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Defeating VP light-sourcing, lesson two

light source shadow target side wall eala

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#41 toolmaker

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Posted 13 April 2013 - 06:32 AM

(it's not even a 'hack', nor actually *that* nightmarish, just a bit of lateral thinking)

 

I completely agree. Doesn't just about every table author use some sort of alternate method which is outside the norm to achieve a desired outcome? 
I say share it, whether someone finds it useful or not, at least it was shared. 



#42 toxie

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Posted 13 April 2013 - 06:39 AM

The thing is just that these kinds of hacks give us coders all kinds of headaches going forward with rendering technology.. :)

 

So i prefer to provide something instead that at least could be emulated somehow in the future..



#43 Lord Hiryu

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Posted 13 April 2013 - 10:58 AM

Toxie, Koadic and all people that gaves that outstanding ideas.......only one word, THANKS!!!

 

It's impressive all you achieve with VP and the updates.

 

Also, I don't know if is possible but will be a great idea:

Instead of use collections, there's any chance to create "groups objects", similar in use as illustrator.

Instead of separate elements, the possibility of group a few, merge or similar method to make only one element?

 

For example. right now, if I want to make a bumper, you'll have to do all elements walls and ramps, separately, but would be great, at least, to group all walls in only one element.

bumperscheme.jpg

 

bumperf.jpg

Also, if the walls can manage ALPHA, then there's no longer need using ramps to make transparencies on round objects.

 

And another element that would be great to add, would be "rings". At this moment, it's impossinle to make cilinders in vertical possition ( such as the flashers dome on a vertical wall), there's some metods, as using alpha ramps and solid ramps.

flashdomeverticalscheme.jpg

 

flashdomevertical.jpg

 

Again.... a BIG THANKS!!!



#44 kiwi

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Posted 13 April 2013 - 11:22 AM

Even under the ramps is rightly dark, if there was an option to make it as bright as the targets, would be welcome.

 

@ Lord Hiryu
With the primitive objects you can do the flashers-dome, the primitive object can rotate in all directions.


Thank you very much VP Dev

 

Max

 

Edit : Examples of domes made ​​with the primitive ojects

http://www.vpforums....282#entry154725


Edited by kiwi, 13 April 2013 - 11:33 AM.


#45 toxie

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Posted 14 April 2013 - 07:05 AM

rev 540 adds the same for gates, please test if works like it should..



#46 koadic

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Posted 14 April 2013 - 12:37 PM

Seems to work fine toxie :)

#47 pinuck

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Posted 11 August 2013 - 12:01 AM

& the following is a little off topic, but this is a texture related problem on drop targets where when the target art often spills out to the sides of drop targets where it shouldn't be there.  Not sure if you know of a fix for this.

The texture 'spill' on drop target sides has been an issue with drops since ooh, ever since side textures on walls was even a *thing*, and the best way round it has always been a seperate flat wall in front with the texture on. It's also the way to ensure the drop target is only hit from the front.

 
The following seems to work for me:
 
Set the four texture coordinates to 0, 1, 0.01, 0.99 as shown below.
Make sure all four points have Auto Texture Coord. turned off.

What does this all mean? From how I understand it:
Image is always mapped from 0 to 1.  Left side of image on 0, Right side on 1.
So we're not stopping the wrap-around with this technique, but the problem is largely eliminated by only using 1% of the image edge for each side.  If a few pixels at each edge of the DT image are a solid-ish colour, you won't notice the wrap.
 
What gets rendered in the diagram below is:
Front face: (0 - 1)  = full image
Left Side: (0.01 - 0) = 1% of left side of the image (flipped horiz)
Right Side: (1 - 0.99) = 1% of right side of the image (flipped horiz)
Back face: (0.99 - 0.01)  = 98% from center of image (flipped horiz) although this side is never seen

And if any of the points have Auto Texture Coord turned on, it won't work.

dt_text_coord_explanation.png

Note: I didn't discover this, other people are using the same texture co-ordinates, although they tend to put the 98% side on the front, which doesn't make sense to me.

Also, when using the "Enable Lighting" turned off – which is AWESOME – you need to set the side and top colour to white in the editor or it will modify the image. And to properly control the colour of the top of the DT, you need to make a small image with the colour you want and map that texture on the top (again, with top colour set to white). This was explained by toxie here and is still a necessary workaround for me in r621


Edited by pinuck, 11 August 2013 - 12:21 AM.


#48 coxbrian

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Posted 09 April 2014 - 12:56 AM

Hi guys!

 

Thought I'd try this thread since my searches haven't turned up anything...

 

Is there a tutorial to turn on/off the Table L0 and L1 lightsource on the fly? I have a special feature where I'd like the playfield to go dark for a moment, and creating whole new textures for every playfield feature seemed bit of a nightmare. sounds like that what the L0 and L1 are supposed to solve.

 

Can anyone point me in the right direction?

 

Thanks!

 

Brian







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