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VP9.1.6 Alpha/Beta Bugs & Feedback


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#401 fuzzel

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Posted 30 June 2013 - 10:05 PM

ok, workaround is good.

 

I loaded blender 2.67 and am so confused by the interface. Huge learning curve. Do you have a 3 sided object in an obj file I can try to see if it displays properly?

 

It looks like the last side of the primitive has a display problem no matter which vp version (915 or916). I tried many sides and different ways to make the template. If i have a 3 sided primitive side 1 and 2 are fine. For a 4 sided primitive sides 1,2 and 3 are fine. Etc.... I guess there isn't a workaround yet? Just trying to understand this ......

Yep it seems that's a bug in VP. I can tell how to fix it yet, as a workaround you could try to make a 3 sided object (prism) in Blender or 3DSMax or any other tool, define the texture coords to the 3 sides and export it to an obj file.

Then import it with VP assign the texture and try if this works better.

try this one attached ;)

Attached Files



#402 mitchelwb

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Posted 30 June 2013 - 11:11 PM

I don't know if this is the right place to ask this, it's more of an existing version feedback or feature request than an alpha feedback... if this is the wrong place, please, smack me and tell me where I should stick it....  :blink:

 

When I load a new table to my cab, I find myself typing the same things over and over again.  It would be super nice to be able to just right click and select from a custom list of strings that I can define: i.e. "B2S.Server" or "Controller.hidden = 0"


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#403 luvthatapex

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Posted 30 June 2013 - 11:11 PM

Nice! This one displays the 2 sides facing you and the top. Is it possible to display the 3 sides of this triangle (not the top and bottom, but the side not shown?)

This rotates a triangular display stand in the game... "spins like a top" (you don't see the top side or bottom side)

Attached Files


Edited by luvthatapex, 30 June 2013 - 11:12 PM.


#404 luvthatapex

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Posted 30 June 2013 - 11:24 PM

Forgot the example table. Here is a 3 sided and 4 sided primitive to show you the rotation I'm trying to achieve. If we can workaround the primitive display problem this would be great.Attached File  3 sided vs 4 sided.vpt   2.01MB   17 downloads



#405 fuzzel

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Posted 01 July 2013 - 05:15 AM

I will try something when I'm back home...I leave you a pm as this a bit of topic here :)

#406 unclewilly

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Posted 01 July 2013 - 10:19 PM

Just a question about the meshes. So I got some of the go models and loaded them in blender and exported them as wavefront obj files. For example, I took the standard plastic peg model. When I put the mesh into vp it seemed as if it were flat. I know your example table was flat Maybe I'm doing something wrong but I just don't feel as if it was showing in 3d as it should. Also it loaded the peg sideways rather than upright.. When I exported the object it was upright in blender. If you'd like I can attach the obj file so you can take a look at it

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#407 sleepy

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Posted 02 July 2013 - 12:23 AM

What are the X, Y, Z Orientation coordinates for placing a Primitive straight up on a VP Table, say a cylinder?

Do I need to set the Primitive Orientation in the Modeler program?

 

And the Lightsources. Will they be Dynamic / accessible in script (real-time RGB Controls) in the future?



#408 fuzzel

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Posted 02 July 2013 - 08:51 AM

Just a question about the meshes. So I got some of the go models and loaded them in blender and exported them as wavefront obj files. For example, I took the standard plastic peg model. When I put the mesh into vp it seemed as if it were flat. I know your example table was flat Maybe I'm doing something wrong but I just don't feel as if it was showing in 3d as it should. Also it loaded the peg sideways rather than upright.. When I exported the object it was upright in blender. If you'd like I can attach the obj file so you can take a look at it

Hmm my example table was flat? There was a rotating torus in the middle of the table...Anyway if you don't assign a texture to the mesh it will look flat, it all depends on the mapping and the basic shape of your

mesh, but there is space for improvements of course ;)

The problem that the mesh is rendered in a different orientation is because the coordinate system (orientation) is different in Blender/3DSMax/Maya or whatever than in VP. I could convert it but then someone

uses another 3D tool and the orientation is again different so I think I leave it for now as it is. You have to tweak it with the rotation options to display it right, normaly set the rotate X angle to 90.

But again that's a problem how you create, rotate and translate the mesh in Blender.



What are the X, Y, Z Orientation coordinates for placing a Primitive straight up on a VP Table, say a cylinder?

Do I need to set the Primitive Orientation in the Modeler program?

 

And the Lightsources. Will they be Dynamic / accessible in script (real-time RGB Controls) in the future?

If you design a 3D object in Blender it's best to place it around 0/0/0 (X/Y/Z) because you can rotate the object arround it's origin. What do you mean with orientation, the location or the rotation axis of the object?

 

Regarding the lightsources: dynamic lightning isn't possible at the moment because most of the stuff you see on a table is prerendered but we have to think about adding dynamic lightning on the dynamic elements (alpha ramps and primitives incl. meshes). I don't know how good this will look like but it's worth to think about it.


Edited by fuzzel, 02 July 2013 - 08:44 AM.


#409 unclewilly

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Posted 02 July 2013 - 11:00 AM

I'm sorry fizzle. It was in 3d. I had forgotten that go renders in actual real pinball machine size, so the peg was so huge that the majority of it was beneath the playfield. I adjusted the size and the rotation and now it shows in 3d. The models look excellent at full size but when shrunk down to vp size they lose a lot of detail. At some point I'll play with creating a huge table just to see the look of it but for now I'll stick with other models, perhaps the drop targets with the larger tops on them. Back to blender to shrink down the droptarget models for Mr and Mrs pacman

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#410 sleepy

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Posted 03 July 2013 - 12:41 AM

By "Orientation" I mean the XYZ Rotation of the Primitive.

Isn't "Location" the "Base Position" settings of the Primitive in the VP > Options > Primitive > Position Menu?

 

I'm looking for a Rotation setting that places a Primitive upright by default. Less trial and error.

I'm not sure if it's me or the program I am using, but a Primitive modeled in the "Art of Illusion" modeler program with the Camera's Perspective setting disabled (Model Mode) is not being placed at an upright or pure side view when imported to VP.

Else, do I need to save the object using Camera "Perspective Mode"?

 

Also, the Options > Primitive menu runs off the bottom of my screen and I cannot access the Rotation settings.

Would it be possible to divide the Options > Primitive > Positions menu into additional submenus (Base Position, Size, Axis Scale, Rotation and Transposition) that can be closed or opened on-click, so that the whole menu can be accessed on standard monitor systems? EDIT: Can a Scroll Bar be added to this menu?

 

Are Texture files supported in VP? Are Textures embedded in the Blender .obj files?


Edited by sleepy, 03 July 2013 - 03:40 AM.


#411 s1500

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Posted 06 July 2013 - 02:46 AM

Dunno if this was already posted or not, if not, don't blast me...

 

 

On the Wrath of Olympus table, if I try to click-select a Light sequence object, it gives me about 20 or so "DOH!" error dialogs. 



#412 toxie

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Posted 06 July 2013 - 07:29 AM

Weird.. Looks like light sequences are broken since 9.1.5..



#413 toxie

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Posted 06 July 2013 - 08:31 AM

fixed with rev 613  :)



#414 vulbas

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Posted 06 July 2013 - 07:38 PM

hello,
I can not assign a numbered button. for the tilt mechanic. I want to assign the 14 key, it does not work. it's the same for the other number.
I do not understand.
before it worked.
I use the 613 release. It's the same with older versions.


#415 koadic

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Posted 06 July 2013 - 08:18 PM

Ok, just compiled and uploaded rev613...

Vulbas, are you talking about a keyboard button or a gamepad button? A little more information on your problem would help a lot.

#416 fuzzel

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Posted 09 July 2013 - 03:38 PM

Feature time again! With rev 617 there is a new menu item Edit -> 'Select Element Ctrl+Shift+E'. Another dialog will pop up with a list of all table elements.

Now you can select one or more elements you're interested in. By clicking OK the selected elements in the list are then selected in the editor.

It's just a small helper if you're searching for an element you know the name but don't know where it is located, maybe it's buried under other elements and such things...



#417 maceman

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Posted 09 July 2013 - 04:54 PM

It's just a small helper....

 

A HUGE Helper!!!  Great job!  Looking forward to this for sure!

Cheers,

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#418 ICPjuggla

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Posted 10 July 2013 - 03:16 AM

When saving ramps in layers that are set to alpha, on occasion, but not all the time on next start all the ramps turn to solid. The problem seemed to start when layers were added.

Awesome feature by the way, the layers make it much easier for building.. Hope we can fix alpha turning to solid though.. :-)

Edited by ICPjuggla, 10 July 2013 - 03:16 AM.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#419 fuzzel

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Posted 10 July 2013 - 06:14 AM

Hmm can you specify on which rev this issue showed up first?

#420 TedB

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Posted 10 July 2013 - 05:45 PM

I am not sure if this has been requested before, but I would love to have the ability to separately control the volume of the rom sounds and the table sounds. Some tables have louder table sounds than others and I like the roms to be a lot louder than the table sounds.  

I know there are workarounds, but a convenient setting (preferably per table) would be very nice. 


Edited by TedB, 10 July 2013 - 05:46 PM.