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Howto: using FP 3D models in VP
Started By
fuzzel
, Jun 30 2013 06:34 PM
81 replies to this topic
#22
Posted 06 September 2013 - 02:30 PM
ok, I'll wait for version 646 uploaded to dropbox to try what you mention Fuzzel.
Thanks.
"Learning without thought is vain, thought without learning is dangerous." (Confucius)
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)
Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
#23
Posted 30 September 2013 - 06:38 PM
Has anyone got this to work? If so, could you help point me to what I may be doing wrong? I have 2 things that don't seem to be working right which are,
- The Model in VP seems to be laying down where in FP it is meshed to stand up
- I can't get the image to adhere to the model correctly. This may be because the model itself isn't standing up right though.
Below are screen shots of what I've got. You'll clearly see the difference in how the mesh is placed with the two images on the left. The other images show what the model looks like in a table and the last image on the right is the image I pulled from FP.

#25
Posted 30 September 2013 - 07:21 PM
I definitely want to play with this. I was just about to do some research on porting FP table to VP, and viola fuzzel replied to this topic at the exact moment I was getting ready to do a search. I'll do some searching on my own; but it already sounds like a great starting point. ![]()
#26
Posted 30 September 2013 - 08:04 PM
If you import an obj file into Blender the object is rotated around the X axis about 90°. Change it to 180° and it should work...
That worked! Thank you.
Anyone have any clue as to why the image wont apply correctly? Below are new picks showing the model on a table. One with the image and one without.

#29
Posted 30 September 2013 - 09:16 PM
I can't see the texture or screen shot in your post, but did you try to flip the texture coordinates when you import the mesh to VP? It's the message box which pops up when you import a mesh asking if you want to convert the texture coordinates. If that doesn't help I fear you have to remap the mesh.
#30
Posted 04 October 2013 - 03:09 PM
I've been trying to get this to work also. I started with trying to import a Peg object from FP and I used Blender to import/export. I had scale and rotation issues but I think I can figure that out even though I really don't get why it comes out 200 times larger when import into VP. My issue is that when I view the Peg in FP it doesn't appear to have a texture and when I import it into VP and play the table I get a big white blob. In FP I could just use the color picker and change the object to any color I want. Also when I export from Blender it looks like a .mtl material file was created but that appears to be unused when importing into VP.
So are we stuck having to create a texture for objects that didn't even need a texture in FP?
Thanks,
Gil
#32
Posted 04 October 2013 - 07:25 PM
Not sure what you did fuzzel in the last update but you are the man! You fixed a problem we dident even know we had and made my fav table play smooth as silk. My first game with the new exe I got over a billion points
. Thank you and the rest of the Dev team and all of these great table creators.. ![]()
Edited by LoadedWeapon, 04 October 2013 - 07:26 PM.
#33
Posted 04 October 2013 - 08:00 PM
In blender reduce the scale of the mesh to about .08 on all axis and the object will be about the right size for 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
#34
Posted 04 October 2013 - 10:52 PM
Cool thanks for the advice. I'm trying to do my first table and the way I saw pegs done on another table involved using 10 wall objects all of which were in a collection for hit events. So I was hoping one primitive for a peg with one hit event would be better than 10 wall objects.
#37
Posted 07 October 2013 - 08:31 PM
The latest beta compiles are available in my sig below...
#38
Posted 07 October 2013 - 11:59 PM
Depending on which type of peg you need I have some nice ones made from ramps
"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
#39
Posted 08 October 2013 - 12:38 AM
Well here's a screenshot of where my table build is so far if you have any pegs that will look better I'll take em. I'm doing Time Warp which I know already exists but I'm building the table from the ground up. I created all the graphics and recorded sounds for my FP version of the table so I wanted to use those resources to build it in VP mainly to help me learn the program. I'm fond of the table because I own a real Time Warp machine. I grabbed these pegs from the Gorgar table because it was produced just 3 months after Time Warp by Williams and I think it has a lot of common items.
http://www.mediafire...ctz6b/TW_VP.png
Thanks,
Gil
#40
Posted 08 October 2013 - 12:49 PM
Take a look at my kings and queens table or pinball pool. I have some nice pegs in there that would match that table. The trick is to make the pegs. Then have an invisible round wall slightly bigger than the pegs for the collision. That way you only need to set the collision options one time for each peg
"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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