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The VP 10.1 beta thread


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#481 hauntfreaks

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Posted 26 April 2016 - 04:40 PM

maybe I'm remember this different... but i noticed with the last couple builds... to sink a primitive into the playfield you now have to uncheck , static and reflection for it to work?

was this always the case??.... I dont remember it being that way....


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#482 boiydiego

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Posted 26 April 2016 - 05:53 PM

hauntfreaks i think your inbox is full could not send you a pm..


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#483 hauntfreaks

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Posted 26 April 2016 - 07:54 PM

hauntfreaks i think your inbox is full could not send you a pm..

 

you know that wouldnt happen if....lol  never mind

 

cleaned out a few.... try again


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#484 gtxjoe

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Posted 26 April 2016 - 08:47 PM

I will say it -

 

       Time to announce the 2015 VIP Class!  It's 5 months overdue...



#485 hauntfreaks

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Posted 26 April 2016 - 11:14 PM

so this is the dumb ass in me showiing.... 

 

but what is the difference between "windowed full screen"  and  "forced full scree"  just wondering


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#486 ICPjuggla

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Posted 27 April 2016 - 12:57 AM

I was wondering the same thing hauntfreaks about the windowed and forced full screen . lol

Also, I don't really understand what the new primitive texture thing does! It really makes no sence to me the way it was or was not explained.. lol maybe we need a new feature write up for dummy's when new features come out.. Ha ha ha lol :-)

I've also been wondering if we will ever see some other features many have asked for?? built in wire guides, built in wall guides, assigning primitives there own or seperate HDR image etc. etc. maybe none of these features are possible but one can only hope!

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#487 NEW

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Posted 27 April 2016 - 01:18 AM

Hey guys, I think something solved but now with the new version now this happens.
 
ll1_t.png
 
Greetings and thank you very much for the help you are giving me.
 
Cesar

Edited by NEW, 27 April 2016 - 01:19 AM.


#488 hauntfreaks

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Posted 27 April 2016 - 01:41 AM

I was wondering the same thing hauntfreaks about the windowed and forced full screen . lol

Also, I don't really understand what the new primitive texture thing does! It really makes no sence to me the way it was or was not explained.. lol maybe we need a new feature write up for dummy's when new features come out.. Ha ha ha lol :-)

I've also been wondering if we will ever see some other features many have asked for?? built in wire guides, built in wall guides, assigning primitives there own or seperate HDR image etc. etc. maybe none of these features are possible but one can only hope!

 

 

I found our answers.... lol

 

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#489 nFozzy

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Posted 27 April 2016 - 01:41 AM

Thanks for suggesting xNormal, getting promising results with it so far. Great AO maps too.

 

maybe I'm remember this different... but i noticed with the last couple builds... to sink a primitive into the playfield you now have to uncheck , static and reflection for it to work?

was this always the case??.... I dont remember it being that way....

Been that way for awhile now, all elements under the playfield have to be rendered in real-time.



#490 hauntfreaks

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Posted 27 April 2016 - 01:52 AM

 

Been that way for awhile now, all elements under the playfield have to be rendered in real-time.

 

:(  now I need to ask what rendering in real time means.... do you mean its being rendered over and over...???


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#491 BorgDog

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Posted 27 April 2016 - 01:55 AM

yes, as opposed to static which just gets rendered once when the table first starts, real time aka dynamic


Edited by BorgDog, 27 April 2016 - 01:55 AM.


#492 nFozzy

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Posted 27 April 2016 - 02:05 AM

 

 

Been that way for awhile now, all elements under the playfield have to be rendered in real-time.

 

:(  now I need to ask what rendering in real time means.... do you mean its being rendered over and over...???

 

Make sure any walls/ramps have a material with opacity checked and you'll be good



#493 hauntfreaks

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Posted 27 April 2016 - 04:49 AM

I just got done testing the new forced FS on my cab... and like others have noted , it loads in the background, so to play it you need to bring it forward... so loading from PBX is a no go (at least for me)

 

that being said I did play a few tables in this mode.... and i've said this before...lol... maybe its just wishful thinking, but it did seem to have better performance (then windowed FS)

 

so is this just a temporary issue with it loading in the background?... or a flew with windows itself?? 


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#494 Dozer316

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Posted 27 April 2016 - 08:04 AM

I was wondering the same thing hauntfreaks about the windowed and forced full screen . lol

Also, I don't really understand what the new primitive texture thing does! It really makes no sence to me the way it was or was not explained.. lol maybe we need a new feature write up for dummy's when new features come out.. Ha ha ha lol :-)

I've also been wondering if we will ever see some other features many have asked for?? built in wire guides, built in wall guides, assigning primitives there own or seperate HDR image etc. etc. maybe none of these features are possible but one can only hope!

 

Heya - Normal mapping is explained here - it's a technique to re detail a mesh that has had its polygon count reduced using a special texture that is placed over it.  It was used extensively in the mid to late 90's to make games look more realistic when their CPU grunt could only render very low poly count models. They are still used a lot too.

https://en.wikipedia.../Normal_mapping

 

Normal_map_example.png


Edited by Dozer316, 27 April 2016 - 08:18 AM.


#495 toxie

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Posted 27 April 2016 - 12:24 PM

so this is the dumb ass in me showiing.... 

 

but what is the difference between "windowed full screen"  and  "forced full scree"  just wondering

 

with newer windows versions, there is something called the desktop window manager, responsible for the desktop composition (the stuff where you can have transparent blurry borders, etc).

one of the drawbacks of this is that windowed full screen will also go through that pipeline, which potentially adds a bit of lag.

 

exclusive full screen will use a "true" fullscreen mode, e.g. VP will be the only window visible on the given screen (thats why the VPM window will not show up on the same screen for example). this can disable the desktop composition (at least on windows 7, newer ones i don't think so), removing the bit of lag mentioned above, plus other potential optimizations the graphics driver might be able to do. in addition one can also choose the resolution and refresh rate without having to do that for all of windows (obviously).

 

another thing possible with exclusive fullscreen is the support of 10bit monitors. and maybe HDR monitors in the near future (unclear if that works with DX9 though for now).


maybe I'm remember this different... but i noticed with the last couple builds... to sink a primitive into the playfield you now have to uncheck , static and reflection for it to work?

was this always the case??.... I dont remember it being that way....

 

this is the case since a looooong time, at least since VP10 final. ;)

its a restriction that gets the rendering a bit faster, and mainly saves gfx memory, along with solving some engine headaches.


I've also been wondering if we will ever see some other features many have asked for?? built in wire guides, built in wall guides, assigning primitives there own or seperate HDR image etc. etc. maybe none of these features are possible but one can only hope!

 

the separate HDR image is not really feasible, as we want to make the rendering and lighting more and more dynamic (and more realistic) over time, and this is one of the things that would produce more headaches for us in the near future.

wire & wall guides is something fuzzel might be able to answer, he's the geometry expert.


Heya - Normal mapping is explained here - it's a technique to re detail a mesh that has had its polygon count reduced using a special texture that is placed over it.  It was used extensively in the mid to late 90's to make games look more realistic when their CPU grunt could only render very low poly count models. They are still used a lot too.

 

Indeed. Every AAA game out there uses it excessively on almost every object in the game.



#496 fuzzel

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Posted 27 April 2016 - 12:35 PM


I've also been wondering if we will ever see some other features many have asked for?? built in wire guides, built in wall guides, assigning primitives there own or seperate HDR image etc. etc. maybe none of these features are possible but one can only hope!

 

the separate HDR image is not really feasible, as we want to make the rendering and lighting more and more dynamic (and more realistic) over time, and this is one of the things that would produce more headaches for us in the near future.

wire & wall guides is something fuzzel might be able to answer, he's the geometry expert.


 

I've already answered that from time to time here. Adding wire/wall guides to VPX is a bit tricky and time consuming and time is a bit short on my side at the moment. The only solution you have at the moment is to build them in Blender or FP and import them as mesh primitives. I know that isn't comfortable but until I found a good way to add good looking and working guides to VPX it's the only option.


Edited by fuzzel, 27 April 2016 - 12:36 PM.


#497 toxie

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Posted 27 April 2016 - 12:42 PM

 

Hey guys, I think something solved but now with the new version now this happens.
 
ll1_t.png
 
Greetings and thank you very much for the help you are giving me.
 
Cesar

 

 

Just do what the message box tells you. That fixes it.  ;)


I just got done testing the new forced FS on my cab... and like others have noted , it loads in the background, so to play it you need to bring it forward... so loading from PBX is a no go (at least for me)

 

that being said I did play a few tables in this mode.... and i've said this before...lol... maybe its just wishful thinking, but it did seem to have better performance (then windowed FS)

 

so is this just a temporary issue with it loading in the background?... or a flew with windows itself?? 

 

the code that does the exclusive fullscreen mode is exactly the same as the windowed fullscreen, so i do not have a clue why this happens.  :/



#498 lodger

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Posted 27 April 2016 - 02:19 PM

Just a thought regarding the question about a "poke objects in editor mode" as an alternative, might it be possible to bring up a window that has a matrix of all the given objects and different event types i.e. wall hit, wall slingshot and you click in the grid to accomplish that? This could help overcome the issue with trying to trigger objects across multiple planes


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#499 unclewilly

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Posted 27 April 2016 - 03:03 PM

With the fs mode that only allows vp to show. Would it be possible to get a rotation feature on the text box. I only have one screen to work with at the moment.
Or can i already do this using a ramp or flasher object for the dmd, i can't remember which one you can pipe vpm to

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#500 flupper1

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Posted 27 April 2016 - 03:10 PM

I was working on a chrome apron for my WIP of BK2000, and the normal maps was just what I needed! This is what it looks like:

screenshot11_t.jpg

 

The apron model in VPX does not contain any of the texts, only the apron itself:

screenshotnonormalmapandnotexture_t.jpg

 

In Blender I made the model with the texts and everything, from that I generate a texture. If I only apply that texture, it looks like this (no normal map in VPX):

screenshotnonormalmap_t.jpg

 

And if I only apply the normal map, but no texture, it looks like this:

screenshotonlynormalmap_t.jpg

 

The Blender model with the texts is 6.1M triangles (needed to generate the normal map and the texture), the model in VPX is just 23k triangles.


Edited by flupper1, 27 April 2016 - 03:45 PM.