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The road to VP10
Started By
fuzzel
, Apr 30 2014 06:11 AM
834 replies to this topic
#422
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.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#423
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
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.
#426
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
#433
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
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
#434
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.
#437
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
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
#439
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
#440
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.



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