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VP10 table testing - available right here!


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#581 Hyper

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Posted 26 April 2015 - 04:43 PM

I have just discovered that the Field Of View has to be at least 3 for the maze lights to work.

 

Thanks it's working now (it was 2).



#582 toxie

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Posted 26 April 2015 - 05:12 PM

 

 

Well, all my WIP tables have some exaggerated gi lightning, mostly because I wanted to show the effect that can be done and make the authors aware of it. Reducing the value of the "Bloom Strength" will make it look more natural.

 

:hmm: :hmm: :hmm: :hmm: :hmm: :hmm: :hmm: :hmm: :hmm: :hmm: :hmm: :hmm: :hmm: :hmm: :hmm: :hmm: :hmm:

 

Personally I think it just needs some shadowing on the bottom for it to look more "real" but the detail and reflections are astounding! 

 

 

and there is even still a major bug in the reflections.. ;)



#583 jpsalas

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Posted 26 April 2015 - 06:21 PM

Talking about balls... :) well here it it something I made today in photoshop. (remember ... I haven't a clue about 3D graphics :) )

 

here it is the image I made:

 

and it looks like this in the table:

 

 

Someone with more practice with a 3D program will come up sooner or later with a better looking chrome/metal ball :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#584 parabolic

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Posted 26 April 2015 - 07:15 PM

Looks great! I think the issues is with any of the textured balls they dont cast a slight shadow underneath causing the unreal look. 

Personally it doesnt matter to me because im hittin em so fast you cant see it!! ;)


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#585 The Loafer

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Posted 27 April 2015 - 02:42 AM

Ok friends, updated the first post:

 

- Added new table WIPs:  Legend of Zelda, Gold Wings, Tag-Team Pinball & Boomerang!

- Added updated versions of:  Road Kings, Tri-Zone and Hercules!

 

This has been yet another great week, many thanks to all the authors for their tireless work on these.  I'm personally far behind in testing, which is reflected in my being a little tardy in updating the first post. My apologies, I'll try to update more often but may have to lower my promise to update the first post to "once a week".  I hope that is ok?

 

Loaf



#586 vampirolatino2

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Posted 27 April 2015 - 02:51 AM

Yeeeeeeeeeeeesus hmueck you are on a roll!!!! :dblthumb: keep them coming, my future cab and I are saluting you. :otvclap:



#587 randr

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Posted 27 April 2015 - 07:04 PM

Talking about balls... :) well here it it something I made today in photoshop. (remember ... I haven't a clue about 3D graphics :) )

 

here it is the image I made:

attachicon.gifball.png

 

and it looks like this in the table:

 

attachicon.gifball_in_table.png

 

Someone with more practice with a 3D program will come up sooner or later with a better looking chrome/metal ball :)

I would maybe think thes is map of ball in VP10?

 

Attached File  ball.pdf   8KB   34 downloads


randr___pinball.png                         


#588 fuzzel

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Posted 27 April 2015 - 09:29 PM

VPX uses the so-called environment mapping or sphere mapping to texture the ball. So google for images of type "sphere map" and you can use any ball shaped images as texture for the ball. But because the shader is doing some extra magic while shading the ball the ball won't look just like a simple sphere mapped ball and it might be that we need to change something in the shader too.



#589 jpsalas

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Posted 28 April 2015 - 02:00 AM

I see now how the texture should look :) But it won't be easy to make an image that way, I guess it is time to learn Blender or 3DS :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#590 toxie

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Posted 28 April 2015 - 04:23 AM

i'm on it, fixing the reflections of the playfield on the ball. but the sphere-map still applies for all regions where there is no playfield reflection possible.



#591 fripounet

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Posted 28 April 2015 - 05:20 AM

bug textures flippers vp10 rev 1932  Sharkey's Shootout .19

 

ss.jpg

 

my config

 

my.jpg


Edited by fripounet, 28 April 2015 - 05:30 AM.


#592 jpsalas

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Posted 28 April 2015 - 06:04 AM

And to end the ball discussion, the image must be a so called sphere-mapping. I see you can make these kind of images in several 3D applications.

 

Here it is one image from the web, and how it looks in vpx:

 

 

 

So, now that we know the kind of image the ball uses, it will be up to some of you to come up with a nice image :) Anyone? :)


bug textures flippers vp10 rev 1932  Sharkey's Shootout .19

 

 

 

Things like this happens in my computer if I force antialiasing in the drivers control panel.

I also got something similar when I tried an older nVidia Quadro which didn't have support for directx9.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#593 freneticamnesic

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Posted 28 April 2015 - 06:07 AM

bug textures flippers vp10 rev 1932  Sharkey's Shootout .19
 
ss.jpg
 
my config
 
my.jpg


Try unchecking anisotropic filtering? That's the only thing jumping out at me. Is it just the flippers? Wonder if it's related to the dynamic primitives

#594 fripounet

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Posted 28 April 2015 - 09:04 AM

flippers ok except , the problem is  a fixed texture superimposed..

other tables have the same problem with central flippersl ("ghosts flippers") or shading ?.

 
 otherwise no problem with this table.

Edited by fripounet, 28 April 2015 - 02:23 PM.


#595 toxie

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Posted 28 April 2015 - 09:17 AM

As JP said, you have to disable the antialiasing settings in your gfx card driver properties/control panel.

(restore defaults)



#596 noiseprisoner

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Posted 28 April 2015 - 09:21 AM

The ball in Vector gets stuck here for me. 

Attached Files



#597 fripounet

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Posted 28 April 2015 - 02:12 PM

As JP said, you have to disable the antialiasing settings in your gfx card driver properties/control panel.

(restore defaults)

i did it .

ah !!!  ok I believed in preference VP10 video. (anisotropic filtering)

 

on this pc
I have a geforce 9500
gs


Edited by fripounet, 28 April 2015 - 02:34 PM.


#598 toxie

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Posted 28 April 2015 - 03:12 PM

anisotropic filtering is different from the anti-aliasing modes.

 

and currently we cannot support anti-aliasing modes different from the one we have inside of VP, so everything with respect to anti-aliasing in the control panel always have to be set to default OR disabled.

if you have that disabled, then it could still be your old card though thats causing this.



#599 fripounet

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Posted 28 April 2015 - 06:58 PM

ok  problem solved but....

 

As JP said, you have to disable the antialiasing settings in your gfx card driver properties/control panel.

(restore defaults)


this one ?

 

nv.jpg

 

 

there is a tutorial to optimize video card with vp ? for this

nvp.jpg


Edited by fripounet, 28 April 2015 - 07:18 PM.


#600 toxie

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Posted 28 April 2015 - 07:14 PM

Actually the setting below that (Antialiasing Mode), but its already set to let the application decide, so thats fine..

 

What you could try is to set the 'software vertex processing' checkbox in the visual pinball settings. Maybe that helps..