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Indiana Jones FS MOD 2.5 PHYSMOD5 NM [VP 9.x Cabinet FS MOD]

indiana jones williams

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#21 goesta

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Posted 03 November 2014 - 05:34 AM

Thank you and your Team for this great version. It made my Sunday evening. Great lightshow, physmod, Nmod  !!!!

 

Greets,

Goesta



#22 Sheltemke

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Posted 03 November 2014 - 11:31 AM

Your lightnings are amazing Teppotee! Thank you so much for the update!



#23 gogo69

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Posted 06 November 2014 - 06:58 PM

just tried this gem !

how do i get rid of those black lines

they appear when the lights on the poa are on  :(

 

81beb9-1415300125.jpg


Edited by gogo69, 06 November 2014 - 06:59 PM.

my cab : click!


#24 dark

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Posted 06 November 2014 - 07:46 PM

Ok the poa works perfectly.

It works yes but I think it's about impossible to score the POA in one go, the ball just rolls too fast to make the turns.  It would be nice if the ball rolling on that surface could be slowed via script or by some means as you mention.



#25 goesta

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Posted 06 November 2014 - 10:54 PM

SOLVED: PHYSMOD5.EXE made trouble

 

Hello.

Hope someone can point me in the right direction.

I have problems running a backglass for this table with PinballX. I tried two b2s and both not show up when booted via PinballX.

If i load the table directly with VPPhys5 Editor all is working like charm. Strangely it just happen with Indiana Jones. Installed other tables after and the work.

Another strange behavior is that DOF is working, but i get the error message ... something like. " .d2bs not found ....please rename...or download ... for the table"

 

Anybody experience this??

Great table, by the way!!

Greets


Edited by goesta, 08 November 2014 - 03:30 AM.


#26 ClarkKent

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Posted 07 November 2014 - 07:12 AM

 

Ok the poa works perfectly.

It works yes but I think it's about impossible to score the POA in one go, the ball just rolls too fast to make the turns.  It would be nice if the ball rolling on that surface could be slowed via script or by some means as you mention.

 

Yeah, I know. The reason is that the original PoA has a more shallow angle than the pf and that's not possible with the virtual version at the moment. We need a primitive of the PoA to do so. If there is somebody out there able to do one - please! :)

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#27 dark

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Posted 07 November 2014 - 01:13 PM

 

 

Ok the poa works perfectly.

It works yes but I think it's about impossible to score the POA in one go, the ball just rolls too fast to make the turns.  It would be nice if the ball rolling on that surface could be slowed via script or by some means as you mention.

 

Yeah, I know. The reason is that the original PoA has a more shallow angle than the pf and that's not possible with the virtual version at the moment. We need a primitive of the PoA to do so. If there is somebody out there able to do one - please! :)

 

Indeed, yes please.



#28 dark

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Posted 07 November 2014 - 05:09 PM

If someone is willing to do the script work to make the POA work with a primitive, and someone can provide me with good top view photos and some dimensions of the POA I'd be willing to make the 3D model/primitive for it.  Measurements would also be helpful for accuracy.



#29 ClarkKent

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Posted 07 November 2014 - 06:05 PM

Maybe someone owns this table. But maybe I can drive to a friend who owns it and make some photos...



#30 dark

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Posted 07 November 2014 - 06:16 PM

Maybe someone owns this table. But maybe I can drive to a friend who owns it and make some photos...

That would be good, if you actually take the time to go see a real table, please take some basic measurements as well, like length,width, height and maybe the distance between holes and distance between the holes and the walls.  I can use a good top view to trace a 3D model which would be pretty accurate but measurements will ensure it's nearly perfect dimensions.  I would recommend using mm as a unit of measurement.

 

I'm not exactly sure how a primitive would resolve the slope issue since primitives do not currently have collision, I would assume you'd still have to do some fancy script work to make it work, but what ever I can do to help I'll try.


Edited by dark, 07 November 2014 - 06:18 PM.


#31 bodydump

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Posted 07 November 2014 - 06:36 PM

 

 

Ok the poa works perfectly.

It works yes but I think it's about impossible to score the POA in one go, the ball just rolls too fast to make the turns.  It would be nice if the ball rolling on that surface could be slowed via script or by some means as you mention.

 

Yeah, I know. The reason is that the original PoA has a more shallow angle than the pf and that's not possible with the virtual version at the moment. We need a primitive of the PoA to do so. If there is somebody out there able to do one - please! :)

 

A primitive would look great but it wouldn't effect the physics of the POA since the ball would not be interacting with the primitive other than visually.  It appears to be done with a whole lot of dropwalls which of course are flat and end up at the same angle as the pf.  It would be better done with ramps or changing the ball speed with some (probably complicated) scripting.



#32 gtxjoe

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Posted 07 November 2014 - 06:39 PM

For the poa Can't u use a ramp that is slightly higher in front than in back to achieve a very shallow slope. I know if I set it height 100 in front and 0 in back I can get the ball to roll backward to back of PF:)

#33 bodydump

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Posted 07 November 2014 - 06:43 PM

It also has to change angle from side to side though.  Right now its a ton of thin slice walls.



#34 gtxjoe

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Posted 07 November 2014 - 07:30 PM

Devil is in the details. Vp10 primitives with collision will hopefully solve this :)

#35 dark

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Posted 07 November 2014 - 07:50 PM

Devil is in the details. Vp10 primitives with collision will hopefully solve this :)

I don't know much yet about how primitive collision will work, heck I didn't even know that was being added, but I can say that if VP can actually make sense of the surface of the mesh then it should be able to.  This would mean primitive ramps in particular would work great.  What would also be really helpful is if primitives could retain 'link' or 'hierarchy' information to help with animation that can be set in 3D software.  What I'm referring to is parent - child relationships, for example the foot bone is connected to the shin bone, which is connected to the knee bone, move the knee bone and it moves the children in the hierarchy.  This makes the issue of having objects needing to move on multiple pivot points far less complicated.



#36 blashyrk

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Posted 08 November 2014 - 03:34 PM

Thank you for this awesome table, it plays great :)

#37 gogo69

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Posted 30 November 2014 - 01:11 PM

did anyone solve the flasher problem producing the black lines on the poa ?


my cab : click!


#38 sifusun

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Posted 14 February 2015 - 03:06 PM

Looks so nice!!!!  Thx for the hard work!!!   *great*

 

Is there a way to play the new looking table with the old / original physics???? 

 

Something like: Copy some code of the new version (the lightning code) and paste it into the old table (with the "normal" physics)... ?!?  *hope*

 

 

 

((I would love to try this new look, but I don´t want to install the phymod, because I am happy that my software in the cab is finally running well. Otherwise I will wait for VP10... *sad* ))



#39 jorro666

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    dam typos with auto correct on tablet sorry for jibba jabba

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Posted 14 February 2015 - 04:54 PM

yes with some tweeking its possible but you have to change some more things.
take the physics from the old table put thema in the new one
i believe something like gravity 1,67 friction 0,0035
enz. when you replace al and start table you notice that you also have to change flipper strenght and friction elasticity enz.
also some objects need other impact and scater angle
just toy around and dont forget to save in between


i like to tweek best to look at a movie from real table then play around

good luck

Edited by jorro666, 14 February 2015 - 04:55 PM.


#40 sifusun

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Posted 14 February 2015 - 05:03 PM


yes with some tweeking its possible but you have to change some more things.
...

 

Thx very much for advice!!! :dblthumb:

 

Regards, Launch_14







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