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Whirlwind VPX full graphics rebuild WIP
Started By
flupper1
, Jan 02 2020 04:51 PM
192 replies to this topic
#25
Posted 29 January 2020 - 03:36 PM
Flupper,
I just got a Whirlwind in yesterday for full restoration, including a PF swap. I also have a brand spanking new un-populate playfield if you want pics. Of course I can provide anything else you need to.
Just let me know.
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.
#28
Posted 19 February 2020 - 01:32 PM
#29
Posted 19 February 2020 - 02:19 PM
Just provided several pics of the ramps as well as precise height dimensions to flupper for WW. So I guess we can expect just another "run of the mill", "cookie-cutter", typical quality BAD-ASS TABLE FROM FLUPPER.
Cant wait to get "blown". ![]()
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.
#34
Posted 23 February 2020 - 05:43 PM
Chapter 4: physics
As told before, Rothbauerw does all physics Whirlwind (similar to Totan). In order for him to do that I prepared the table like this:
I took my insert test table (which was completely empty besides minimal script to run the rom and the inserts) and added the script and collidable objects from Walamab's table: https://vpinball.com...-williams-1990/
I removed all graphics related stuff from the script, I commented out all sound script and moved all collidable objects to 2 layers (mainly the ramps on one layer, the rest on another).
Now big problem are always the ramps, since even if you have many reference images, it is still hard or impossible to judge heights and the exact curves of the ramps. Good thing that Wrd1972 had the whirlwind playfield on a rotisserie and on my request he took some photos from far away (to avoid perspective distortion):
With these kind of images, I was able to make a mockup playfield image out of that and used it to properly align the ramps:
Next to that he measured the height of the ramps on several key places for me:
This exercise showed me that you really need these type of measurements since I had to change the ramps quite a bit compared to walamab's original ramps (height and curve).
I also repositioned & changed a lot of other collidable objects as well; I based these on a huge archive of shots of a Whirlwind restoration:
So after that, the table looked like this:
With this (and the photo archive), Rothbauerw was able to transform the physics to his version:
This is his first version, I asked Blackmoor to test it to compare it to his real table. Rothbauerw put in a physical trough and subway, new lock handling, and rescripted the discs.
BTW: everything which has the green/blue material, will be invisible when I add the prerendered graphics.
Next chapter, plastics: https://www.vpforums...e=3#entry446979
Edited by flupper1, 09 April 2020 - 08:29 PM.
#35
Posted 23 February 2020 - 07:31 PM
@fripounet. Take a page from any pinball manual and layer it 50%/50% with a scanned playfield in photoshop and you soon see that those blueprints in the manuals often are far from accurate. Trust me, Flupper' table will be.
Edited by Thalamus, 23 February 2020 - 07:32 PM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
#38
Posted 23 February 2020 - 09:50 PM
The image repository was extremely helpful on this table. Most of the metal walls do not closely follow the playfield artwork. I usually spend days researching reference images to get everything placed right. Pegs, posts, and sleeves are usually easier because you can use the holes in the playfield for placement.
Edited by rothbauerw, 23 February 2020 - 09:51 PM.
#39
Posted 23 February 2020 - 10:34 PM
@fripounet. Take a page from any pinball manual and layer it 50%/50% with a scanned playfield in photoshop and you soon see that those blueprints in the manuals often are far from accurate. Trust me, Flupper' table will be.
That is 100% true. Those blueprints are NOT accurate. Made that mistake once... Once:)

#40
Posted 24 February 2020 - 12:32 AM
When I first started making 3D ramps for VP authors I always wondered how they were figuring out the height values, turned out they were just making educated guesses. Basically all ramps created without height measurements are likely flawed. I had measurements for ramps on Gilligan's and Jurassic Park and it made a big difference taking all the guess work out of it.
That is 100% true. Those blueprints are NOT accurate. Made that mistake once... Once:)
Same, never again lol.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104











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