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Defeating VP light-sourcing, lesson two

light source shadow target side wall eala

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#21 toxie

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Posted 12 April 2013 - 09:55 PM

Btw, do you guys keep a change log or version log?  I see a new setting on alpha ramps as well but I have no idea what it does.

 

(tiny) changelog: http://sourceforge.n...k/Changelog.txt

note that this will always just have new features in it, not all the changes happening..

 

for something more detailed (but also more confusing for the average user): http://sourceforge.n.../commit_browser



#22 rob046

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Posted 12 April 2013 - 09:59 PM

http://www.vpforums....045#entry221413


Edited by rob046, 12 April 2013 - 10:03 PM.


#23 toxie

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Posted 12 April 2013 - 09:59 PM

Actually, textures only work for all the sides.  They don't get applied to the top, so this actually will be an issue going forward.  For standups it won't matter, since tops are set to invisible anyways.

 

But i can assign a texture to it that is displayed.. It's just that it is stretched over the full table.. Or are there special cases where the top texture isn't displayed at all?

(sorry if all of that sounds dumb but i really have almost no clue on all of the UI stuff and all kinds of weird feature combinations, which is a shame)



#24 rob046

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Posted 12 April 2013 - 10:02 PM

Actually, textures only work for all the sides.  They don't get applied to the top, so this actually will be an issue going forward.  For standups it won't matter, since tops are set to invisible anyways.

 

But i can assign a texture to it that is displayed.. It's just that it is stretched over the full table.. Or are there special cases where the top texture isn't displayed at all?

(sorry if all of that sounds dumb but i really have almost no clue on all of the UI stuff and all kinds of weird feature combinations, which is a shame)

 

Oh, yeah I guess this is an option as well.  Just map a separate global texture to the top.  Normally we would never do this on drop targets since the tops are always just a solid color, but it should work.  Yeah that is probably better than making a separate wall, although for Bally drop targets I'd make a separate wall anyways.  But for all others this sounds like the way to go about working around this bug.  Easy enough.


Edited by rob046, 12 April 2013 - 10:04 PM.


#25 toxie

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Posted 12 April 2013 - 10:04 PM

So i guess it would also help if the texture could (optionally) be fitted to the top of the wall instead of this global stretch?

(should hopefully be easy)



#26 rob046

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Posted 12 April 2013 - 10:10 PM

So i guess it would also help if the texture could (optionally) be fitted to the top of the wall instead of this global stretch?

(should hopefully be easy)

 

You mean still use a separate texture but it just doesn't have to be global?  Yeah that would be even better, although it really wouldn't make much difference, but I guess it could allow for more accurate manual shading or lighting that somebody might want to do to a top of a drop.


Edited by rob046, 12 April 2013 - 10:14 PM.


#27 toxie

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Posted 12 April 2013 - 10:16 PM

Exactly.. Just have the same as is now, but fit the texture to the top instead of this 'global' stretch..



#28 rob046

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Posted 12 April 2013 - 10:23 PM

Exactly.. Just have the same as is now, but fit the texture to the top instead of this 'global' stretch..

 

Yes, that would likely be the most optimal way around this problem if you can do it.  In fact, even without this bug it probably wouldn't hurt to have this ability to map non global textures to tops of walls.  There might be some other good uses for this as well, other than just tops of drop targets.

 

& the following is a little off topic, but this is a texture related problem on drop targets where when the target art often spills out to the sides of drop targets where it shouldn't be there.  Not sure if you know of a fix for this. 

Attached Files


Edited by rob046, 12 April 2013 - 10:27 PM.


#29 unclewilly

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Posted 12 April 2013 - 10:27 PM

This would allow for maping plastics textures to the tops of walls. Like you can do in fp. Also making toys like the face in bride of pinbot use less texture resources

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#30 rob046

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Posted 12 April 2013 - 10:30 PM

This would allow for maping plastics textures to the tops of walls. Like you can do in fp. Also making toys like the face in bride of pinbot use less texture resources

 

Right.  But the only thing I'm wondering for detailed art like plastics is if the quality of the render might take a hit.  I even notice this when using wrap for ramps, where stretching can reduce the image quality, especially if the ratio (width/height) of your wall in VP doesn't closely match the ratio of the texture.  Whereas with using global textures you never have to worry about stretching or quality loss.  But if this can be done without a real quality hit, it would be awesome.


Edited by rob046, 12 April 2013 - 10:31 PM.


#31 toxie

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Posted 12 April 2013 - 10:33 PM

Also i just found that it's not exactly trivial to do, as obviously walls can have all these completely weird shapes.. :(

So for now it will stay like it is, but i hope i can figure something better out..



#32 rob046

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Posted 12 April 2013 - 11:14 PM

Also i just found that it's not exactly trivial to do, as obviously walls can have all these completely weird shapes.. :(

So for now it will stay like it is, but i hope i can figure something better out..

 

True, but its not a huge loss since we can at least do the global textures still.



#33 unclewilly

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Posted 12 April 2013 - 11:19 PM

Thanks for this toxie. You guys are doing awesome with development

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#34 rob046

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Posted 12 April 2013 - 11:26 PM

Thanks for this toxie. You guys are doing awesome with development

 

I remember back in the day where we would literally wait years & be excited for just a single improvement like this.  Today, it happened in mere minutes!

So yeah these guys are doing a great job, thanks!  This is why VP needed to be open source.



#35 EalaDubhSidhe

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Posted 12 April 2013 - 11:41 PM

The texture 'spill' on drop target sides has been an issue with drops since ooh, ever since side textures on walls was even a *thing*, and the best way round it has always been a seperate flat wall in front with the texture on. It's also the way to ensure the drop target is only hit from the front.



Anyone got a link for the dev dropbox?


Edited by EalaDubhSidhe, 12 April 2013 - 11:37 PM.


#36 kruge99

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Posted 12 April 2013 - 11:47 PM

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#37 EalaDubhSidhe

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Posted 12 April 2013 - 11:59 PM

I'll check that out in a tick.

 

Incidentally, any chance we could get the light-source option applied to the flippers as well? It would be nice not to have that imperfection right in front of your eyes all the time.



#38 koadic

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Posted 13 April 2013 - 03:32 AM

I know I asked about it via email toxie, but is it easy enough where you can possibly make this available for gates as well? I do my stand up target animations with gates instead of dropwalls. :D

#39 jpsalas

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Posted 13 April 2013 - 04:15 AM

Thank you very much for all the changes you are adding! :)

 

And to rob046: the new option for the alpha ramps is to be used on those flash effects we are using now. It makes the flash cast "light", so it brightens up the surrounding objects, instead of just change the color. Just try it on any of the latest tables which uses big flashes made with alpha ramps, and you'll see the difference.


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#40 toxie

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Posted 13 April 2013 - 06:23 AM

rev 539 fixes the top and sidecolors being ignored..

 

as for gates and flippers: yes, i think this could be done, too.. But won't at least flippers look very dull (no shading at all) as they cannot be textured?







Also tagged with one or more of these keywords: light, source, shadow, target, side, wall, eala