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Unity 3D and VPinMAME!


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#841 freshflesh1

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Posted 11 July 2013 - 09:43 AM

Just like to add my 2 pence and say well done and thank you for your efforts so far for this project.

 

Also if any of the talented developers involved would like a 125 day Unity Pro 4 Trial licence to help you in your quest, inbox me. I got the licence due to being a KickStarter backer for the Oculus Rift and have no use for it.



#842 louizou

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Posted 11 July 2013 - 03:53 PM

Thanks a lot for this offer, i must talk about it with bilbox to see wich one of us would benefit of this license.

 

By the way, the donation is re-opened.
If some generous people want to spend a few $$ to help in the acquisition of a second license (bilbox deserves it too IMO ),here is the paypal donation address again:

 

[email protected]


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Continue helping us at [email protected]

 


#843 Themer

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Posted 12 July 2013 - 07:15 AM

What physic shape do pegs have in FP? Maybe you can go from there?



#844 louizou

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Posted 12 July 2013 - 12:12 PM

in fp , an object can have any physic shape, using FPM editor you can set which shape will be used .

But lvr tools don't give me this kind of info, that's why sometime it can be tricky


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#845 hotdp

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Posted 23 July 2013 - 08:50 AM

Hi,

I hope the project goes well.

I don't know if you have seen:

http://www.pro-pinball.com/

But the lightning looks impressive.



#846 BilboX

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Posted 23 July 2013 - 12:27 PM

Hi guys.

 

Long time without news, so here is a small video showing you The "debug shot" mode, as well as the cab and front glass shader:

 

This is a demo of a system I coded to debug quickly a table in our pinball simulation (using Unity). In this scene I set up a cheating block (invisble) avoiding ball to fall in the drain to have the time to show you how it works: Right click on the playfield, drag and release to launch the ball (or a new one if none on the playfield). The drag gives you the direction and the length gives the shot power.
 
You can also save the current shot and assigning a shortcut, ideal to reproduce quickly specific sequences, to test a rom for example.
Hope you like it...

UP2


#847 The Loafer

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Posted 23 July 2013 - 01:40 PM

Ok, that certainly IS cool and shows the debug tool can save a lot of time to test features, etc!  Well done!  I have not doubt as an app, it will be fully featured and will be able to do all we would want. The only question mark I have are the physics, which can be so difficult to do, but everything else, I'm totally sold!!! (this wasn't said as a negative towards you guys, but just question mark on unity's real world physics vs pinball physics, two totally different beasts!)



#848 marauder

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Posted 23 July 2013 - 01:57 PM

This is starting to look really, *REALLY* good! Amazing work guys!



#849 Darkmeteor

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Posted 23 July 2013 - 02:06 PM

This is really impressive, good work !



#850 Slydog43

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Posted 23 July 2013 - 02:27 PM

wow, great little demo, This is going to be truely epic.  Please keep the vids coming.



#851 JAM0

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Posted 23 July 2013 - 03:25 PM

Ingenious way to test.



#852 freshflesh1

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Posted 23 July 2013 - 07:58 PM

Looks incredible, thanks for the update!

#853 Arcade4

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Posted 23 July 2013 - 08:53 PM

Applause

#854 bent98

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Posted 24 July 2013 - 01:53 AM

nice!



#855 deadsoulz

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Posted 24 July 2013 - 02:45 AM

Well done!



#856 JohnnyDoe

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Posted 24 July 2013 - 01:04 PM

There's no off-position on these french guys genius-switch!



#857 marauder

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Posted 24 July 2013 - 09:17 PM

The technique you created for testing the tables is just perfect! If only VP had something like that... On the other hand, I'm very proficient at certain tables now because of all the testing for specific shots. :D



#858 EalaDubhSidhe

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Posted 25 July 2013 - 11:43 AM

That's true thinking outside the box... a box the size of Luxembourg. :)



#859 BilboX

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Posted 25 July 2013 - 02:34 PM

Hi! Thanks guys. I am glad you like the "Debug shot".

 

Hi,

I hope the project goes well.

I don't know if you have seen:

http://www.pro-pinball.com/

But the lightning looks impressive.

 

The lighting is indeed quite impressive. I think I know most of thechniques they used. However, these involve quite a lot of pre-computing. The one for the "daylight" is common, and I am more impressed by the table lights. Though, I am wondering:

 

- Will the view be dynamic? (if not, that is quite easy)

- Will the "blurred reflections" on the inside cab walls be updated when lights will blink (aka: not all "on" at once) ?

 

But I am fan of their results, I must admit, specially when table light is dimmed, almost off: bulbs through the playfield looks great there (Quite like in the T2 Ultra edition FP table).

 

We can imagine a long precomputing pass the first time we launch a table in our case, but you can be sure that here there is a lot of "manual work" which we can not simulate automatically.

 

So, short answer: we keep it it in mind ;).


UP2


#860 superballs

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Posted 27 July 2013 - 09:04 PM

I'm excited to see this thread revived with such vigour.

 

Louizou, it's good to see you back and working with someone.  Hopefully we won't see you overextend yourselves on this and burn out.  I'd rather see eventual results over no results any day.