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Howto: using FP 3D models in VP


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#21 fuzzel

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Posted 06 September 2013 - 07:00 AM

Sometime the texture coordinates are flipped. You can try rev 646 with this revision you will be asked if VP should convert/flip the texture coordinates while loading the mesh file.

#22 javier1515

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Posted 06 September 2013 - 02:30 PM

ok, I'll wait for version 646 uploaded to dropbox to try what you mention Fuzzel.

 

Thanks.


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#23 85vett

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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.

 

whiplash.jpg



#24 fuzzel

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Posted 30 September 2013 - 07:05 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...



#25 UltraPeepi

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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.   :db:


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#26 85vett

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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.

 

model.jpg



#27 fuzzel

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Posted 30 September 2013 - 08:14 PM

Be sure that your texture size is a power of 2. E.g. 256x256 or 512x512 or 1024x1024. Otherwise it won't work ;)

#28 85vett

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Posted 30 September 2013 - 08:42 PM

Getting closer.  Sorry to be such a pain.  I really want to get this working.

 

Could something be wrong with the image itself?  I pulled it straight from future pinball.  If it would help I could load the texture and model to dropbox.

 

Untitled_2.jpg



#29 fuzzel

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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 Gilrock

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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



#31 fuzzel

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Posted 04 October 2013 - 04:20 PM

Yes you need a texture for now. FP does a lot of things with lighting but this is limited in VP so adding a small texture is probably the best solution

#32 LoadedWeapon

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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..  :love39:


Edited by LoadedWeapon, 04 October 2013 - 07:26 PM.


#33 unclewilly

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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.

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#34 Gilrock

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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.



#35 fuzzel

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Posted 05 October 2013 - 01:44 PM

I wouldn't use 3d mesh pegs because you need quite a lot of them and that will slow down everything because primitives are rendered every frame where a peg done with walls is pre rendered only once and blitted as a sprite.

#36 UltraPeepi

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Posted 07 October 2013 - 06:31 PM

On soureforge I am only finding 9.15 beta.  Where do I get 9.16 beta?


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#37 koadic

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Posted 07 October 2013 - 08:31 PM

The latest beta compiles are available in my sig below...

#38 unclewilly

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Posted 07 October 2013 - 11:59 PM

Depending on which type of peg you need I have some nice ones made from ramps


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#39 Gilrock

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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 unclewilly

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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

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