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Simpsons Pinball Party (Stern 2003) Primitive Homer mod [VP 9.x Cabinet FS]

SPP Simpsons Homer

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#21 zany

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Posted 24 February 2015 - 06:28 PM

Dark...didn't you do the bumpertowers as prims earlier?



#22 dark

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Posted 24 February 2015 - 06:31 PM

Yeah I did the red ones for the Data East Simpsons.  I'll probably update them on here at some point too since your the second person to make me feel bad about that lol.



#23 Carny_Priest

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Posted 24 February 2015 - 06:43 PM

 

 

 

Small question, is there a way to minimize the black border at the bottom of the DMD on this table?

Wish I knew, I have the same issue.

 

seems like an issue with tables that have the extra LEDs on the playfield, WPT had that too, I bet monopoly does and WOF

 

 

Ripley's has it. It's a VPM rendering issue. Take a look at any of these via VPM test. Any of them with a secondary display renders directly under the main display. During play this area is a black bar but presumably it is still getting rendered. Not much to do at the moment except turn DirectDraw on and stretch the display.



#24 zany

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Posted 24 February 2015 - 06:45 PM

Haha..... i remeber them as VERY nice....and thought it was a waste not to reuse them! :D



#25 Sindbad

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Posted 24 February 2015 - 07:37 PM

Thanks dark and all who were involved. This is a superb update!!!



#26 Newer

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Posted 24 February 2015 - 07:41 PM

Thanks also from me or this nice Update....

Greetings from Germany......



#27 gigalula

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Posted 25 February 2015 - 02:48 PM

Thanks guys... Really nice :)



#28 dboyrecords

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Posted 25 February 2015 - 03:56 PM

DOH! Homer looks great! This one keeps bobbing it's way up as a favorite. Looks and plays so great. Thanks to all!



#29 dark

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Posted 25 February 2015 - 04:51 PM

I'm looking to potentially upgrade other elements of the table.  So far I can say the cooling towers/ pop bumper silos will be replaced with 3D ones.  Javier has gathered some extra toys from the FP version like comic guy, itchy and scratchy and bart, and while they are decent I'm not sure how much I really like them.  I may make attempts at doing some of these models myself, particularly Bart since he moves, but I'm not about to make any promises just yet.

silovppreview.jpg



#30 grunger106

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Posted 25 February 2015 - 05:56 PM

I've done a 'daymod' (not really a mod I know!) of this table - LW is usually OK with me releasing mods of his mods.
Who else do I need to ask on this one?
Dark?
UW?
anyone else?

#31 dark

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Posted 25 February 2015 - 06:40 PM

I've done a 'daymod' (not really a mod I know!) of this table - LW is usually OK with me releasing mods of his mods.
Who else do I need to ask on this one?
Dark?
UW?
anyone else?

 

I did want to have a day mod made available to keep everyone happy at some point and Javier has made it known to me he'd like to perhaps do a physmod release.  Before getting too carried away with multiple versions I'd like to see how far we can take this one first and then make adaptions of it.  I mean if you want to release what you have so far, far be it for me to forbid it - go ahead, just be aware further changes are on the horizon.

 

Javier had agreed to make me FP guides so that I can re-do the plastic ramps as 3D models as well, in addition to this he'll be doing 3D wire ramps for the table.  I don't imagine it will take too long, but I can't really give a time frame.

 

I should also mention that I have alternate maps for Homer and the silo that are brighter....I'm not sure if they are better suited for a day mod or not yet since I haven't tried them on a day mod version.  I do know that the non-darkened versions were too bright for the night mod version though.  It would be a lot of work to swap out all the homer textures though since there are like 60 of them and they all got renamed for the table (to shorten the names for the script work).


Edited by dark, 25 February 2015 - 06:42 PM.


#32 grunger106

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Posted 25 February 2015 - 06:51 PM

I've done a 'daymod' (not really a mod I know!) of this table - LW is usually OK with me releasing mods of his mods.
Who else do I need to ask on this one?
Dark?
UW?
anyone else?

 
I did want to have a day mod made available to keep everyone happy at some point and Javier has made it known to me he'd like to perhaps do a physmod release.  Before getting too carried away with multiple versions I'd like to see how far we can take this one first and then make adaptions of it.  I mean if you want to release what you have so far, far be it for me to forbid it - go ahead, just be aware further changes are on the horizon.
 
Javier had agreed to make me FP guides so that I can re-do the plastic ramps as 3D models as well, in addition to this he'll be doing 3D wire ramps for the table.  I don't imagine it will take too long, but I can't really give a time frame.
 
I should also mention that I have alternate maps for Homer and the silo that are brighter....I'm not sure if they are better suited for a day mod or not yet since I haven't tried them on a day mod version.  I do know that the non-darkened versions were too bright for the night mod version though.  It would be a lot of work to swap out all the homer textures though since there are like 60 of them and they all got renamed for the table (to shorten the names for the script work).



I know what you mean about the homer maps ;) I did brighten them and swap them all out, but about 30% less bright than I did the other elements
They look OK to me, but when the white flash goes off and he's facing straight down it does look a little too bright.

I hear you on not wanting various versions floating around, I'll gauge the responses in this thread - if enough people want it now then I'll upload it and continue matching the changes that are brought into the main table.
If not I'll just hang fire and let you fully finish it (by which point my amateur work may be surplus to requirements a proper day version anyhow!)

#33 dark

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Posted 25 February 2015 - 06:58 PM

The way I darkened the homer maps to ensure it was darkened evenly was to just add a layer with 55% transparent black on top then re-save.  I still have the originals without this layer added, they are probably more ideal for adjustment.  I could make the original homer maps available to you.  Concerning the homer head glow, as you say it's already very bright and likely too bright once adjusting it.  The glow uses a 4 map transition, default map, on1,on2,on3, when I added the dark layer for on1 and on2 I used less and less black.  I think on1 was at around maybe 25-30% opacity (70-75% transparent), on2 was around 15% and 3 had none.


Edited by dark, 25 February 2015 - 07:01 PM.


#34 dark

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Posted 01 March 2015 - 04:10 PM

1.1 update available with a few new primitives - thanks Javier for your help adding new primitive pop bumpers. (See change log)



#35 bolt

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Posted 01 March 2015 - 04:11 PM

Thank you for the update Dark and Javier.

 

Found a grafic problem with the blue Bumper on the left side. The Bumper is over the Lane.


Edited by bolt, 01 March 2015 - 04:44 PM.

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#36 dark

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Posted 01 March 2015 - 05:15 PM

Thank you for the update Dark and Javier.

 

Found a grafic problem with the blue Bumper on the left side. The Bumper is over the Lane.

I'm not sure what you're talking about, it looks fine to me?  Care to elaborate, perhaps post a screen shot?



#37 bolt

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Posted 01 March 2015 - 05:35 PM

Sorry dark. I hope my picture can help

 

TSPP.jpg


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#38 dark

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Posted 01 March 2015 - 05:47 PM

@bolt:  Okay I see what you mean now, this is fairly trivial,  I'm going to leave it for now but I'll likely address this in another update.

 

If you look at the plastic, it's just centered to fit against the plastic, but it should come closer to touching the wire ramp,  I think playing with the size and position slightly could find a happier medium.  If you change the tower's size from 1.75 to 1.9, it's much closer to the wire.  It's difficult to have it actually overlap with out them visually colliding. 

 

Select:  Sw50p, Sw51p, Sw50p1, Sw51p1 and change size to 1.9.


Edited by dark, 01 March 2015 - 05:55 PM.


#39 grunger106

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Posted 01 March 2015 - 05:53 PM

Is it just me...

If you lock one or more balls at the couch, but then drain without ever getting multiball, the balls do not get released from the lock.
So the next game is started with the balls already locked.

This is not unique to this table - It happened on the older ones too - I'd just forgotten about it.

#40 dark

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Posted 01 March 2015 - 05:57 PM

Is it just me...

If you lock one or more balls at the couch, but then drain without ever getting multiball, the balls do not get released from the lock.
So the next game is started with the balls already locked.

This is not unique to this table - It happened on the older ones too - I'd just forgotten about it.

I've noticed this as well and yes it seems to be a bug that has persisted through many versions.

 

If someone has a fix, it would be nice to add it.


Edited by dark, 01 March 2015 - 05:57 PM.






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