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The VP 10.2 beta thread

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#641 freneticamnesic

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Posted 16 October 2016 - 04:24 AM

What can we do with this?

*LightAmbient(OLE_COLOR) - changes the ambient light contribution for each material, please always try to keep this at full Black
*Light0Emission(OLE_COLOR) - changes the light contribution for each material (currently light0 emission is copied to light1, too)


#642 boiydiego

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Posted 16 October 2016 - 08:26 AM

maybe its no beta problem but for some reason rom sound are off no music like on tables scared stiff,medieval what can be the problem of this ?


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#643 blashyrk

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Posted 16 October 2016 - 09:50 AM

Press F1 and check the use sound box

#644 boiydiego

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Posted 16 October 2016 - 10:47 AM

that indeed was the problem blashyrk thx for fix i always worked before be it unchecked itselfs somehow , do you also maybe know how i can resolve this http://www.vpforums....=35311&p=359157


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#645 toxie

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Posted 16 October 2016 - 01:51 PM

Please all check the new VPM version, as i need a lot of different ears and soundhardware and speakers here for testing the vast amount of changes:

 

http://www.vpforums....063#entry359983

 

Thanks!



#646 chepas

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Posted 16 October 2016 - 06:11 PM

Was there any plan or is it possible to adjust the backdrop view settings outside of the editor? From xml or whatever externally?

 

Match the xml to the tables name and load if available in table folder? Makes sense for sharing settings too :)

 

I am playing with posting hi scores and would like to CRC the table file, obviously not possible if the user makes changes. Setting B2S in script & view settings is what I can think of that you would normally need to change.


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#647 fuzzel

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Posted 16 October 2016 - 06:14 PM

This feature is already there. Check the Export/Import menu item under the File menu. There you can export/import backdrop POV settings as xml files ;)



#648 fuzzel

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Posted 16 October 2016 - 06:30 PM

 

What can we do with this?

*LightAmbient(OLE_COLOR) - changes the ambient light contribution for each material, please always try to keep this at full Black
*Light0Emission(OLE_COLOR) - changes the light contribution for each material (currently light0 emission is copied to light1, too)

The ambient color is a kind of basic color or a global environmental light color when you don't have extra light sources. If you use a different color than black you get a foggy look of the complete table.

Light emission color is another basic color for tinting the reflection part of elements based on their materials. You can check that by loading the default table and set the emission color to pure green (0,255,0)


Edited by fuzzel, 16 October 2016 - 06:30 PM.


#649 chepas

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Posted 16 October 2016 - 07:02 PM

Ahh, cheers! I know there was talk of it before, but must have missed the memo there.

 

Going to have to be a AHK hack job from there though, but better than nothing!.


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#650 Drybonz

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Posted 16 October 2016 - 07:09 PM

People are already sharing those backdrop settings via the exported xml files. You just re-import the file.

#651 chepas

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Posted 16 October 2016 - 07:19 PM

People are already sharing those backdrop settings via the exported xml files. You just re-import the file.

 

Yes. I don't really want it for sharing. If I were to make it public and you wanted to post a score to a server, you can't edit/save the table.

 

I'll just have to check the table file first and use autohotkey to load up any view settings if needed.


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#652 freneticamnesic

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Posted 16 October 2016 - 11:11 PM

Is there a quick way to create materials? I want to create a bunch with different base color RGB values and can't use autohotkey because I'm not able to tab to the color editor in the material editor within VP. The .mat files I export appear as a garbled mess in notepad and notepad++

 

Or another nice feature would be the ability to change a materials properties on the fly, everything from rgb color to shininess to opacity... I'm sure this can be done because we're able to change materials in game. For example, I created 768 materials to achieve much of the RGB base color spectrum on a primitive but it turns out it doesn't fully work the way I'd like. 


Edited by freneticamnesic, 17 October 2016 - 12:56 AM.


#653 toxie

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Posted 17 October 2016 - 06:59 AM

I just added a new 'MaterialColor' (string,OLE_COLOR) to the commands, which allows to change the base color of an existing material. Of course this will only be visible if the corresponding object is not static.



#654 freneticamnesic

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Posted 17 October 2016 - 03:05 PM

You're the man toxie thank you so much!

 

I just added a new 'MaterialColor' (string,OLE_COLOR) to the commands, which allows to change the base color of an existing material. Of course this will only be visible if the corresponding object is not static.



#655 toxie

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Posted 17 October 2016 - 03:16 PM

i also thought about adding an emissive color, but as this is currently not really supported by the engine (e.g. it would actually not really act as a light that brightens up things around it, but instead be just a constant color added more-or-less), i opted against it, as the "abuse" would most likely be too high, which i want to avoid to ease the transition to a better lighting engine at some point.



#656 flupper1

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Posted 17 October 2016 - 03:21 PM

I "abuse" the "disable lighting" a lot for using prelighted primitives (for which the textures are raytraced in Blender). I could use the emissive color for glowbats...



#657 DJRobX

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Posted 17 October 2016 - 03:26 PM

Awww c'mon, feature abuse is what gives VP character.  :)

 

Thanks Toxie! 



#658 freneticamnesic

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Posted 17 October 2016 - 07:01 PM

Half of my enjoyment in building tables comes from ...bending the abilities of the editor... to achieve an effect that would not normally be expected

You're making it difficult, the editor and options available to us are so great now that the details I find myself getting hung up on are just that, details, things most people may never notice. For years we pushed the boundaries of what VP was capable of and now VP is pushing us even further.



#659 toxie

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Posted 17 October 2016 - 07:41 PM

I know, i know. VP always was about abusing features. But as long as there is an existing way that does not suck -that- much, i hate adding new stuff that could potentially haunt us later-on.



#660 fuzzel

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Posted 17 October 2016 - 09:34 PM

rev2806 is up:

 

- add MaterialColor to commands
- add aspect ratio for fullscreen view to dimension manager
- move outdated return strength workarounds to pre-VPX code section (core.vbs)
- limit m_torqueRampupSpeed by same limit as setting ramp up 0
 







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