I might ask a question that all ready have been asked, but I really hope not.
Just wanted to ask if there is any graphical advantages of Unity compared to FP?
Posted 12 June 2013 - 11:43 AM
I might ask a question that all ready have been asked, but I really hope not.Just wanted to ask if there is any graphical advantages of Unity compared to FP?
Unity include most of the last graphical functionnality (thought a bit under other "free" engines like Unreal Engine or CryEngine, designed for FPS).
So basically, everything is there to make it far more good looking than FP, it's about us to do it! Light glow is one of our first improvment.
However, for now, geometry is imported from FP, so there is no improvments on this side. So regarding geometry, it's up to you, table designers, to make it better!
And when we will work on the "new editor", we will be able to add options like normal maps, etc... But there will certainly be a performance issue, as often cabinet PC are ol d PC (well, for me
)...
I hope this answers your question
.
UP2
Posted 12 June 2013 - 11:59 AM
I might ask a question that all ready have been asked, but I really hope not.Just wanted to ask if there is any graphical advantages of Unity compared to FP?
Unity include most of the last graphical functionnality (thought a bit under other "free" engines like Unreal Engine or CryEngine, designed for FPS).
So basically, everything is there to make it far more good looking than FP, it's about us to do it! Light glow is one of our first improvment.
However, for now, geometry is imported from FP, so there is no improvments on this side. So regarding geometry, it's up to you, table designers, to make it better!
And when we will work on the "new editor", we will be able to add options like normal maps, etc... But there will certainly be a performance issue, as often cabinet PC are ol d PC (well, for me
)...
I hope this answers your question
.
Thank you very much it answers everything very well.
I bet many people would upgrade there PC is the result is worth it ;-)
Hope you will keep the thread updated with images and videos as you guys progress :-)
Posted 12 June 2013 - 03:03 PM
yes, the same thing can be done with unity, but it needs to be tested to see the impact on performances.
For the setup , i can't tell at the moment.
Let's focus on VPM and physics quality first !
Posted 29 June 2013 - 04:10 PM
hi guys !
here are some screenshots since new components have been added:
-ramps (not finished but nice ,thanks to bilbox ;-))
-Bumpers
-Overlays
-ImageList
(demonstration will come in a future video)




Soon will come a video from Bilbox showing his really nice subway system !
Edited by louizou, 29 June 2013 - 04:11 PM.
Posted 29 June 2013 - 05:50 PM
Wow. Those screenshots look fantastic.
Thanks for sharing and love where this is heading.
Is it just me or do the Addams Family sling shot plastics look like they are twice as tall as everything else because of the goofy post shadowing?
On all the other tables the post and slingshot plastics look normal.
Posted 29 June 2013 - 06:43 PM
I've come to this thread very late, but I'm looking at it with great interest. How would you script it to run an original game (if it's progressed to that stage yet), and how extensively would an external renderer like 3D Max be required in addition to the Unity engine? I imagine the complete table and all its toys would have to be built in 3D Max first, this (or SolidWorks) being something I've looked seriously at getting to grips with for some time, to go along with my acquired AutoCAD experience.
My ultimate goal, would be to get a team together, license the engine, and make some proper commercial-quality games for it, including all the ideas, concepts and designs that would be unlikely to ever be made within the license-heavy mainstream pinball industry. (I'm certain guys like John Popadiuk and Dennis Nordmann are quite happy where they are on the fringes, since they've built up the commercial clout and experience to be able to do what they want from where they stand now.)
Edited by EalaDubhSidhe, 29 June 2013 - 07:17 PM.
Posted 30 June 2013 - 10:06 AM
hi guys !
here are some screenshots since new components have been added:
-ramps (not finished but nice ,thanks to bilbox ;-))
-Bumpers-Overlays
-ImageList
(demonstration will come in a future video)
Soon will come a video from Bilbox showing his really nice subway system !
can't wait for that video!
Posted 30 June 2013 - 03:04 PM
Is it just me or do the Addams Family sling shot plastics look like they are twice as tall as everything else because of the goofy post shadowing?
I'm sorry but i do not understand where the problem is . Can you be more precise, please ?
I've come to this thread very late, but I'm looking at it with great interest. How would you script it to run an original game (if it's progressed to that stage yet), and how extensively would an external renderer like 3D Max be required in addition to the Unity engine? I imagine the complete table and all its toys would have to be built in 3D Max first, this (or SolidWorks) being something I've looked seriously at getting to grips with for some time, to go along with my acquired AutoCAD experience.
This will be possible to draw a complete table with an external tool, but you'll need to import those objects by script....It will be essential to respect the table structure we use.
My ultimate goal, would be to get a team together, license the engine, and make some proper commercial-quality games for it, including all the ideas, concepts and designs that would be unlikely to ever be made within the license-heavy mainstream pinball industry. (I'm certain guys like John Popadiuk and Dennis Nordmann are quite happy where they are on the fringes, since they've built up the commercial clout and experience to be able to do what they want from where they stand now.)
I think it's been already precised before !!
This software will be free and will remain free for ever.
It's not open source at the moment , but maybe one day it will be the case !
So you can stop asking about commercial things !! NO WAYYYY !!!
But, if you want to add some money to the donation, you are encouraged to do this as bilbox deserves a pro unity license too !
Edited by louizou, 30 June 2013 - 03:05 PM.
Posted 30 June 2013 - 04:14 PM
I think it's been already precised before !!This software will be free and will remain free for ever.
It's not open source at the moment , but maybe one day it will be the case !
So you can stop asking about commercial things !! NO WAYYYY !!
I held my breath and was really hoping that this would be your answer to that question. I really think you have the right spirit :-)
Ps. Where can we make donations for bilbox license?
Edited by hotdp, 30 June 2013 - 04:17 PM.
Posted 30 June 2013 - 04:26 PM
Thanks a lot hotdp, and i want to precise that my partner BilBox share the same spirit too ![]()
For the donation, please ask to Destruk .
He was in charge of this task, and i really don't know if the donation is still alive.
Posted 30 June 2013 - 05:25 PM
I'm sorry but i do not understand where the problem is . Can you be more precise, please ?
Sure I can.
And this is just the way I see it, there really is no problem at all.
But on the Addams Family screenshot, the red star posts have a very dark playfield shadow.
To me, this makes the posts look like they are stacked one on top of the other, which in turn makes the sling shot plastics look like they are twice as tall as all the other plastics.
That is all.
Keep up the great work. ![]()