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The road to VP10


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#421 fuzzel

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Posted 17 September 2014 - 02:23 PM

Just from the editor. The reason for this is that you have static parts which are prerendered.

#422 dark

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Posted 17 September 2014 - 04:28 PM

Maybe I'm confused here but I'm referring to textures and image opacity which then ultimately controls the objects opacity currently there is no way to adjust opacity of images inside VP and must be done externally through image software ie Photoshop.  Majority of transparent objects must be rendered dynamic since they need to be able to show the ball through them.



#423 Shoopity

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Posted 17 September 2014 - 04:50 PM

A lot of this lighting stuff is why I'm doing the lighting the way I'm doing it on my Cactus Canyon table.  Hopefully it'll be easy to convert to VP10 since I'm not employing too many "tricks", I'm just trying to use as many flashers as possible (that can then either be removed or adjusted).  Having to deal with only one object whose alpha changes is going to be a lot easier than having to deal with multiple objects (getting rid of them, adjust the code for all those objects, etc.).

 

Can't wait!!


Maybe I'm confused here but I'm referring to textures and image opacity which then ultimately controls the objects opacity currently there is no way to adjust opacity of images inside VP and must be done externally through image software ie Photoshop.  Majority of transparent objects must be rendered dynamic since they need to be able to show the ball through them.

Just in case you didn't know this, but with Flasher objects, the alpha is scriptable.

 

I think Fuzzle was answering UW's question if the ambient lighting will be scriptable (so you could have an effect like someone is turning the lights in the room on and off) or if has to be set in the editor prior to running the table and then it's stuck like that for the rest of the game.

 

From the sound of things, you could get the same effect of changing the ambient light, but you have to start with darker images and make sure you table lights are well done.



#424 toxie

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Posted 24 September 2014 - 08:29 AM

So, as promised, here an early shot..

 

Unfortunately i didn't get that far as i hoped, so its still coder art and a 'bit' ugly, and i don't know if it really demonstrates what is going on (IBL & 2 physical pointlights, HDRish rendering pipeline, AO, physically based material model)..

Along with that is another proto-shot of the internal DMD and the VPM connection, but please also ignore all ugliness there (basically the completely wrong materials of the table, and that the DMD is in black & white)..

Attached Files


Edited by toxie, 24 September 2014 - 08:33 AM.


#425 fuzzel

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Posted 24 September 2014 - 08:32 AM

I like coder art :D



#426 unclewilly

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Posted 24 September 2014 - 09:33 AM

Nice

"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

uw2.gif


#427 gStAv

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Posted 24 September 2014 - 12:19 PM

Cool! :D

3rs054-6.png


#428 LoadedWeapon

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Posted 24 September 2014 - 12:47 PM

Very nice! Thanks for all the work..

#429 Slydog43

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Posted 24 September 2014 - 12:48 PM

thanks for the update.  Do you see any trouble with framerate, or microstutter at this point, or is that way to early to tell?  Microstutter was such a problem before 9.9, and really don't want to ever see it again.  Keep up the awesome work!



#430 fuzzel

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Posted 24 September 2014 - 01:04 PM

At the moment I don't see any stutter with an older mid range ATI Radeon 6650hd card...but it's a bit too early...

#431 toxie

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Posted 24 September 2014 - 01:23 PM

i'm developing this on my rusty old laptop-GT425M, so i'll try to keep this always at vsync'ed 60fps on my machine if somehow possible.



#432 gtxjoe

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Posted 24 September 2014 - 01:55 PM

Yes!  :)



#433 unclewilly

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Posted 24 September 2014 - 02:13 PM

Scripting wise how does the internal dmd communicate with pinmame.

Also will there be functionality for original dmd tables

"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

uw2.gif


#434 toxie

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Posted 24 September 2014 - 02:31 PM

i currently implemented it like this: the DMD from VPM is simply passed through to VP via new script functions that i added on both sides. this is done automatically then during gameplay by a hook i inserted in core.vbs.

for all other tables the same functionality can be used, simply by passing an array with values/brightness levels 0..100 and the width/length of the DMD to VP, which will then display this.



#435 bent98

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Posted 24 September 2014 - 03:23 PM

Keep up the good work!



#436 toxie

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Posted 24 September 2014 - 04:39 PM

oh, and now for something completely different: i just had the pleasure to test an oculus rift dk2.. but IMHO there is no need to add something like this to VP yet, as its just not ready for showtime so far.. so maybe for the VP11 cycle then..  ;)



#437 unclewilly

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Posted 24 September 2014 - 04:50 PM

Sounds really nice with the dmd integration.
I'll be waiting patiently.
I appreciate the screen shots.

Nice shadows on the primitives. Do the shadows show up like that when the primitives are fully textured with a uv map.

Also. Sorry for all the questions. I was watching the commits on sourceforge. What are like the glossy, ... options
Are those just for wall ibjects or for other objects as well

"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

uw2.gif


#438 fuzzel

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Posted 24 September 2014 - 05:19 PM

the shading also applies to uv maps without so much flasher faking ;) the glossy factor is a material constant. every material has it and you can switch it on off to simulate shiny metal or less shiny plastic objects.

#439 unclewilly

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Posted 24 September 2014 - 06:07 PM

Cool. I can't wait to use all these new tools

"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

uw2.gif


#440 toxie

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Posted 24 September 2014 - 06:17 PM

Exactly. What you see there is basically coming out of the box.

 

Each object just has a single Material assigned to it (out of a Material library that can/will be shared between users, etc), without any textures at all (except for the playfield, which has a wood texture obviously :)).

 

So basically what you will be able to do later-on is:

1) create new/choose basic materials like metal, plastic, rubber, clearcoated playfield, wood, etc from the material library

2) assign these to one or more objects/elements on the table

3) assign an (optional) unlit/albedo texture to each object/element in addition

For this workflow we will -try- (this is not done yet) to re-package all the current cryptic material parameters and settings into 4 rather simple settings that one must set to create a new material oneself:

-color

-material roughness (from 0..1)

-metallic (basically a full 0 or full 1 setting, but can also be rarely inbetween)

-specular (from 0..1)

 

Then all the 'global' lighting will be done by VP automatically depending on the material.

 

What will be missing though for VP10 is all the illumination coming from flashing lights, inserts, flashers, GI, etc, so you guys will still need to do the same stuff as now with the flashers, etc, if you're doing night mods for example. :(

But the upside of this is that the rendering will be (hopefully ;)) much faster like f.e. in unit3d pinball, as we only care about the 'global' lighting.


Edited by toxie, 24 September 2014 - 06:23 PM.