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1353 replies to this topic
#602
Posted 06 October 2016 - 02:40 PM
I'm not quite sure what you mean?
I'm not experienced with this as of yet.
The table i built with a working subway system and real working trough used an elevated wall for the playfield so it doesn't need the fallthrough kickers as there were actual holes in the wall that made the playfield
Out of curiosity, can you swap an objects material via the script?
I'm not experienced with this as of yet.
The table i built with a working subway system and real working trough used an elevated wall for the playfield so it doesn't need the fallthrough kickers as there were actual holes in the wall that made the playfield
Out of curiosity, can you swap an objects material via the script?
"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
#604
Posted 06 October 2016 - 02:49 PM
Thank you sir. And thanks again for all your and toxie hard work on vpx. It's much nicer creating tables now, not having to use all those crazy hacks we used to use to make things look nice.
It's very much appreciated
It's very much appreciated
"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
#605
Posted 06 October 2016 - 03:02 PM
I've done one each, raised wall on TAF and subway ramps on X-files. They both seem to have minimal impact on performance. The downside of the subway seems only what wrd pointed out the "fall through" on the kicker is slower and you can't re-shape the kicker. The downside on the raised wall was what you mentioned with the debug 'throw balls on PF' and lack of reflections.
I don't know, 6 of one; half a dozen of the other, I suppose.
-Mike
#606
Posted 07 October 2016 - 10:48 AM
Fuzzel,
Not sure if you saw it in another thread, but I think there is a BUG when the ball falls through a hole in the PF, to an under playfield subway. If there is any object EG: wall, ramp or prim under a fall through hall, the ball dropping speed is very slow. Remove the object from underneath the fall through hole, the ball falls at a rate, very realistically.
Anything we can do about this?
Do you have an example table for me? The only thing I know of is if the ramp/wall/prim is collidable and too narrow so the ball can't move easily and always touches the surfaces of that element. You get the same effect if you build a mesh/primitive wire ramp (pipe shaped) with a too small diameter.
#607
Posted 07 October 2016 - 11:56 AM
Any thoughts to adding some sort of primitive library option or is that too much of a change to implement? Thinking a drop down menu that could perhaps show all the prims found in a directory etc that could allow you to pull them into a table.
In that way we could build a community collection of prims to place on/in our pc.
#608
Posted 07 October 2016 - 04:14 PM
How feasible would it be, at some point in the future, to be able to export a layer from the editor and import it into another table into a blank layer slot? This would be very helpful for situations where two people are working on the same table (which happens a lot now)... one person could do a lighting layer (as an example), then send it to the other person to import into the table they are working on without losing any of their edits. It would also be useful in situations where you have made edits to a layer, but then the table is updated and released by the author... you could import your edits and keep the new table version.
Edited by Drybonz, 07 October 2016 - 04:16 PM.
#609
Posted 07 October 2016 - 04:22 PM
This was already requested for 10.0. One problem with that is that it breaks the compatibility with current tables. At the moment a mesh is embedded to a primitive. If I change that to use a mesh manager how should I handle the old way? Supporting both ways is too complicated...Any thoughts to adding some sort of primitive library option or is that too much of a change to implement? Thinking a drop down menu that could perhaps show all the prims found in a directory etc that could allow you to pull them into a table.
In that way we could build a community collection of prims to place on/in our pc.
Hmm nice idea. I think that won't be a big deal to add because all information is already there. Will take a look when I have more time again.How feasible would it be, at some point in the future, to be able to export a layer from the editor and import it into another table into a blank layer slot? This would be very helpful for situations where two people are working on the same table (which happens a lot now)... one person could do a lighting layer (as an example), then send it to the other person to import into the table they are working on without losing any of their edits. It would also be useful in situations where you have made edits to a layer, but then the table is updated and released by the author... you could import your edits and keep the new table version.
#616
Posted 11 October 2016 - 12:27 AM
Fuzzel,
Not sure if you saw it in another thread, but I think there is a BUG when the ball falls through a hole in the PF, to an under playfield subway. If there is any object EG: wall, ramp or prim under a fall through hall, the ball dropping speed is very slow. Remove the object from underneath the fall through hole, the ball falls at a rate, very realistically.
Anything we can do about this?
Do you have an example table for me? The only thing I know of is if the ramp/wall/prim is collidable and too narrow so the ball can't move easily and always touches the surfaces of that element. You get the same effect if you build a mesh/primitive wire ramp (pipe shaped) with a too small diameter.
Just sent you my table via PM.
My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia GTX 970
40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.
#619
Posted 11 October 2016 - 04:05 PM
Feature request: is it possible to expose "disablelighting" for balls? It would make the GlowBall code easier and more accurate to implement.
Already there: Set BulbIntensityScale to 0 for each ball (or DefaultBulbIntensityScale to 0 for the table)
True, but that does not make the ball fullbright, like "disable lighting" does for primitives. I would like the ball to be displayed with the actual colors in the texture (so 255,255,255 in the ball texture is 255,255,255 on screen). Is that easily exposed?
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