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SUPERTUTORIAL TO BUILT THE TABLE BIG BRAVE ON SCRATCH


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#21 Popotte

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Posted 15 October 2013 - 02:57 PM

Started reading the tutorial.  Quick question - where can I find the Big Brave manual.  I couldn't find it on ipdb.org?  Thanks.

 

Edit:

Amazing tutorial.  I am only halfway through reading it, and it just keeps getting better and better.  VP table building,  photoshop lessons.  Thanks again!

You have just nothing interesting in the manual (PF plan is not exact).


Edited by Popotte, 15 October 2013 - 03:35 PM.

Les cons ça ose tout. C'est même à ça qu'on les reconnaît.

PopotteDMDredo.gif

 


#22 htamas

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Posted 15 October 2013 - 11:27 PM

Super, genau das was ich suche...

 

...jetzt noch fünf Jahre spanisch lernen und alles ist bestens...

 

Siehste, wie ich gesagt habe: das ist ein guter Anreiz um Spanisch zu lernen :) aber Google Translate funktioniert wenigstens sodass man das Ding mehr oder weniger versteht :D


Edited by htamas, 15 October 2013 - 11:27 PM.


#23 gtxjoe

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Posted 02 November 2013 - 04:38 PM

I am going through the tutorial...

 

Question on applying images to walls.  I am created the backwall and assigned the BackbarSS_JPR.png to the sidewall, but my result is different from JP's Big Brave table.  Is there a way to control if the image is scaled to fit the wall or cropped?  I copied the original wall element to my table and even though they use the same image, there are different results.

 

2 walls in front are the ones i created.  2 walls in back are the ones I copied into the my table from JP's Big Brave table. 

 

Attached File  example.png   101.14KB   10 downloads



#24 akiles50000

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Posted 02 November 2013 - 07:36 PM

gtxjoe take a look to the post #6 of this link:

 

http://www.retrovici...iendo-una-tabla

 

You have to put the control points of the wall like say Javier15 in the post #6



#25 kiwi

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Posted 02 November 2013 - 07:59 PM

Is explained on page 29 of the VP manual, how to map the textures.
Click on the control points and

 

controllpoint.png

Auto Texture Coord not selected

Texture Coord 0 where the image starts,

 

Auto Texture Coord not selected

and Texture Coord 1 where it ends.

 

Max



#26 gtxjoe

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Posted 02 November 2013 - 10:54 PM

Thanks.  Making progress...

 

Attached File  example2 (Small).png   178.23KB   11 downloads



#27 gtxjoe

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Posted 05 November 2013 - 05:41 AM

I wanted to post some newbie feedback on the editor.  Maybe these topics have already been discussed

 

- Add align tool.  i.e select objects and then align left, right, center, top, middle, bottom.  Useful to align flippers, posts, guides, center bumper objects. 

- Add ability to specify # of sides when initially creating a Wall or Ramp for creating circular walls and ramps.  I guess you would have to gray out this option after user starts modifying the wall/ramp shape, so maybe its of limited use.  Is there an easy way to create circular walls/ramps or is it manually drawn?

- I just got through the creating the rubber rings...  How about a tool to convert the first manually drawn wall or ramp into a white or black rubber ring (6 ramps varying shades of color)?

 

Question:  Is there a way to select multiple object on top of each other, without drawing a selection box around them.  For example if I want to select a wire guide consist of 2 walls and ramp and move it slightly.  How do I select them when there are posts close by making it impossible to draw a box around them?



#28 faralos

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Posted 05 November 2013 - 02:07 PM

hold the <shift> key down while clicking on the objects it will highlight all  of the selected ones

then you can move them at the same time

if need be hit the magnify button to enlarge the image so you can then click on your wanted items


and as for slingshots made with ramps for the rubbers not everyone uses the standard white

nor varying shades of it;  I like to use colored slings at times

but it would be nice to have it for others to use

to make a circular wall just use a light for a stencil then make the wall match light shape

and no there ain't a shortcut for that but once you make one you can then copy it

Attached Files


Edited by faralos, 05 November 2013 - 02:09 PM.

"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs


#29 gtxjoe

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Posted 12 November 2013 - 04:44 AM

Made it through the EM tutorial.  Working on building an SS table now.  

 

Some tips from a newbie using the VP editor:

- Anything that is symmetrical like flippers, slingshots, I would build one of them completely, then copy the finished item and flip or rotate as needed.  Build once and copy it, similar to re-using posts and screws.

 

- Creating all the rubbers on the table is tedious (consists of 6 ramps each).  Create the 1st ramp for all the rubbers on the table.  Don't start working on the 2nd - 6th ramps until all of the 1st ramps are created.

After you create the 1st ramps, select all of them, then do a copy paste, change the height, width and color. 2nd layer for all rubbers done.  Repeat for layers 3-6 layers.

 

For example, Cosmic Gunfight looks like it has 14 rubbers.  With this approach, you create the 14 lower ramps and perform 6 copy, paste and adjust operations.  Total of 20 operations to do all the rubbers on the table.  If you created each rubber one after the other, that's would be 1 creation and 5 copy, paste adjust operations times 14 rubbers, for a totoal of 84 operations.

 

Tutorial is great.  I now know and understand how to adjust any table layout if I need to make it easier or harder ;-).  

 

Next step, try to figure out how understand a vpinMAME script and clean up my hacked together photoshop images



#30 gtxjoe

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Posted 27 November 2013 - 01:40 PM

Can someone give a quick overview how pf.png, pf_a.png, pf_b.png and pf_on.png are used in the Fade Lamp routine?  I see the differences in the images and the calls in the script, but I am hoping for a basic explanation.
 
For example, from table
l15:  off image =pf_a, on image=pf_on
l15a: off image=pf , on image=pf_b
 
I see this in the script
FadeL 15, l15, l15a
 
Dim FadingState(200)...
 
Sub FadeL(nr, a, b)
    Select Case FadingState(nr)
        Case 2:b.state = 0:FadingState(nr) = 0
        Case 3:b.state = 1:FadingState(nr) = 2
        Case 4:a.state = 0:FadingState(nr) = 3
        Case 5:a.state = 1:FadingState(nr) = 1
    End Select
End Sub
 
If I understand correctly, FadingState array is initialized to 4, so when FadeL(15, l15, l15a) is called, the image sequence is pf_a, pf_b, pf.  Is this right and when is pf_on used?
 
Maybe I don't need to understand the script, just need to know what lamp brightness should be applied to each image, but it always helps to know how it works :)
 
Thanks for any info

Edited by gtxjoe, 27 November 2013 - 01:41 PM.


#31 crazypinball37

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Posted 29 May 2014 - 09:07 PM

Un grand merci, pour tous les curieux, ou débutants qui voudraient se lancer, grâce à ces tutos, j' en profite par ce post, à tirer mon chapeau,

à tous les développeurs, programmeurs, qui nous permettent de jouer à des flippers de plus en plus réaliste, et attrayant, quand on regarde le tuto

on peut voir le travail immense réalisé, et nous les joueurs nous vous rendons hommage pour tout le travail réalisé, un grand merci à vous !! 



#32 slashbot

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Posted 02 June 2014 - 04:39 PM

akiles50000 I have the supertutorial translated with google and made some .pdf files of your tutorial should it be allowed to publish them to the tutorial section for other table creators?

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#33 akiles50000

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Posted 02 June 2014 - 04:45 PM

Ok Slashot I give permision.

#34 hansolo

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Posted 29 December 2014 - 03:51 PM

Hola, Gracias por este magnífico tutorial. Estoy siguiendolo, paso a paso. El único inconveniente es que los enlaces a las descargas están caidos. ¿Podrías subirlos nuevamente, por favor?

 

Saludos.



#35 ARCOROJO

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Posted 26 March 2015 - 02:49 PM

Hola!!, asi como el usuario Hansolo tambien de habla hispana,estamos esperando si puedes subir los archivos de este tuto a otro servidor puesto que los que indicas ya estan caidos,tal vez mega o 4shared podrian ser utiles!!

 

Aguardando alguna novedad!!



#36 akiles50000

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Posted 26 March 2015 - 04:41 PM

Arcorojo now I have uploaded all files used in the Supertutorial in the first post.



#37 vampirolatino2

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Posted 26 March 2015 - 06:47 PM

Nice tutorial, ... will come in handy when I start fuzzing around "learning" more about table creation.

 

Thanks!!!

Gracias!!!



#38 malachi666

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Posted 18 December 2015 - 04:31 AM

 

I have done this Supertutorial to built the table Big Brave on scratch with the finality of taht other persons begin to built a table with visual Pinball on scratch.

I want to give thanks to JPSalas solved all doubts ,to Popotte by let me use  theis textures of plastics,to Uncliwilly by translate the part of code of koadic`s Alpha Ramp Plunger and to Chispamaster by upload all pages to his server.

If any want translate to English can do it and we can have it in both languages.Enjoy us!

 

SUPERTUTORIAL PARA HACER LA MESA BIG BRAVE EN VISUAL PINBALL:
 
Uploaded all files of Supertutorial here: http://www.mediafire...rial Akiles.rar
 
Uploaded all the pages of Supertutorial to a Mega file:
 

 

 

I tried downloading the tutorial text, but it is encrypted on Mega... what is the password?  I really want to learn how to build this table.  Thanks



#39 akiles50000

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Posted 18 December 2015 - 08:06 AM

Malachi666 try other time with the link of the first post.



#40 malachi666

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Posted 18 December 2015 - 02:37 PM

Thank you Akiles, I have the files, but I don't have the actual tutorial documents.  Where can I find them?