- View New Content
-
Getting Started
-
Tutorials
Tutorial Categories
Tutorials Main Page Installation and Setup Downloadable TutorialsROM Adjustments
Number of Balls Adjustments Volume Adjustments
-
Visual Pinball Tables
VP 8 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP 9 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP9 Cabinet Tables
All Full Screen Cabinet Full Screen B2S Cabinet Spanned Cabinet Tables Media Packs ROMsVPX Tables
All VPinMAME Recreations VPX- - /VPinMAME - MOD Tables VPX Recreations VPX Originals Media Packs ROMs VR
-
Frontend Media & Backglass
Media Packs
Complete Media Packs Wheel Logos VideosBackglasses
dB2S Animated Backglasses UVP Animated Backglasses Topper Images
- Future Pinball Tables
-
Design Resources
Main Resources
Table Templates Playfield Images Image Library Sound Library Key CodesVP Guides
VP8 Guide - English VP8 Guide - Deutsch VP9 Guide - English VP9.1.x Guide - English VP Object Guide VPM DocumentationFuture Pinball Resources
Playfield Images 3D Model LibraryFuture Pinball Guides
FP Script Guide Big Draco Script Guide FP Table Design Guide FP DMD Guide
- Other Features
- Bug Tracker
- Image Gallery
- Blogs
-
More
1488 replies to this topic
#21
Posted 01 November 2018 - 02:08 AM
Feature request:
Ability to swap playfield images via script.
I hope the playfield prim isn't an alternative to this option.
I've always wanted to do a certain original table, but would require playfield image swapping
Ability to swap playfield images via script.
I hope the playfield prim isn't an alternative to this option.
I've always wanted to do a certain original table, but would require playfield image swapping
#22
Posted 01 November 2018 - 02:32 AM
Ditto above ![]()
My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia GTX 970
40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.
#24
Posted 01 November 2018 - 09:44 AM
That is still possible. There is no change in the editor. You see the playfield and the additional primitive. Move the prim to a hidden layer and enable the playfield image in the editor as usual.If the playfield can be a primitive now, there must be a way to display the texture in the editor. Otherwise there is no possibility to place all objects correctly as the drilled holes in the playfield can not be seen anymore.
Well that's still not possible because of the static render step that bakes the static reflection elements to the playfield.Feature request:
Ability to swap playfield images via script.
I hope the playfield prim isn't an alternative to this option.
I've always wanted to do a certain original table, but would require playfield image swapping
#25
Posted 01 November 2018 - 09:47 AM
Please don't kill me: still no Way for 2 Screens over VPX ? ![]()
Hell, yes i wanted to Play Banzai Run on my 2 Screen Cab ![]()
#27
Posted 01 November 2018 - 09:49 AM
Hey wheres the Extra-Like Button … thank you ![]()
#28
Posted 01 November 2018 - 09:53 AM
There is a problem with the prim playfield if you start the table more than once. You have to reload the table every time to get the correct behavior. A fix will come tomorrow.
Yup, sorry.. Bad testing on my end when i did some changes.. :/
Oh, and btw: If you see any differences in physics behavior between the new primitive playfield and the old built-in one, please let me know, because the code definetly has some historical differences..
#29
Posted 01 November 2018 - 10:34 AM
Thanks. it does seem to work fine with the older FreeImage.dll any idea why the new one would be a problem? win10x64 build 1607 (yes a little old build, work computer, wonder if that's the issue).
I reverted the version back to 3.17.0, as we do not need to use 3.18.0 specificially..
#31
Posted 01 November 2018 - 10:58 AM
OMG, thanks for the exporting of script feature. I wrote a utility to do this that was a bit buggy but kinda worked. I can now export all table scripts and grep them to find a table that has a feature I'm looking for to copy/modify. I think this is very great!!!
Edited by Slydog43, 01 November 2018 - 11:01 AM.
#32
Posted 01 November 2018 - 01:34 PM
I just tried out the plunger.position stuff. the numbers are backwards on the digital.
On my cab with a plunger mech, when at rest I get a reading of 2 (this is with park of .1666), at full pull back I get 25, if I push forward from park I get to 0.
On my laptop I get 20 at rest and 0 at full pull when enable mechanical plunger is checked, and 25 at rest and 0 at full pull when enable mechanical plunger is not checked. Of course there is no way to push forward on the plunger with just a keyboard (at least that I know of), but it should bounce forward on plunger release and at least momentarily be forward of rest (the animation does).
So we're getting somewhere, but still needs some tweaking to be useful.
#34
Posted 02 November 2018 - 09:29 AM
Mentioned in the old 10.5 thread - I feel it is bordeline to be called a bug.
I think it would make more sense if you in sound-manager choose 'reimport from', that if the old sound has x/y coordinates set, They should be re-used instead of zeroed out.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
#35
Posted 02 November 2018 - 10:56 AM
That is still possible. There is no change in the editor. You see the playfield and the additional primitive. Move the prim to a hidden layer and enable the playfield image in the editor as usual.If the playfield can be a primitive now, there must be a way to display the texture in the editor. Otherwise there is no possibility to place all objects correctly as the drilled holes in the playfield can not be seen anymore.
OK, but on raised playfields (like mini playfields or such) that are done with primitives you can not see the texture at all. So please display at least a low resolution texture for that kind of primitives.
#36
Posted 02 November 2018 - 12:17 PM
So what do you suggest, except for making it inverse?
The issue is that the numbers need to work the same for digital and analog plunger. I'm trying to create a unconventional ball launch mechanism that will visually be a primitive animation. That primitive animation needs to follow along with the plunger and the ball resting against it. I don't know if all mechanical plungers give the same results either, I am currently using an earlier model zeb's plunger. It appears, at least to me, that the current visible plunger animation works the same for both, so maybe that could be tapped for values? that it returns different values if mechanical is enabled or not is kind of weird but shouldn't effect my particular use as i will always have it enabled.. at least on my current project.
Thanks for working on this.
#37
Posted 02 November 2018 - 02:05 PM
Sweet
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#38
Posted 02 November 2018 - 07:18 PM
So what do you suggest, except for making it inverse?
The issue is that the numbers need to work the same for digital and analog plunger. I'm trying to create a unconventional ball launch mechanism that will visually be a primitive animation. That primitive animation needs to follow along with the plunger and the ball resting against it. I don't know if all mechanical plungers give the same results either, I am currently using an earlier model zeb's plunger. It appears, at least to me, that the current visible plunger animation works the same for both, so maybe that could be tapped for values? that it returns different values if mechanical is enabled or not is kind of weird but shouldn't effect my particular use as i will always have it enabled.. at least on my current project.
Thanks for working on this.
Okay, so then for now i just made it inverse (i.e. matching the mech plunger). Just give me some more hints in case you need a different behavior.
#40
Posted 02 November 2018 - 10:12 PM
I don't want to go that way. Flashers are simple plates where you combine two separate textures and blend them together into the frame buffer.Is it possible to allow mesh textures to behave like flashers? For example, Image A/Image B and a variety of image blend options? Would really make texture changing based on lighting states easy and attractive.
Doing that with meshes would add another layer of complexity and than it's hard to add other lighting options in the next versions.
Also tagged with one or more of these keywords: beta, 10.6 beta
Visual Pinball →
Visual Pinball →
Insanely bright lights on some tables (VP10.8 final & VPinMAME 3.7 beta)Started by SixOfTwelve , 17 Jul 2025 |
|
||
Visual Pinball →
Visual Pinball →
VPX 10.7 and VPX 10.8 betaStarted by telmoabff , 12 Jul 2023 |
|
||
Visual Pinball →
Visual Pinball →
The VP 10.8 beta threadStarted by toxie , 19 May 2023 |
|
||
Visual Pinball →
VP Help Center →
Script button not workingStarted by JSpradlin , 10 Sep 2017 |
|
||
Visual Pinball →
VP Originals - New Releases →
Thundercats_VP9 English version ( v10 beta 01)Started by gabrom78 , 24 Jun 2016 |
|



Top














are all trademarks of VPFORUMS.