00070000,Array("5 credits",0,"10 credits",&H00010000,"15 credits",&H00020000,"20 credits",&H00030000,"25 credits",&H00040000,"30 credits",&H00050000,"35 credits",&H00060000,"40 credits",&H00070000)'dip 17&18&19

.AddFrame 2,160,190,"Sound features",&H80000080,Array("chime effects",&H80000000,"chime and tunes",0,"noise",&H00000080,"noises and tunes",&H80000080)'dip 8&32

.AddFrame 2,235,190,"High game to date",&H00000060,Array("no award",0,"1 credit",&H00000020,"2 credits",&H00000040,"3 credits",&H00000060)'dip 6&7

.AddFrame 2,310,190,"High score feature",&H00006000,Array("no award",0,"extra ball",&H00004000,"replay",&H00006000)'dip 14&15

.AddFrame 205,30,190,"Balls per game", 32768,Array("3 balls",0,"5 balls", 32768)'dip 16

.AddFrame 205,76,190,"4 && 6 top lane adjustment",&H00200000,Array("4 && 6 are not tied",0,"4 && 6 tied together",&H00200000)'dip 22

.AddFrame 205,122,190,"1 && 9 top lane adjustment",&H00400000,Array("1 && 9 are not tied",0,"1 && 9 tied together",&H00400000)'dip 23

.AddFrame 205,168,190,"Top C arrow lite at start",&H00800000,Array("C arrow lite off",0,"C arrow lite on",&H00800000)'dip 24

.AddFrame 205,214,190,"Outlane 50K adjustment",&H10000000,Array("alternating",0,"both lanes lit",&H10000000)'dip 29

.AddFrame 205,260,190,"Extra ball arrow ratio",&H60000000,Array("1 in 10",0,"1 in 15",&H20000000,"1 in 20",&H40000000,"1 in 25",&H60000000)'dip 30&31

.AddLabel 50,382,300,20,"After hitting OK, press F3 to reset game with new settings."

.ViewDips

End With

End Sub

Set vpmShowDips = GetRef("editDips")


#22 unclewilly

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Posted 16 April 2009 - 10:33 PM

hey val, where are you finding resources. I haven't found much more than what is at the ipdb. it's a nice looking table. I haven't got to play the available vp version yet, just got home from a 14 hr shift at work. I'll try to play with it later.
did you by any chance find a stripped playfield?

does any one in the group have decent photoshop/art skills?

just curious?

I'm eager to get started.

it's quite a challenge to build table components in vp. I've been looking at how other authors build stuff like pegs. it's a lot of work.

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#23 ValamirCleaver

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Posted 16 April 2009 - 10:53 PM

Here's what I've found so far...Attached File  Voltan_Resources.zip   28.53MB   35 downloads

#24 unclewilly

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Posted 17 April 2009 - 12:04 PM

that's a nice collection of resources. I really like the artwork.
I guess the first step would be to get a descent playfield texture and then match it up with a blueprint.
I exported ellah's playfueld texture to use as a guide and expanded the size to 2048x4096. I'm going to work on rebuilding the texture with the resources you provided using scapinos redraw video tutorial.
I'm not sure if this is the logical progression of building a vp table, but this is how I usually build fp tables. that way I don't have to move objects around or alter the texture after I start building.

Noah, does this sound like the logical next step?
after there is a working texture and blue print we can start figuring out how to build objects like pegs and bumpers.

I'm still looking for textures but with not much luck.


Noah, is the idea here to each build our own table or is it to build one table as a group?
I'm trying to learn every aspect of the building of the table.

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#25 rhilker

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Posted 17 April 2009 - 01:52 PM

A couple of things:

Thanks for the dip switch and settings info. Something I didn't know.

Unclewilly can you get me a link to scapinos redraw tutorial? How did you rip the background from a locked table?

This table is boring sound wise and I think when we are done the recreation I'll mod it.

The resources that Val collected are a good start and I couldn't find any better searching the net. Since the table has been all hand painted it will difficult to redraw. I have PS3 and ONONE Gradient Fractals with which I can increase the size of jpegs without loosing any quality. Send me the Ellah original and I will see what I can do.

I think it's up to us to decide if we to do one table or multiples. I like the multiple idea but it will be more efficient if we split up the art work. One guy on the table, one on the backglass, one on the stickers depending on who has graphic skills.

Personally I have very limited scripting skills but I know the table editor well and have good graphic ability.

We should probably send a PM to the missing guys and let them know we have started.

#26 unclewilly

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Posted 17 April 2009 - 02:13 PM

scapinos tutorial is in a thread on this forum called tips for redrawing... I think it us still on the front page in the pane on the right.

if you open the table in vp9 you can export textures.
I don't really want to use that texture because it is not that crisp, but it is the only stripped pf texture available to really work with.

I would like to do individual tables also. It doesn't matter to me how long it takes I think each of us will have our own ideas on how to make table objects that way we can all develop our own individual style. I think if we all work on the texture separately then we could share our work with each other and use the one we like the best in our individual tables.

there is also a lot of ways to do different things like say lights. some authors use drop walls, I have been experimenting with vp9 which allows for seperate textures for the on and off state for a light.

if anyone in the group is in contact with ellah, maybe we could get access to his resources from the table.


"it will all be ok in the end, if it's not ok, it's not the end"
 
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#27 Noah Fentz

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Posted 17 April 2009 - 03:20 PM

QUOTE (unclewilly @ Apr 17 2009, 08:04 AM) <{POST_SNAPBACK}>
...I'm not sure if this is the logical progression of building a vp table, but this is how I usually build fp tables. that way I don't have to move objects around or alter the texture after I start building.

Noah, does this sound like the logical next step?
after there is a working texture and blue print we can start figuring out how to build objects like pegs and bumpers.

I'm still looking for textures but with not much luck.


Noah, is the idea here to each build our own table or is it to build one table as a group?
I'm trying to learn every aspect of the building of the table.


Tables in VP are pretty much the same as FP, so go with what you know best.

It's a group effort. I suggest everyone takes an assignment from the following list:
  • Graphics
  • Table object designer
  • Script writer

Naturally, everyone is going to do a little of everything, but you should try to avoid everyone doing the same thing.

Figure out who'll be redrawing the playfield, and get that aligned with a blueprint of the table, so everyone can get started. Everyone can have their hand at building the objects, like posts, rubbers, bumpers, etc, and take the best of each members' work.

If two or more of you want to do graphics, assign someone plastics and another textures to use as rubber, guides, and other object top and side images.

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


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#28 unclewilly

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Posted 17 April 2009 - 05:56 PM

Here is the extracted pf image. I also included a wood textur for the wood underneathe the image. I'm not skilled in the art department, but my idea was to expand the images to 2048x4096. Clean up the playfield image, then place the painted part of the playfield on the wood texture. This would hopefully give the impression that it was a new playfield. Once we have the playfield looking as it should we can either shrink it down to 1024x2048 or leave it as is to preserve the details. I'm not sure of the texture limits of vp9, but i think either will work.

Attached File  VoltanPF.zip   873.24KB   32 downloads

"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

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#29 rhilker

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Posted 17 April 2009 - 06:07 PM

I modified the playfield: 2048 x 4096


You can download it here: http://FastFreeFileH...8x4096-rar.html

Edited by rhilker, 17 April 2009 - 06:20 PM.


#30 Noah Fentz

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Posted 17 April 2009 - 07:24 PM

Just a heads up, there's an image hosting link at the top of the forum. It links to Imged, which is a friend's of mine. Images are limited to 4MB, they are never deleted, and you don't have to wait to download. smile.gif

Just be sure to record your links, if you want to link back to them, it doesn't track them for you.

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


My Photobucket Resources
Whether You Believe You Can, Or You Can't, You Are Right." - Henry Ford
The future of pinball lives, it just needs to be nurtured!
If you're here to stab me in the back, you're going to have to get in line.


#31 unclewilly

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Posted 17 April 2009 - 08:24 PM

Thanks Noah.

I got the main playfield image on a new wood background. Now we just need to clean up the actual playfield paint. I'm not to good with photoshop/illustrator etc. If anyone wants to try and clean it up. I can see what i can do but photoshop is always a learning experience for me.

Before:


After:


Started color correcting, i don't know if this is good or not(i still have the original):



Here is the image:
Attached File  VoltanPFNewWood.zip   4.14MB   16 downloads
Attached File  VoltanPFNewWood2.zip   4.17MB   16 downloads

"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


#32 rhilker

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Posted 17 April 2009 - 09:41 PM

Looks good. I'll play with it. It's pretty clean as it is. I started playing with some of the plastics and back glass. We should make a list of everything we need.

This a start on the back glass. Any suggestions?





#33 unclewilly

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Posted 17 April 2009 - 10:06 PM

That is looking nice. Do you still have it saved as layers so we can adjust it around the table? I was thinking of doing the table similar to JP's tables with a wide viewing angle.
I did some work correcting colors on the pf. Not much and i don't know if you guys will like what i was doing or not. See previous post for pic. It looks fairly good in the editor when you load it onto a table.

Anyone else have any input?

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#34 rhilker

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Posted 18 April 2009 - 01:59 AM

Here's a stripped version of the pf: I adjusted the major colours, blended some off the other spots and tried to highlight the scoring text. I replaced the text for shoot again and collect bonus.

http://FastFreeFileH...ripped-rar.html

Still working on the back glass:



I don't like the 1 to 4 can play, I think I'll try it in a scroll.

Edited by rhilker, 18 April 2009 - 02:11 AM.


#35 rhilker

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Posted 18 April 2009 - 03:46 AM

Here is what the back glass looks like in the editor:



I think he needs a logo on his helmet. Lets see, Buffalo Bills or Harley Davidson.

Edited by rhilker, 18 April 2009 - 04:07 AM.


#36 unclewilly

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Posted 18 April 2009 - 10:52 AM

I'm going to start working on table objects like pegs pop bumpers, etc. I have a question for anyone who has worked with vp9 (Noah, wtiger)
with the transparent ramps, is it possible to make them semitransparent, also is it possible to make semitransparent colored ramps.
I have been researching pegs and found that jp makes the best looking pegs. he uses ramps to make them, so I was going to use his as a guide. if it is possible to make colored semitransparent ramps the pegs would look more like real transparent colored pegs.

any help is appreciated

"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

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#37 wtiger

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Posted 18 April 2009 - 03:02 PM

QUOTE (unclewilly @ Apr 18 2009, 03:52 AM) <{POST_SNAPBACK}>
I'm going to start working on table objects like pegs pop bumpers, etc. I have a question for anyone who has worked with vp9 (Noah, wtiger)
with the transparent ramps, is it possible to make them semitransparent, also is it possible to make semitransparent colored ramps.
I have been researching pegs and found that jp makes the best looking pegs. he uses ramps to make them, so I was going to use his as a guide. if it is possible to make colored semitransparent ramps the pegs would look more like real transparent colored pegs.

any help is appreciated


Unclewilly,
I haven't played around too much with the transparent ramps in VP9, but yes, you can do colored semitransparent. I've attached two images. One for gray, the other for red. Use these images for your ramps and see how things look. I also included a screenshot from the editor showing the settings for a ramp using the gray image.

Attached Files



#38 unclewilly

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Posted 18 April 2009 - 04:30 PM

thank you

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#39 rhilker

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Posted 18 April 2009 - 07:17 PM

Updated stripped playfield, I missed a couple of spots and a light the first time.

http://FastFreeFileH...gh-res-rar.html

Here's the left slingshot plastic:



The plastics are probably where we can improve the graphics the most from earlier versions.

I'm going to do all the numbers for the lights next and continue working on the back glass.

Are we set as far as the playfield goes or do we want to make any changes. I know I kind of took liberty with changing the lettering but it can be changed back.

What's your take on everything so far guys.

Edited by rhilker, 18 April 2009 - 07:19 PM.


#40 unclewilly

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Posted 18 April 2009 - 08:03 PM

QUOTE (rhilker @ Apr 18 2009, 07:17 PM) <{POST_SNAPBACK}>
Updated stripped playfield, I missed a couple of spots and a light the first time.

http://FastFreeFileH...gh-res-rar.html

Here's the left slingshot plastic:



The plastics are probably where we can improve the graphics the most from earlier versions.

I'm going to do all the numbers for the lights next and continue working on the back glass.

Are we set as far as the playfield goes or do we want to make any changes. I know I kind of took liberty with changing the lettering but it can be changed back.

What's your take on everything so far guys.


I haven't had a chance to look at the playfueld yet. I think it should stay as close to the original can't as possible. I'll check it out and if the font is too far off I'll search for one on the net. I'm going to get a working blueprint that matches the playfueld image and start building table objects like pegs and bumpers. I have a list of actual table dimensions, so I'll set up a table with the actual table dimensions, and a viewing angle, then it will be easier to complete the backdrop. I was just thinking about the backdrop, we may need to change it to have 4 display boxes like on the original backglass, depending on how we want to Handel it in pinmame. like on the black knight table for example.
how about some input from the rest of the group?

I saw in the other group wtiger is doing lessons for the group. I have never actually built a vp table so I wouldn't really know where to start with that. when I get some table objects made I will upload a models table and everyone can play around with setting up the table to become familiar with the editor.

I know there should be a naming to match switches but I'll ask about that when we are ready to start laying out the actual table.

"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