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Jurassic Park Data East UPDATE WIP


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#41 dark

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Posted 26 September 2014 - 05:50 PM

For the reflection/lighting on the walls, is that a flasher that's lined up perfectly, or are you swapping textures out?

Yes, texture swapping.

 

 

 

They are two separate guides, not a diverter.

 

 

jpg.jpg

 

Max

 

 

Okay thanks Max, this POV helps clear things up.  One thing is still unclear for me though, I'd read some where by someone who had owned the table at one point that if you shot the ball up the pop bumper lane it would not roll back down, but that it would roll back down the T-Rex lane instead.....how is that achieved....I guess just because the end of the lane's exit is so small gravity would keep it from re-entering this way?....hmmm yea looking at it closely..that makes sense.

 

It's good to know it doesn't move as this will make reflective texture swapping easier.


Edited by dark, 26 September 2014 - 05:52 PM.


#42 dark

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Posted 01 October 2014 - 10:43 PM

If you check the first post in this thread you'll notice some things have been added to the to-do list as well as some things crossed off as done.  Some stuff that's been recently completed includes:

 

animate mosquito off/on (3D mesh)

add diversion metal flap above pop bumper lane (currently missing)

fix raptor shoot out

Replace metal wall near gallimimus with primitive that reflects lane way, and walls to the left of T-Rex and animate them with GI lighting off/on.

Add primitive Gate/Switch to plastic ramp +primitive wiring (behind Trex, was missing)

Animate off/on for ramp end bracket.

 

Raptor kick/shoot out fix:

In the original table the raptor shoot out would often shoot within the range of the oversized T-Rex paddock kicker (the PadPull magnet simulates the dip in the playfield in front of Trex).  As a result a shot into the raptor kick out would do a weird curve right into the trex, effectively making the game much easier.  So a combination of reducing the radius of the padpull and adjusting the position of the raptor kicker has resolved this.  Also I found that many times you could fire a shot right into the raptor kicker and it wouldn't fire back, this no longer seems to happen.  Every time I have a true shot right up that lane it kicks right back down towards the flippers, as it does on the real table.  Data East was nice enough to initiate a ball save for a few seconds after every kick out, similar to what you'll see on Last Action Hero.

 

I made a primitive metal wall with reflections for the left of the T-rex and added in the diversion lane wall.  I managed to add invisible VP walls and after a lot of fine tuning it works as it should, a weak shot up the pop bumper lane will fall back down the Trex lane provided it gets past the wall to the top of the table.  (Thanks Kiwi/Max for the great reference pic for that.)  This was a very tight space to fit two lanes in so it took a lot of tweaking and playing around with before the balls would smoothly travel through these lanes without getting wedged or stuck. 

 

I recently re-did the "Jurassic Park" gate at the base of the plastic ramp to be more true to the dimensions of the real thing since the FP redraw that I based my original model off of was too skinny and didn't have the correct taper (fat at the bottom, thinner at the top).  I also re-positioned the gate further up the ramp and changed up the wiring for the lamp post near by so it would reach further back to tuck in behind the gate.  That was a fair bit of work for a small change really, but it's much more authentic now in it's size,position and dimensions.  Most vantage points in photos show about 3 of the table insert lights below the JPark gate before they get cut off by the Gate, previously only 1.5 could be seen on our VP table and now it matches the photo references I have.

 

I made a custom flasher image to have the playfield reflect the wire ramp when the GI is on slightly, you see this effect in FP a lot, but I made it fairly subtle, FP usually has it fairly intense.  I also made a custom flasher for the T-Rex mouth, the playfield Trex near the lower right, not the 3D toy.  I plan to do some very subtle/minor custom reflections off of the wire ramp once we have the wire ramp replaced with a 3D mesh.

 

Visually everything is about done.

 

jpprogress.jpg

I had the Trex bow so you could see the Gate/switch behind the Trex that was added, also note the changes to the JPark gate at the base of the ramp.


Edited by dark, 01 October 2014 - 10:48 PM.


#43 naboodiver

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Posted 01 October 2014 - 11:06 PM

A thing of beauty Dark...   This just gets better and better.   This table is going to be epic.   One observation, it looks like the Jurassic Park gate looks like it tilts back a little too much compared to the mosquito/amber.   



#44 dark

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Posted 01 October 2014 - 11:32 PM

Well I can assure that both the mosquito amber and the gate are 3D primitives and neither are tilting back they both stand upright on a perfect 90.  The illusion of this is caused by the backdrop settings, particularly with layback to give the table more depth ends up distorting things vertically especially towards the back and I end up having to scale and tweak things to compensate for this.  My 3D model has the bulbs on top of the gate looking more squat but by the time they are on the table they look taller.  You can see the reference photo I'm going off of below to compare.  I just tried scaling the entire gate and bulbs down, but it ended up looking a bit too short.

untitled-80.jpgjpprogress2.jpg

Without the current backdrop /layback settings the Trex would end up appearing from more of a top view and the table in general would seem more flat.

 

All things considered, it's a fairly close recreation.  Though with that being said, I'll probably end up playing with the gate bulbs some more.  :P


Edited by dark, 01 October 2014 - 11:38 PM.


#45 ICPjuggla

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Posted 02 October 2014 - 12:16 AM

It's looking awesome dark and crew. Are you going to update the metal rails?

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#46 dark

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Posted 02 October 2014 - 12:23 AM

It's looking awesome dark and crew. Are you going to update the metal rails?

Yep that's on the to do list.



#47 The Loafer

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Posted 02 October 2014 - 01:11 AM

I know you said the trex bowed so that we could see the gate/switch behind him, but I rather think he did so as a sign of respect for the awesome group working on this release.

... Ok even for me that's laying it on a bit thick :D


Edited by The Loafer, 02 October 2014 - 04:04 AM.


#48 dark

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Posted 02 October 2014 - 01:18 AM

lol, lets get one thing straight Trex has no respect for anyone, when you put only half a credit in the game it prompts the speech "feed TRex"   :P

 

One thing the side by side comparison made me notice is the mosquito amber needs to be a bit thinner and taller.



#49 dark

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Posted 05 October 2014 - 03:32 AM

index.php?app=downloads&module=display&s Trex 3D model available for download now.

 

I managed to fix the ball stuck near the pop bumpers.  It was a minor ball stuck since it could easily be nudged back into play but it would happen quite frequently.  If you are familiar with the old version you'd know that it would get snagged on the pop bumpers on 60% or more of balls launched from the plunger as well as during game play.  This was pretty annoying and was ruining the difficulty of multiballs since you could have a ball sitting in reserve up there during a multiball sequence.  The diversion lane to the left of the Trex seems to be smooth and working nice as well.  I have seen however on a very rare occasion where the ball can get stuck at the top of the table on the back end lane way and the same can also (rarely) happen with the plastic ramp where it will sit in the middle.  Both can easily be fixed with a nudge.  I played quite a few games and also had a friend play a boat load and we haven't had any bad ball stuck so I think it's at an acceptable level.  I also discovered an issue where the ball could go missing from the left 'bunker' scoop kicker, it would end up some where in the plastics since things got moved around a little bit for this update to accommodate some changes, to be specific the new targets.  I'm fairly positive that's been fixed as well since I had a fix for that before playing a bunch yesterday and having a friend play it a bunch with the intent of specifically trying to trigger that glitch.  The "smart missile" keybind has been added to the script as well and will be bound to the magna save buttons.

 

Another bit of great news in regards to this update is that JimmyFingers, my fellow canuck has agreed to do BMPR physics for this update once completed!   There's also been discussion of possibly him doing a physmod version in addition to the BMPR physics as a separate release.  So we look forward to that! 



#50 onemanproject

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Posted 06 October 2014 - 02:11 PM

Any news about the table ?



#51 dark

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Posted 06 October 2014 - 02:20 PM

Status updates are posted as they happen.  The last post was only two days ago.  UncleWilly is in the process of moving, the majority of work remaining on the table relies on his skills so we all just have to be patient while he takes care of his personal obligations.  Beyond that as I mentioned above, JimmyFingers is supposed to add BMPR physics routine to the table once the table is completed so I'd say at the very least we are still a few weeks out from a release.  A realistic estimate would probably be around a month or so, but that could change based on circumstances.



#52 mpad

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Posted 06 October 2014 - 05:58 PM

I love when people tell the truth :). Keep the good quality work up!

#53 onemanproject

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Posted 26 October 2014 - 08:07 PM

News ?



#54 LoadedWeapon

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Posted 26 October 2014 - 08:43 PM

UW has moved in and started back working on the table some so Dark should have an update soon.. :)



#55 Pinball999

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Posted 26 October 2014 - 10:04 PM

Take your time guys, we have tons of great updated tables to play recently.

#56 dark

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Posted 26 October 2014 - 10:17 PM

A few things on the to do list that's in the first post have been crossed off the list.  New 3D wire ramps the most notable update and a shake effect has been added to the 3D pterodactyl that's looking nice already.  It's getting there. 

 

jpark_newwireramp.jpg


Edited by dark, 26 October 2014 - 10:21 PM.


#57 Koolywiz

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Posted 26 October 2014 - 10:41 PM

Looks great!



#58 gStAv

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Posted 27 October 2014 - 04:39 AM

Wow! Looking awesome!!! :D

Just noticed a minor detail, the jackpot arrow seems a bit
Wrong angled pointing towards the helicopter-lamp compared to the picture of the actual table

Cheers

Edited by gStAv, 27 October 2014 - 04:44 AM.

3rs054-6.png


#59 jkimbrell

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Posted 27 October 2014 - 03:47 PM

Lookin good!  I pick-up my "real" JP tonight after work  :dblthumb:  :dblthumb:   Got tired of waiting! <sarcasm>  Can't wait to see this one finished guys, excellent attention to detail so far!



#60 dark

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Posted 27 October 2014 - 03:52 PM

Wow! Looking awesome!!! :D

Just noticed a minor detail, the jackpot arrow seems a bit
Wrong angled pointing towards the helicopter-lamp compared to the picture of the actual table

Cheers

Yeah that's how it was in the playfield bmiki75 used, Francisco had moved it to be angled right by his redraws of the inserts weren't very accurate,  I may try to address this.

 

Lookin good!  I pick-up my "real" JP tonight after work  :dblthumb:  :dblthumb:   Got tired of waiting! <sarcasm>  Can't wait to see this one finished guys, excellent attention to detail so far!

Maybe you could take HD pictures of the Trex for me so I could maybe re-do the mapping one day with better resolution/quality.


Edited by dark, 27 October 2014 - 03:53 PM.