Ok, coming to a PM inbox near you
a VPX conversion.
You may wish to give it better lighting, i am not super good with lighting yet (or maybe ever LOL)
You should be set to do some high resolution vector recreations of the table art.
Most of your parts i left in the table, where i made sense to do so
Parts that did not, i swapped out for modern equivalents
For example, VPX has prim 3d model targets, and can do primitive 3d model pegs and pins etc
So i swapped out all the pins and pegs for 3d models as well as the top round bumper caps
The ball gate out of the shooter lane i left as you made it, but i did have a 2 part animated 3d model for that i can send you sometime if you want one sometime, after you have played a bit in VPX editing
Drop wall bumpers are swapped out for VPX bumpers
All objects have materials, which do a couple things
1) They dictate how a thing will look, is it shiny, is it transparent, can light pass through it etc
2) They also dictate what kind of physics properties an object has, plastic, metal, rubber, what kind of rubber how bouncy is it etc.
VPX has round wire ramps, so all the stacked flat ramps are swapped for round wire ramps and assigned a shiny metal material, so they are actually using no texture at all right now.
they are most using a muted chrome finish material i made, it looks a bit less gaudy than everything being triple dipped car show plated
The lighting is changed that VPinMAME is in 1 to 1 control of the lights with the excepting of
1) The multiplexer, vpm runs it, but the script calculates what the answer is
2) GI lighting which if the table has a controlled GI circuit, i dont know what it is, so it just follows the gameon solenoid's state
Parts of the script should look familiar, but simplified
Some of the things you did, you no longer have to do
For example, you will find the whole rollover thing chopped way down
And a number of the switchon calls were eliminated, but some remain where i was not changing anything there anyways, they are not needed though
flat ramp stacks for rubberbands are swapped for rubber bands
and the slingshots you will find slightly changed in animation, but it should still be familiar
They now have a 3d model of the actuator foot, that moves as the slingshot fires.
The ball has a variable shadow, it is very subtle
it will shrink or grow as the ball gets near GI lights
You have SSF/DOF compliant sound, still your sounds.
I added some sounds, as the table has velocity/location based sound for impact into various things
and a ball rolling sound
I also added new physics based from JP's physics
I redid the apron graphic, mostly i just changed the canvas size, so i could apply the graphic direct to the apron with no decal needed.
The extra ball light you will find changed entirely, but it should be pretty self explanatory
The insert lights are also changed in the same fashion, VPX lets you have a much better affect, for much less work.
Since you made this table to begin with and knew it inside and out, i figure you can look at this, and very easily figure out how to do a table in VPX, or convert an existing one.
Anyways, you can look this over, add more to it, change it etc, then upload it if you like, or pitch it if you dont, but at least it will give you an intro to vpx as opposed to vp9.
Table in forth coming PM
And no, my name isnt in the table any place
I didnt really make anything, just changed it over, and gave you some extra stuff, which I did not invent, so you have some things to refer to, should you decide to convert or make a vpx table
the B2S backglass, well, that is simple, doubt you need me to explain that.
Edited by wiesshund, 20 November 2021 - 05:34 AM.