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Unity 3D and VPinMAME!


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#461 cupid

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Posted 16 April 2012 - 05:39 PM

QUOTE (louizou @ Apr 13 2012, 03:53 PM) <{POST_SNAPBACK}>
For the normal maps, i must look at unity's doc to know if it's possible to import them at runtime.
If so, that would be also a nice effect on giligan's island cool.gif

I did not really understand if you dont have any normals or if you just think about importing them, but:

If you cannot import the normals you can do some calculation to calculate possible normal (vertices) that look smooth:
From a point calculate all crossvectors forming a triangle around that point. Normalize them to one unit (*), add them together and divide the legth by the amount of triangles (or better normalize again). Apply the normal vector to the point you started at in all vertices.

*: What is tricky: You have to find out to what side the normalised crossvector sticks out of the triangle.

There should be some normal calculation in my sources or in the primitives in the VP-Sources. But i did not have to deal with the trickyness describes above, because all vertices were calculated and were well structured in Mem before.


Of course, you cannot get nice looking rocks (like with normal maps) with this, but smooth looking surfaces (with Vertices that have normals, too). But i don't know if normal maps really would do the trick here, since normal maps in my opinion only "rock" if you have huge camara or light movements.


Another thing:
I don't know if you use the same point generator for curved walls (and ramps) like in VP (and VPP). I would suggest to rewrite the recursive function that stops by calculating crossvectors and checking against some hard coded values (or against the alpha ramp accuracy setting in VP). That is really bad in VP (and in VPP), but i tried several times to rewrite it (without any luck).


Maybe this helps. If you have questions, pm me (or just reply here).

Edited by cupid, 16 April 2012 - 05:48 PM.

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#462 louizou

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Posted 17 April 2012 - 12:31 AM

thanks cupid for your tips,

But it is not about the import of the normals themselves or their computation.

Within unity , the normal map is a special texture based on a greyscale picture (a kind of heightmap) .This is used by bump shaders and others .

You can have a look here: http://unity3d.com/s...laxDiffuse.html

In the unity editor , it can be computed from the greyscale image without using any external tool.

I don't know if i can do the same at runtime or if an external soft is needed.

uplogomini.png

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#463 FDSystems

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Posted 17 April 2012 - 01:20 AM

Most of this is chinese too me, pidgin inglish in the best cases but this is for sure the most fascinatingb thread in a long time !

Thanks for your trail blazing efforts ! otvclap.gif otvclap.gif

Edited by 1234fd, 17 April 2012 - 09:44 AM.

From Brasil. Updated version of 1234fd



#464 JohnnyDoe

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Posted 17 April 2012 - 08:00 AM

QUOTE (1234fd @ Apr 17 2012, 02:20 AM) <{POST_SNAPBACK}>
Most of this is chinese too me, pidgin inglish in the best cases but this it´s for sure the most fascinatingb thread in a long time !

Thanks for your trail blazing efforts ! otvclap.gif otvclap.gif


Yeah, if your friends calls you a smartass or a besserwisser, then just visit this thread and you'll be down to earth in no time...wink.gif
twiddling.gif think.gif

#465 DonRobby

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Posted 17 April 2012 - 11:06 AM

Good job, this is exactly what I meant. The greatness in this trick is that the box is about 6 sides, Each side has 2 faces. So 6x2 = 12 faces. And it looks like it s has over a 1000 faces with this effect. So what you see is not what it really is, it s an illusion.

Also good to find out that you don t need extra software anymore. What a power, so awesome!

Edited by DonRobby, 17 April 2012 - 11:07 AM.


#466 Syco54645

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Posted 17 April 2012 - 01:58 PM

What is the total of donations up to now?

Edited by Syco54645, 17 April 2012 - 02:01 PM.


#467 cupid

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Posted 17 April 2012 - 02:49 PM

QUOTE (louizou @ Apr 17 2012, 01:31 AM) <{POST_SNAPBACK}>
thanks cupid for your tips,

But it is not about the import of the normals themselves or their computation.

Within unity , the normal map is a special texture based on a greyscale picture (a kind of heightmap) .This is used by bump shaders and others .

You can have a look here: http://unity3d.com/s...laxDiffuse.html

In the unity editor , it can be computed from the greyscale image without using any external tool.


OK, i know this as "Bump-Mapping". But it may be called Normal-Mapping elsewhere. What I described was Dot3-Normal-Mapping to be exact.

Keep going. Cupid

Edited by cupid, 17 April 2012 - 02:49 PM.

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#468 destruk

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Posted 17 April 2012 - 06:22 PM

QUOTE (Syco54645 @ Apr 17 2012, 07:58 AM) <{POST_SNAPBACK}>
What is the total of donations up to now?


Still need $408.26

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#469 grimwasere

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Posted 17 April 2012 - 07:23 PM

im up for sending a few pounds to the pot whats the paypal address again?

#470 destruk

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Posted 17 April 2012 - 09:49 PM

QUOTE (grimwasere @ Apr 17 2012, 01:23 PM) <{POST_SNAPBACK}>
im up for sending a few pounds to the pot whats the paypal address again?


[email protected]

Thanks!

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#471 htamas

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Posted 17 April 2012 - 11:03 PM

QUOTE (destruk @ Apr 17 2012, 11:22 AM) <{POST_SNAPBACK}>
Still need $408.26

$20 less now smile.gif

#472 Syco54645

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Posted 18 April 2012 - 12:37 PM

QUOTE (htamas @ Apr 17 2012, 07:03 PM) <{POST_SNAPBACK}>
QUOTE (destruk @ Apr 17 2012, 11:22 AM) <{POST_SNAPBACK}>
Still need $408.26

$20 less now smile.gif


And now it is $20 more less. Sent as a gift and I paid the fee so you should get all of it.

#473 TinFoil

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Posted 18 April 2012 - 12:57 PM

Donated another $15 (as gift) to the cause. Sooo close now!

QUOTE (Syco54645 @ Apr 18 2012, 07:37 AM) <{POST_SNAPBACK}>
QUOTE (htamas @ Apr 17 2012, 07:03 PM) <{POST_SNAPBACK}>
QUOTE (destruk @ Apr 17 2012, 11:22 AM) <{POST_SNAPBACK}>
Still need $408.26

$20 less now smile.gif


And now it is $20 more less. Sent as a gift and I paid the fee so you should get all of it.



#474 thewool

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Posted 18 April 2012 - 01:32 PM

...and another $20 has just been chipped into the pot!! drinks.gif

I also sent it as a gift


QUOTE (TinFoil @ Apr 18 2012, 01:57 PM) <{POST_SNAPBACK}>
Donated another $15 (as gift) to the cause. Sooo close now!

QUOTE (Syco54645 @ Apr 18 2012, 07:37 AM) <{POST_SNAPBACK}>
QUOTE (htamas @ Apr 17 2012, 07:03 PM) <{POST_SNAPBACK}>
QUOTE (destruk @ Apr 17 2012, 11:22 AM) <{POST_SNAPBACK}>
Still need $408.26

$20 less now smile.gif


And now it is $20 more less. Sent as a gift and I paid the fee so you should get all of it.




#475 Syco54645

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Posted 18 April 2012 - 03:24 PM

all of the new donations are at least $75 off. Hopefully more were donated that we dont know about.

Edited by Syco54645, 18 April 2012 - 03:43 PM.


#476 grimwasere

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Posted 18 April 2012 - 10:25 PM

ok i sent £20 uk pounds to the future of pinball

probably only need a few more kind and generous people now bar2.gif

cheers eric

#477 Slydog43

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Posted 19 April 2012 - 02:05 AM

Added $50 more here. (I already gave earlier too). This is really an exciting endeavor, keep up the great work

Edited by Slydog43, 19 April 2012 - 02:07 AM.


#478 Syco54645

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Posted 19 April 2012 - 04:18 PM

QUOTE (Slydog43 @ Apr 18 2012, 10:05 PM) <{POST_SNAPBACK}>
Added $50 more here. (I already gave earlier too). This is really an exciting endeavor, keep up the great work


Louizou, do you have a complete table script yet so that authors can compare so that they can get a jump on creating tables for this?

#479 meigrafd

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Posted 19 April 2012 - 06:20 PM

Donated another $20 smile.gif


how much is left?

#480 destruk

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Posted 19 April 2012 - 07:58 PM

QUOTE (meigrafd @ Apr 19 2012, 12:20 PM) <{POST_SNAPBACK}>
Donated another $20 smile.gif


how much is left?


$130 smile.gif

Build a fire, vipers love the heat.