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VP9.1.6 Alpha/Beta Bugs & Feedback
Started By
toxie
, Apr 07 2013 06:00 AM
1394 replies to this topic
#662
Posted 04 September 2013 - 06:28 AM
Do you mean that you just select some layers and then do "save as" that only those elements in the active layer were saved?
No
What I'm saying is I have my table set up in layers
for example:
Layer 1: basic table stuff
Layer 2: all objects involved with physics
Layer 3: GI lamp locations
Layer 4: plastics
etc.. etc
rev.628 if I select say layer 4 and only show the plastics and export a blue print only that layer will show in the exported file.
With rev.644 it has reverted back to not only exporting the plastics but all table objects..
In this example I've selected layer 3 for only GI lamp locations, with rev.628 exporting the blueprint it only shows the lamps in that layer, with rev.644 as you can see all objects export on the blueprint and not just the lamp locations.. this feature really comes in handy to get the plastics and GI etc. drawn in the right locations on the table..
rev.628
LW_lamp_locationsBP.png 6.45KB
17 downloads
rev.644
LW_lamp_locations.png 63.98KB
23 downloads
Edited by ICPjuggla, 04 September 2013 - 06:43 AM.
#668
Posted 05 September 2013 - 06:27 AM
Yes this is a limitation at the moment. The balls get rendered before alpha ramps and primitives are rendered. I want to change that in a way that all dynamic objects are sorted by their average z value. But this would mean that you can't change the drawing order as you do it today. Instead you have to use the height values.
This effect you mentioned can be seen on other tables too e.g. Congo or Safecracker(the spinning wheel) show the same behaviour. This is one reason why I made the reflection configurable.
This effect you mentioned can be seen on other tables too e.g. Congo or Safecracker(the spinning wheel) show the same behaviour. This is one reason why I made the reflection configurable.
#669
Posted 05 September 2013 - 09:25 AM
Hi Fuzzel,
I think I found a way to lock the camera when we start a new table!
The idea is to create a huge bounding box when we start a new table, so you will never reach the limit later in the making process and the camera will never move alone.
For this, we just have to create several ramps far far away from the table, with super high and super low height values (like + 5000 / - 5000). These ramps will create a huge bounding box all over the table. Of course, the table will be very small in the camera, but with the scale and offset controls, it's very easy to make it fit the screen again.
Here a screenshot of this set up:
Camera_Lock.png 44.01KB
18 downloads
Also, I had a question about the cast shadows... In the lightSources section of the Editor, is it complicated to add a control with one value that shows the direction angle, so we can modify it? Of course, the real question behind this is, can we have the control of the shadows direction?
Thanks! ![]()
#670
Posted 05 September 2013 - 06:12 PM
hmm I haven't looked into the shadow handling of VP but I think it's more of a hack than a real calculated diffuse shadow procedure.
I will check that if it's possible to change the angle/direction based on the used light sources. But even if this is possible, dynamic lighting/shadowing isn't possible with the current design of VP.
I will check that if it's possible to change the angle/direction based on the used light sources. But even if this is possible, dynamic lighting/shadowing isn't possible with the current design of VP.
#671
Posted 05 September 2013 - 08:21 PM
Yeah I know that it's not possible to get something dynamic, but if we can control the angle and I would say the size of the shadow, it would help to integrate better the lighting work and we could have a better angle for the ball shadow.
Thanks again for all the time you are spending on this!
#672
Posted 07 September 2013 - 01:36 AM
I really like the ball reflection feature, but unfortunately I'm also getting stutter with the latest build (644) on some tables (one of them is Safe Cracker). They are working perfectly smooth (even in multiball) with rev. 628, so I'm back to that version until (and IF) a newer build with equally good performance comes out ![]()
Edited by htamas, 07 September 2013 - 01:42 AM.
#674
Posted 07 September 2013 - 05:09 AM
I really like the ball reflection feature, but unfortunately I'm also getting stutter with the latest build (644) on some tables (one of them is Safe Cracker). They are working perfectly smooth (even in multiball) with rev. 628, so I'm back to that version until (and IF) a newer build with equally good performance comes out
I just went back to 628 as well.
Best build yet.
#676
Posted 07 September 2013 - 06:21 AM
Where can I find 628 please guys ?
Sent from Amstrad CPC464
http://www.vpforums....e=1#entry220445
Max
Edited by kiwi, 07 September 2013 - 06:22 AM.
#679
Posted 07 September 2013 - 12:35 PM
Sent from Amstrad CPC464
Hey. That's cool!!! Do you have all the games on this puppy as well? I am running it on my Wii currently... I like Bruce Lee on the Amstrad!
Cheers,
Maceman
#680
Posted 07 September 2013 - 12:43 PM
Well more effects means more to do.I really like the ball reflection feature, but unfortunately I'm also getting stutter with the latest build (644) on some tables (one of them is Safe Cracker). They are working perfectly smooth (even in multiball) with rev. 628, so I'm back to that version until (and IF) a newer build with equally good performance comes out
628 is faster but there is a problem with the material handling. Fixing that reduced the performance a bit on some systems. Maybe I find a better solution...



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