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Mario Kart Pinball Table

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#41 theGhost787

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Posted 13 December 2016 - 11:12 AM

Hey Scottywic, I ran across this 3d model website. It has Mario Kart Models with texture wraps. Free Downloads, No sign ups. So grab whatever you want for your project. 

 

https://www.models-r...h/?q=mario kart


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#42 scottywic

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Posted 13 December 2016 - 10:47 PM

new "scoring" panel designed. To make it much easier to script for. 48 "points" per lap. 4 laps. Shots will register different points, lost balls will detract points. 

You current place out of 12 will be above this and I'm still working through how place will work.

 

This is showing all lights active but obvi they will light around as you go.

 

ZEhtA4j.png


Edited by scottywic, 13 December 2016 - 10:48 PM.

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#43 scottywic

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Posted 13 December 2016 - 11:15 PM

Hey Scottywic, I ran across this 3d model website. It has Mario Kart Models with texture wraps. Free Downloads, No sign ups. So grab whatever you want for your project. 

 

https://www.models-r...h/?q=mario kart

 

Yeah thanks man, I had been ransacking that place, has audio and such as well.

 

I've found many models that are a single texture but many are like 20 pngs sooo I don't know what to do with those but I'm slowing making it happen... I think. 

Playfield design is almost done then I'll be onto working on models and ramps and such, which will be a whole 'nother big batch of learning, but i'm having fun. Just wish there were more tutorials out there.


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#44 theGhost787

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Posted 14 December 2016 - 01:41 AM

i got a bunch of models from there too. I found a cool Bart Simpson and Bartman. lol. they have lots of mario models. I think only the ones with texture wraps we can use. The others need UV Maps. Some models that have many pictures for textures. Are made in segments. Its too complicated, But in Milkshape you can save the seperate segments then texture wrap them with the textures. ( its way too complicated) I just use solid models with 1 texture.  Ok talk to ya later.


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#45 scottywic

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Posted 14 December 2016 - 04:26 AM

i got a bunch of models from there too. I found a cool Bart Simpson and Bartman. lol. they have lots of mario models. I think only the ones with texture wraps we can use. The others need UV Maps. Some models that have many pictures for textures. Are made in segments. Its too complicated, But in Milkshape you can save the seperate segments then texture wrap them with the textures. ( its way too complicated) I just use solid models with 1 texture.  Ok talk to ya later.

 

yeah it's complicated as hell. I have a bunch of single texture usable models though, so I think I'll have a good start. Once I get further along I'm going to farm the internets and see if I can get a 3d modeler to draw me some originals. But I got a ways until that makes sense for me to inquire about.

 

Thanks again for all your help man. I really appreciate it.


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#46 theGhost787

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Posted 14 December 2016 - 08:23 AM

glad to help with some useful info. i use Blender and Milkshape 3d. Blender is free its only 80mb so the file doesn't take up too much room. I am only going to use about 2 or 3 models in my game. I dont want to fill it with only models. Sometimes DAZ is free trial. I never tried DAZ.  

 

https://www.blender.org/


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#47 scottywic

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Posted 16 December 2016 - 01:15 AM

closer and closer everyday. But still a ways to go. Getting the track icons designed. Also made a badass power slide light up tire/wheel to put your kart into power slide mode.

 

Here's the shadowed and light versions of where I'm at w/ 1 layer of plastics on top as well.

light.jpg

 

dark.jpg


the tracks will be mount wario, dk mountain, maple treeway, bowsers castle and then rainbow road for the wizard mode. Each track has a corresponding shot from left to right wario, maple, dk, bowsers. Maple tree ramp will most likely only have it's art on the ramp plastic like dk mountain does, but I'm working my way up there.


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#48 theGhost787

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Posted 17 December 2016 - 10:22 AM

You're a good designer. Good playfield. Very nice, and colorful. If you use the Shadowed playfield the lights will look better when lit up.


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#49 scottywic

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Posted 17 December 2016 - 08:22 PM

You're a good designer. Good playfield. Very nice, and colorful. If you use the Shadowed playfield the lights will look better when lit up.

 

Thanks man. I was actually doing the two on top of each other with some lights just being pass throughs to my color versions. So not using as many light but more directly lit pass throughs. but thanks man I'm going to keep on pushing through


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#50 hlr53

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Posted 18 December 2016 - 02:30 AM

Mad skilz! I use to play a ton of Mario Cart with my son. Really look forward to the table. Your DMD art will look bad ass on a pinDMD v3!

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#51 theGhost787

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Posted 18 December 2016 - 09:31 AM

scottywic said - Thanks man. I was actually doing the two on top of each other with some lights just being pass throughs to my color versions. So not using as many light but more directly lit pass throughs. but thanks man I'm going to keep on pushing through

 

Oh ok. do it however feels best for you. It looks great. Hey if you are also looking for sound effects this site has a bunch, free to download. http://themushroomki.../media/mk64/wav

 

or just type in mario kart sound effects. you will find many great sounds.


Edited by theGhost787, 18 December 2016 - 09:32 AM.

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#52 senseless

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Posted 18 December 2016 - 11:31 AM

This build is going really nice and I like all the ideas etc. Keep up the good work :)!



#53 scottywic

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Posted 19 December 2016 - 10:10 PM

Playfield design now essentially done. Small changes will prob happen in dev, but I'm pretty happy with this. I'm now starting the process of trying to visual pinball this. 

I know almost nothing, soooo if anyone wants to tutor me let me know and I'd love any help.

 

screenie.jpg

 

light.jpg


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#54 theGhost787

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Posted 20 December 2016 - 01:22 PM

Very nice. So you are going to use VP and not Future pinball. that looks like FP right there. moving all the files from FP to VP is not that simple. Some models need to be un made from .FP to .OBJ but the rest what I do is Export all the images, sounds, and music, and models. EXPORT ALL THAT YOU CAN and place them in separate folders. So you will have 1 folder called. Mario Kart Pinball.. inside you will have seperate folders called, Sounds, Music, Models, Images. then export all resources. then re Import them into VP. Models will have to be converted.

 

VPX also only handles .WAV sound and music, so NO MP3.. all those need converting. I hope you have a good converting program.

http://www.freemake....ideo_converter/

 

you can convert them and import them. that would be first step. Then its like putting together a jigsaw puzzle.

Those wire ramps can also be exported.

 

If you choose VP or FP we can help you learn to script 1 thing at a time. I usually find or make the music for the game. That way during building the game you will have a tune to listen to. 


Edited by theGhost787, 20 December 2016 - 01:28 PM.

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#55 scottywic

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Posted 20 December 2016 - 03:35 PM

Well yeah I was just working off of indiana jones pinball adventure as a base for the game I wanted to make. But Future Pinball just isn't as good in cabinet mode. The perspective is all weird. Anyways so I'm just planning on retrofitting my art to an Indiana Jones  (specifically this one - http://www.vpforums....s&showfile=8505 ) on Visual pinball and then altering everything from that base forward. So I won't really need to export anything other than my art. But i have started to collect all my audio and I also have done a bunch of audio editing in my life - I use Adobe Audition to multitrack all my files.

 

Anyways So the conversion isn't really a prob. Just once working with that base I need to figure out what I'm doing. Guess I'll start by retrofitting 


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#56 tttttwii

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Posted 20 December 2016 - 05:54 PM

Looks really cool. Nice idea to development a table based on a karting game. Can you go in details with the rule set?

#57 scottywic

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Posted 20 December 2016 - 08:02 PM

Looks really cool. Nice idea to development a table based on a karting game. Can you go in details with the rule set?

 

Yeah definitely. So the rules are obviously loose as I'll need to really fine tune them with a bunch of play testing, but here's the main set.

 

Overall Goal

Finish all 4 tracks and end up as one of the top 3 in points to qualify for the wizard mode of Rainbow Road.

 

Scoring

  • Each Track will have 3 laps, each lap consists of 48 points - denoted by the colored circle around the star in the center for a total of 144 points per track needed to finish.
  • Shots will count for different sets of points and all loops & ramps have multiplier scoring if you complete their lights. Far left has power slide more, 2 senter ramps have glider boost modes, bowsers has castle run, etc. There is also a 10 coin speed up. If you light 10 or the 11 coins on the table you will score a multiplier for all shots.
  • If you lose a ball you will "spin out" and lose points towards to 144 points required to complete the track.
  • There will be a timer going in the middle of the star. High scores will be determined by the fastest someone is able to get to the 144 points.
  • I am also thinking there will be a high score for the most shells thrown (to be detailed later)
  • How your current place works , out of 12, denoted by the lights above the scoring circle, is based on the computers score. So my current thinking on this is that the computer will be set to get 48 points every min. So to get first you will need to get your 144 points in less than 3 mins (not factoring in spin outs) Each "place" will be 2 points behind the one before it. So last place will be 22 points (or almost a half lap) behind the first computer player.
    So let's play this out in an example here.  Let's say you're 2m 20 sec into the race (and no spin outs have happened to the computer) That would put them at 112 points (140s x .8) or 16 points through their third / final lap. So now if I had 100 points that would put me in 7th place.
  • Spin-outs. These are crucial to mario kart. A spinout will always result in negative points, how many is yet to be determined, will need testing.

    A player can get spun out in 2 ways. 1. they can lose a ball. 2 if they are in the top 3 places they can get "Incoming!" hurry up (you can see this section denoted on the current place circle on the right side). This hurry up is a negative one. You will have a certain amount of time to drop a banana peel (achieved by shooting shots) to avoid the spinout.

    The computer can be spun out in 1 of 4 ways which are all achieved by the center circle modes (other than the gold mushroom) These will be multiballs with different goals. Star and bolt will be to squash as many other racers as you can during the multiball. The Blue shell and Red Shells are each a bit different. The blue shell is a multiball that must be earned. You will need to hit a few combos to fire the shell. It will do massive spinout to the computer if achieved and then you'll earn a multiball for doing so. The red shells will be a multiball that will have a max of 3 achievable spinouts to the computer. These will be earned by completing shots.
  • To get these modes you will need to spin the mystery box. The mystery box is located dead center on the table behind a row of thwomps. You will need to lock 3 balls in the center to spin the mystery box and then you'll be given one of the 5 modes randomly. Golden mushroom is the best bar far allowing for a 4 ball multiball with multiplied scoring on all shots.
  • The other thing you'll notice on the scoring panel is the bullet bill section located for the bottom 3 places. This is a helper to people who are sucking just like in the game. You'll notice there is a bullet bill lane. If you're in the last 3 places this will light and you can hit it twice to get a quick 2 ball multiball.

Winning or losing

  • We've already detailed winning and how to do so, but hey what happens after I crush the competition? Hey great question. 
  • Once you win you will go into "victory lap" mode & go to become the track lap champion. This may or may not be a multiball but if you lose balls now they are gone. Your goal is to complete as many laps as possible without losing your ball to become the lap champion.
  • How do you lose? If at any point the computer gets to 144 points you will be stopped and the ball will drop in the gutter. You will be given whatever place you hold at that point. Victory lap mode is only for 1st place finishers. Victory laps are for winners.

Tracks

  • So what is a track just 1/4 balls? Well kinda, but not so fast.
  • Each track has it's own specific shot, denoted by matching artwork on the table. These shots will always score a multiplier while racing on that specific track.

Skill Shot & Super Skill Shot

  • Shill shot will be a timed shot similar to T2 or congo. There will be lit bulbs (red green yellow) and Lakitu will be holding a starting light. You will need to fire the ball to pass the start line right on green. On the ball enters the playfield you will need to hit the tracks ramp to get a super skill shot. These both will give you a boost and award you points towards your 144.

Other Random Things

  • There will be 2 glider ramp options 1 will be a short cut, 1 will be rainbow road (which will lap down the left side of the table and loop like the sweet ramp in whitewater!. These will be opened by shooting the glider ramps 3 times, they will score a multiplier.
  • Feather save - this is on either gutter and you will be granted 1 feather save on each per track. Once you light 10 coins you will be able to hit the left saucer to refill them.
  • If you open both glider ramps you can hit the saucer for video mode (still undecided upon what this will be)
  • if you light both side loops you can hit the saucer for a free mystery box spin.
  • The top bumbers will need to be hit a certain number of times to achieve a gravity bump boost.
  • Top light (bad guys) will all need to be squashed to earn a boost.

Rainbow Road Wizard Mode

  • This isn't full detailed yet other than It'll be hard as hell. Time will be cut down to 2 mins, btu you'll start with multiball. Rainbow road glider ramp will start open and be the main focus of your attack. You will mostly need to crush that ramp over and over to win rainbow road.
  • If you get first on all tracks including Rainbow Road you will become the Star Cup King and be crowned on a date that is kept in the machine. All Kings will be kept in the machines high score data.

 

ok damn i think that's everything for now.

Questions?


I should also add, that I don't know wtf I'm doing so that might all be a pipe dream but it's the direction I've designed the table. SO I'm working towards that goal.


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#58 tttttwii

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Posted 21 December 2016 - 06:07 AM

This a really cool rule set. I would couple the computer players to the skill of the human player, a little randomized. Otherwise (at constant speed of competitors) the game is too easy for advanced players and too hard for new. All events which can happen to the player (bombs, shells etc.) should be considered randomly for the computer player as well.

Really nice - I am looking forward to this innovative game.

#59 scottywic

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Posted 26 December 2016 - 05:41 AM

As an update I converted this to a 4K and I'm working on drawing all the lights. This phase is going to take me a long time. So not many updates to come for a bit but I'm working.
Also I'm just doing pm5 full screen for the time being.
Also I'm just doing pm5 full screen for the time being.

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#60 theGhost787

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Posted 26 December 2016 - 09:47 PM

This phase is going to take me a long time. So not many updates to come for a bit but I'm working.
 

 

^_^  take a holiday break your workin' too hard. 


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