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Getaway: High Speed II [WIP]


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#21 32assassin

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Posted 01 September 2017 - 04:26 AM

one thing you should also know is that in the early versions of VPX,

collidable primitives caused erratic ball behavior

 

this is why you need to add a hidden collidable wall,  Like your wire/plastic primitive ramps are set to toys and a hidden ramp is added.

 

the latest versions of VPX now has  a physics settings for materials,  you could try using material with adjusted physics for a diverter  instead of adding the hidden wall 

 

Dozers code can be simplified to

 

Sub Supercharger(enabled)

If enabled Then

Diverter_Prim.objrotz = 0 < PRIMITIVE

else

Diverter_Prim.objrotz = -30 < PRIMITIVE

End If

End Sub

 

with you rotating the primitive on the X, Y, or Z axis depending on how your primitive is built.

Prim.objrotz

Prim.objrotx

Prim.objroty


Edited by 32assassin, 01 September 2017 - 04:27 AM.

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#22 ganjafarmer

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Posted 01 September 2017 - 04:44 AM

Very nicely explained guys, thank you. Wall (curved) is working much better than vp diverter (flat). Supercharger time test shows 90-95 (1 ball) loop delay so it's close to real thing. I need to make nice diverter prim now.

 

32assassin, are you sure that i can change position/angle of collidable primitive ?

Maybe im stoned but i've tried many solutions and after prim changes position the collidable "area" of this mesh stays the same. I don't know how to explain better.

 

For example this moving toy on Monster Bash table, why it's using so many walls instead of making that toy collidable?


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#23 Dozer316

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Posted 01 September 2017 - 05:00 AM

I've noticed strange behavior with primitives that are set to collideable in certain instances even though it's much better in later versions of VPX.

 

I've seen curved ramp guides for instance (primitives) just stop a ball dead instead of allowing it to follow a curve where as the primitive ramps I've seen don't exhibit that behavior so I'm not sure 

what the defining property is (maybe the number of faces in the model?) - not sure.

 

Just use what is reliable - if you can get away with a prim working well in your application then you can simplify the routine and remove the parts with hidden walls if you've been using them.



#24 ganjafarmer

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Posted 01 September 2017 - 05:58 AM

It's done, i've made simple primitive and it's working well but still i need wall for physics, you can't change collidable mesh position. It has to be non-collidable toy supported by wall(s).

 

Table physics are done, time to finish plastics.

 

Guys do you know any good tutorials for blender? I need to learn basics, maybe i'll try to make prims for metal ramps and wire ramps.

 

But first i want to make ramp entrance plastic, let's say i export shape from VPX to *.obj but i have no idea how to apply texture on it, this damn blender is too complicated, my brain is getting hot :D

 

I'm talking about this:

1974-3789-thickbox.jpg


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#25 arcadezz

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Posted 01 September 2017 - 01:19 PM

Thanks for your hard work! Really looking forward to this one  :otvclap:  :db:



#26 batch

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Posted 01 September 2017 - 02:00 PM

Ganjafarmer, I found this one from Freneticamnesic

 

http://www.vpforums....=29062&p=303141


signature_juin2026-1.jpg     signature_juin2026-2.jpg       

 

DIRECT LINK TO MY TABLES http://www.vpforums....loads&mid=30858    


#27 Rajo Joey

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Posted 01 September 2017 - 02:03 PM

Maybe this tutorial by flupper1 helps you: http://www.vpforums....als&article=148


Edited by Joey2001, 01 September 2017 - 02:04 PM.

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#28 ganjafarmer

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Posted 01 September 2017 - 11:40 PM

Ganjafarmer, I found this one from Freneticamnesic

 

http://www.vpforums....=29062&p=303141

 

Thank you, this is very helpful. Exactly what i need to learn.

 

Flupper tutorial is nicely described, some day i'll use it but still have no idea what i'm doing there :) Some time and practice and i'll get there.

 

I want to learn something instead of asking for help every time :)


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#29 ganjafarmer

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Posted 02 September 2017 - 08:17 AM

I followed video tutorial step by step but i got bad uv map:

 

Any ideas what's wrong?

 

blender_012.jpg


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#30 Nemo

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Posted 02 September 2017 - 09:44 AM

I have no idea, this stuff goes way beyond my skills, just loving the effort done by all.

Have some very fond memories about Getaway, but the supercharger was a pain to service

and they broke down a lot. Williams made 13K+ machines, it was a great era in pinball !

Still a very fast playing game with nice long shots, a typical Steve Ritchie game, i see why you

chose this game Ganja, flows like F-14. (also from Mr Ritchie).


Edited by Nemo, 02 September 2017 - 09:47 AM.

Gone fishin', no really.......

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#31 ganjafarmer

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Posted 02 September 2017 - 11:06 AM

Ok finally i figured it out, for simple shapes like slingshot you can Unwrap > Unwrap but for this little more complicated shape i have to use Unwrap > Smart Unwrap Project and uv map came very nice.

 

I've made my first primitive plastic with uv :spiteful: :spiteful: :spiteful:

scprimtest.jpg

 

Now i need to make proper textures but after few clicks it looks like easy job.


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#32 Umpa

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Posted 02 September 2017 - 01:52 PM

Ok finally i figured it out, for simple shapes like slingshot you can Unwrap > Unwrap but for this little more complicated shape i have to use Unwrap > Smart Unwrap Project and uv map came very nice.
 
I've made my first primitive plastic with uv :spiteful: :spiteful: :spiteful:
scprimtest.jpg
 
Now i need to make proper textures but after few clicks it looks like easy job.

That's awesome congrats!

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#33 ganjafarmer

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Posted 02 September 2017 - 01:58 PM

Thanks, here is finished ramp entrance:

scrampfinished.jpg


One day i'll build Vitalik statue out of used AMD gpu's.


#34 batch

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Posted 02 September 2017 - 02:04 PM

Looks like a photo of the real pinball ! :otvclap:


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#35 Thalamus

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Posted 02 September 2017 - 02:33 PM

Very nice work Ganjafarmer. Happy to see the dedication and level of details you put into this.


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#36 hanzoverfist

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Posted 02 September 2017 - 04:58 PM

You rock ganjaman!  :band: 


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#37 DKong

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Posted 02 September 2017 - 05:04 PM

Very cool, ganja. This table has a lot of people excited, me included. Thanks for sharing your progress!

#38 Brer Frog

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Posted 02 September 2017 - 05:15 PM

Looks really amazing.



#39 Ben Logan

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Posted 02 September 2017 - 06:59 PM

Way to "level up," ganja!

#40 robertms

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Posted 02 September 2017 - 07:20 PM

Thanks, here is finished ramp entrance:

scrampfinished.jpg

 

Way to go ganja! Love your drive, jealous of your skills. Bravo! 


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