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primitive template table wip


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#41 Sindbad

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Posted 18 June 2014 - 08:11 AM

Thanks UW, I believe this template with the primitives was a lot of work... But it's very usefull and will help building tables in shorter time. A lot of the primitives will be used in my next table.



#42 akiles50000

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Posted 18 June 2014 - 10:56 AM

Thank you so much Unclewilly.


Edited by akiles50000, 01 July 2014 - 06:19 AM.


#43 unclewilly

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Posted 18 June 2014 - 02:28 PM

If there is anything in particular that anyone needs that is a standard fp object. Let me know

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#44 freneticamnesic

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Posted 28 June 2014 - 09:09 AM

Does anyone have a better texture for those Sega pop bumpers?

 

I converted the ones I doctored up for Sharkeys and they look ok but the angles are off.

 

RvYhVKX.png

 

fh6DVVH.jpg



#45 kiwi

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Posted 28 June 2014 - 09:51 AM

Does anyone have a better texture for those Sega pop bumpers?

 

I converted the ones I doctored up for Sharkeys and they look ok but the angles are off.

 

RvYhVKX.png

 

fh6DVVH.jpg

Take a look here

http://www.vpforums....geLibrary1.html

 

Max



#46 freneticamnesic

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Posted 28 June 2014 - 10:57 PM

 

Does anyone have a better texture for those Sega pop bumpers?

 

I converted the ones I doctored up for Sharkeys and they look ok but the angles are off.

 

Take a look here

http://www.vpforums....geLibrary1.html

 

Max

 

 

0d6f61c5156236b419dea05c996c7d56.jpg

 

Thanks thanks thanks



#47 freneticamnesic

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Posted 29 June 2014 - 01:33 AM

How about the wire gates? 



#48 freneticamnesic

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Posted 30 June 2014 - 12:51 AM

!UW



#49 unclewilly

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Posted 30 June 2014 - 02:03 AM

Working on it. Any one in particular you need?

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#50 freneticamnesic

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Posted 30 June 2014 - 03:24 AM

the \_/ shaped one used on ramps in particular, and maybe a spinner while you're at it - like a standard square target spinner



#51 unclewilly

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Posted 30 June 2014 - 08:24 AM

SS and table updated in first post.

 

Added Gates and Spinners

Play the template table and plunge a ball to see the gate and spinners in action

 

Set a timer on the table with interval of 1

Add a Gate or spinner and uncheck visible

Place mesh overtop of the vp gate/Spinner

 

Sub Timer1_Timer()

              GateHeavyT1Primitive.RotZ = -(GateName.currentangle)

              SpinnerT1Primitive.RotZ = -(SpinnerName.currentangle)

End Sub


"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

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#52 chepas

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Posted 30 June 2014 - 03:23 PM

Converting another one of my tables hasn't taken me long at all, sorry not used this primitive template but wanted to ask if you've managed to pull off any depth objects like the ornament holes?  Scoop kickers?

 

I can get close with it but just weird results with the textures.

 

Just for record 0.019 & 98% is perfect size.


Edited by chepas, 30 June 2014 - 03:30 PM.

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#53 unclewilly

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Posted 30 June 2014 - 03:45 PM

Which one do you need. I have one scoop I used in monsterbash.
As for the holes, they only really show if there is a raised playfield.
That is what I did with monster bash

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#54 chepas

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Posted 30 June 2014 - 04:07 PM

Oh ok I see, thanks. I just had to check your table out to see what you did there.

 

I'm good for the models, it was the scoops hole, bulbs & the orn banks . Just wondered if it was possible to just throw the ornaments straight in from FP. I suppose they could if they were brought up a few mm like you've done with your raised PF.

 

I may just adjust my PF art to fake it that way for this one.


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#55 freneticamnesic

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Posted 30 June 2014 - 06:00 PM

Oh yea! How about a kicker, as seen on the sides of this table. I'll raise the playfield to accommodate them if they look good enough! I can achieve the holes just fine using the raised playfield method but won't bother with that unless I can get the kickers to look right. Thanks so much for this. I'm comfortable doing ramps and such in FP but the textures on the default objects haunt me sometimes

 

oxo3.jpg



#56 chepas

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Posted 30 June 2014 - 07:22 PM

https://www.dropbox....pd0k/kicker.jpg

 

Just managed it with a kicker here and this was giving me trouble before with the texture being stretched across the whole screen. Think I had to remove the mask objects in blender first and leave just the model.


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#57 unclewilly

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Posted 30 June 2014 - 07:31 PM

This one

I have pf surface and kicker set at 70

 

Attached File  kickerT1.png   12.73KB   6 downloads

 

 

Attached File  KickerT1Primitive.vpt   204KB   31 downloads


"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


#58 gtxjoe

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Posted 30 June 2014 - 07:39 PM

Hi UW,

 

I am working through the process of learning to export FP models for VP primitive use and having some success.  I am essentially following Fuzzel's post here:  http://www.vpforums....=24883&p=230694.  I want to make sure I am not missing any steps.  

 

The only additional steps I have done are:

- Use Blender to scale it down by factor of .019.  (Open Blender, Create New. Delete default object.  Import FP .obj file.  Use Scale to reduce X, Y and Z by .019.  Export .obj file making sure "Write Normals", "Include UVs", and "Triangulate Faces" are checked)

- In Visual Pinball, place Primitive, Load Mesh and select the .obj file, set Primitive Rotx = 90, import texture and assign to the primitive.

 

Are you doing any additional steps other than those outlined in Fuzzels post and the additional steps above?  

Did you have to manipulate the FP textures at all before using?

Does anyone know how to rotate the co-ordinate system in Blender, so rotating the Primitive in VP becomes unnecessary?

 

I am trying to create a macro to export all the FP models to .fpm, then export to .ms3d, then export to .obj, then re-scale the .obj file in blender.  I can share them if the macro works or are you already close to finishing? There are a lot of FP models... :)



#59 chepas

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Posted 30 June 2014 - 07:45 PM

To export all the FP models just grab CompanionTools. There is a grab & dump tool in there.

 


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#60 freneticamnesic

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Posted 30 June 2014 - 07:48 PM

SS and table updated in first post.

 

Added Gates and Spinners

Play the template table and plunge a ball to see the gate and spinners in action

 

Set a timer on the table with interval of 1

Add a Gate or spinner and uncheck visible

Place mesh overtop of the vp gate/Spinner

 

Sub Timer1_Timer()

              GateHeavyT1Primitive.RotZ = -(GateName.currentangle)

              SpinnerT1Primitive.RotZ = -(SpinnerName.currentangle)

End Sub

 

Have you come across the more V shaped one? For example, the ones on Spiderman?

If not, I will try to modify one of the ones you posted and share it

 

image-45.jpg