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VP10 is here (beta)

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#801 chepas

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Posted 16 February 2015 - 05:40 PM

-The backdrop is way way dark if linked to the night/day slider. This in my opinion makes the link useless.

-The shake with the nudge is way way too exaggerated. Ideally it would be related, but if that's not easy enough could you make the default just barely show movement.

 

Have to agree with the backdrop there, but only needs to be ever so slightly lighter than the Night/Day value.

 

I would like to remove that shake altogether but still don't know how. It's ok if you have the nudge set low but still messes with the backdrop in desktop view.


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#802 unclewilly

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Posted 16 February 2015 - 05:54 PM

How do you smooth normals?
is that a modifer like decimate?

"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

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#803 Shockman

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Posted 16 February 2015 - 06:00 PM

Have to agree with the backdrop there, but only needs to be ever so slightly lighter than the Night/Day value.

 

I would like to remove that shake altogether but still don't know how. It's ok if you have the nudge set low but still messes with the backdrop in desktop view.

 

Slightly lighter may be good, but as a default I think they should be the same. If I was working on it I would use the same image for an empty table even if I had to cover it with a solid wall and use the same image for the backglass, and get them the same.

 

I found if it is set low enough for the shake to not look bad that it is too low to nudge the ball. The table and backdrop are (it's obvious now from the above issue) on different viewports.


Edited by Shockman, 16 February 2015 - 06:00 PM.


#804 lio

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Posted 16 February 2015 - 06:04 PM

How do you smooth normals?
is that a modifer like decimate?

 

In Milkshape 3D that was called "smoothing groups".

Faces that were in the same group had smooth shading / transitions from one face to the next, if you put neighbor faces into different smoothing groups they had a hard edge / faceted look.


Edited by lio, 16 February 2015 - 06:05 PM.


#805 chepas

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Posted 16 February 2015 - 06:08 PM

Take a look at this for an example, it's just too dark to make out the trees and the original image is pretty bright.

 

https://www.dropbox....d-dark.jpg?dl=0

 

Every single one of my new Vp10 builds are set to 9-12 on the slider, that's just how I am preferring it. Pinball meant to be played with lights off.


 

How do you smooth normals?
is that a modifer like decimate?

 

In Milkshape 3D that was called "smoothing groups".

Faces that were in the same group had smooth shading / transitions from one face to the next, if you put neighbor faces into different smoothing groups they had a hard edge / faceted look.

 

 

In blender there's similar, smooth shading button on the left when you're in object mode. Export smooth groups.


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#806 dark

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Posted 16 February 2015 - 06:08 PM

How do you smooth normals?
is that a modifer like decimate?

I didn't want to make a big post explaining smoothing here since it's some what unrelated to this thread so I made the post here:

http://www.vpforums....=27951&p=297983



#807 fuzzel

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Posted 16 February 2015 - 06:28 PM

How do you smooth normals?
is that a modifer like decimate?

In Blender select the mesh and go to edit mode (tab key) on the left side select smooth normals(vertices, edges and faces).



#808 toxie

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Posted 16 February 2015 - 06:29 PM

Slightly lighter may be good, but as a default I think they should be the same. If I was working on it I would use the same image for an empty table even if I had to cover it with a solid wall and use the same image for the backglass, and get them the same.

 

The problem there is that the backdrop is not lit. Its just a picture after all.

 

But the table brightness is fully dependent on how you setup your lighting/emission scales and what you choose to be your 'default' setting of the day/night slider.



#809 fuzzel

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Posted 16 February 2015 - 06:31 PM

Selecting Grid Size to zero crashes VPX.

 

Is the grid on/off going to be saved?

Is the layer settings going to be saved?

 

both grid on/off and layers should be saved per table. Ok saving the grid status doesn't work but layers do.



#810 Sindbad

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Posted 16 February 2015 - 07:15 PM

So here's a screenshot of what I was talking about in my previous post.

 

Vector_VP10_WIP_Status.jpg

 

 

The LED segment display in the middle of the the lower playfield is darkened by the day/night slider. So this solution is not the best, but can be replaced by a better solution via lights or flashers.  ;)

 

But presently I have no idea how to simulate the reflections of the upper red arrows on the upper metal lane wall. A first try is to cut holes in the wall where the reflections should be (already done, look at the screenshot) and place flashers directly behind the wall (fortunately flashers can be rotated to be vertical). Has anyone of the table devs a better idea?

 

Here's the link to my Vector VP10 WIPhttp://www.goertz-od...or_VP10_WIP.vpx

Please note: It's a WIP, and some things don't work perfectly or they are still missing. There's no need to beta test the table, this will do my best test team of the world. But you can check if the current state works on your VP10 environment


Edited by Sindbad, 16 February 2015 - 07:23 PM.


#811 chepas

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Posted 16 February 2015 - 07:16 PM

This will do me for the backdrop and wired to the games GI. Can't get the same effect adding lights to the backdrop layer.

 

https://www.dropbox....acklit.jpg?dl=0


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#812 maestro300

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Posted 16 February 2015 - 07:28 PM

A backdrop image with the same color levels as the playfield is much darker than the playfield when linked to the light slider. I don't know if it is a universal problem or just me.

 

Lighting is great though and getting better all the time. It might be better to have a use bloom tickbox if not a level box though because an insert has no light to bloom on the playfield (the glass maybe) whereas an over the playfield bulb might bloom. Not that an insert doesn't bloom, just that you would not see it.

 

Also is there a way to make a wire trigger lower without setting it to a lower surface?

 

darkback_t.jpg

 

Where did you get the Mr and Mrs Pacman table?    I actually own the real Pin and the only downloadable VP table was...just okay...    This one looks awesome!



#813 Shockman

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Posted 16 February 2015 - 07:40 PM

@toxie

Got it. Understood. Thankyou. There is really no point in having the link to the slider then is there, unless you plan to give the backdrop the environmental lighting?

 

@fuzzel

For me the layers are not saved. I have to turn off layer 3 which have the large lights every time to be able to edit the table elements. Not a game killer, as turning off the grid every time is not either.



#814 unclewilly

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Posted 16 February 2015 - 07:41 PM

So here's a screenshot of what I was talking about in my previous post.
 
Vector_VP10_WIP_Status.jpg
 
 
The LED segment display in the middle of the the lower playfield is darkened by the day/night slider. So this solution is not the best, but can be replaced by a better solution via lights or flashers.  ;)
 
But presently I have no idea how to simulate the reflections of the upper red arrows on the upper metal lane wall. A first try is to cut holes in the wall where the reflections should be (already done, look at the screenshot) and place flashers directly behind the wall (fortunately flashers can be rotated to be vertical). Has anyone of the table devs a better idea?
 
Here's the link to my Vector VP10 WIPhttp://www.goertz-od...or_VP10_WIP.vpx
Please note: It's a WIP, and some things don't work perfectly or they are still missing. There's no need to beta test the table, this will do my best test team of the world. But you can check if the current state works on your VP10 environment


Why not use a flasher object rotated on a 90 degree angle and swap an on and off image

For image swapping on flashers you need to use flashername.imageA = "imagename"

"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

uw2.gif


#815 Shockman

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Posted 16 February 2015 - 07:44 PM

 

A backdrop image with the same color levels as the playfield is much darker than the playfield when linked to the light slider. I don't know if it is a universal problem or just me.

 

Lighting is great though and getting better all the time. It might be better to have a use bloom tickbox if not a level box though because an insert has no light to bloom on the playfield (the glass maybe) whereas an over the playfield bulb might bloom. Not that an insert doesn't bloom, just that you would not see it.

 

Also is there a way to make a wire trigger lower without setting it to a lower surface?

 

darkback_t.jpg

 

Where did you get the Mr and Mrs Pacman table?    I actually own the real Pin and the only downloadable VP table was...just okay...    This one looks awesome!

 

It's a WIP VPX port of the Physmod5 Port (http://www.pinballni...4026#post104026,at top of page) which was a port from VP9 which was a port going back to VP5


Edited by Shockman, 16 February 2015 - 07:46 PM.


#816 unclewilly

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Posted 16 February 2015 - 07:51 PM

Thats a lot of ports

"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

uw2.gif


#817 Sindbad

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Posted 16 February 2015 - 07:51 PM

UW,

 

yes, flashers are an option. But the problem is here that the wall is curved (especially on the right side) and a flasher rotated by 90 degrees isn't curved. So I'll have to cut the arrow reflections into several pieces to make it curved. 

 

Anyhow - I'll find a solution ...

 

Did you get a step forward with your LED segments? We don't need to develop that twice. I'll start now with a light based LED display from a desktop table to check whether I can use it or not.



#818 Chef Balsay

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Posted 16 February 2015 - 07:59 PM

So here's a screenshot of what I was talking about in my previous post.

 

Vector_VP10_WIP_Status.jpg

 

 

The LED segment display in the middle of the the lower playfield is darkened by the day/night slider. So this solution is not the best, but can be replaced by a better solution via lights or flashers.  ;)

 

But presently I have no idea how to simulate the reflections of the upper red arrows on the upper metal lane wall. A first try is to cut holes in the wall where the reflections should be (already done, look at the screenshot) and place flashers directly behind the wall (fortunately flashers can be rotated to be vertical). Has anyone of the table devs a better idea?

 

Here's the link to my Vector VP10 WIPhttp://www.goertz-od...or_VP10_WIP.vpx

Please note: It's a WIP, and some things don't work perfectly or they are still missing. There's no need to beta test the table, this will do my best test team of the world. But you can check if the current state works on your VP10 environment

 

This is a one of the future VPX tables that I'm interesting. Great

 

@chepas: your "Evil Dead" table is available somewhere to VPForums? I know it's early to the VPX section, but I can not wait to indulge it


My storyline of VP here: https://www.youtube....reJRTR-yLRUxrH3

 


#819 chepas

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Posted 16 February 2015 - 08:18 PM

I had wanted to try this for a little while and when I mentioned the flashers being the new ramps earlier , I had to give it a better go. Concepts good, could be miles better and I would deffo use a flasher if you were making a playfield lcd / tv mod etc etc.

 


 

 

@chepas: your "Evil Dead" table is available somewhere to VPForums? I know it's early to the VPX section, but I can not wait to indulge it

 

 

Sure, I have space on gitlab, send me your email.


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#820 gigalula

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Posted 16 February 2015 - 08:22 PM

Don't know if this have been addressed already?

When using FS cab mod the nudging key used that work well in DS mod... Seem to be ignored in FS mod the nudging keys still acting like DS mod.







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