Hi guys.
Nothing too fancy this time: just a new feature to automatically "carve" the table lights into the playfield (optionnal). Here is the current state with the old version up (normal lights) and the new version down (carved cavities):

Posted 29 July 2013 - 04:41 PM
Every update is awesome, if it is small or large.
It is exciting to follow the progress, so small updates are more than welcome :-)
The lights look good!
A small question:
What is the resolution of the screenshot? It looks a little "edgy", like it needs anti aliasing, when seeing the large version of your image. Might be me who is a noob :-) (specially where the windows with the lights is)
Edited by hotdp, 29 July 2013 - 04:42 PM.
Posted 29 July 2013 - 06:10 PM
Every update is awesome, if it is small or large.
It is exciting to follow the progress, so small updates are more than welcome :-)
The lights look good!
A small question:
What is the resolution of the screenshot? It looks a little "edgy", like it needs anti aliasing, when seeing the large version of your image. Might be me who is a noob :-) (specially where the windows with the lights is)
Posted 29 July 2013 - 08:03 PM
Every update is awesome, if it is small or large.
It is exciting to follow the progress, so small updates are more than welcome :-)
The lights look good!
A small question:
What is the resolution of the screenshot? It looks a little "edgy", like it needs anti aliasing, when seeing the large version of your image. Might be me who is a noob :-) (specially where the windows with the lights is)
Just poorly built lights (by me) in fp.
Glxb
Thank you for the reply :-)
Would love to see how smooth and awesome it could look. When it is read ![]()
Posted 29 July 2013 - 08:27 PM
Just poorly built lights (by me) in fp.
Glxb
Oh come on... Alright, I had some nightmares with some tweaks you did on the table (like the lights moved into place by script
), but, you can't imagine the time I spent playing on that table... so... BIG thanks!
Well, this is a Fullscreen capture directly inside the Unity editor, 1680/1050, but I just selected one part of that so... I think it is 1134x604 each. Actually, the rendering mode is deffered lighting. For those who don't know it, it is used when you have a lot of lights without huge performance impact. However, it has one drawback: Antialiasing must be done in post processing, which I did not activated here.
But on the Lights windows it definitely is the cookie texture resolution from FP, plus the fact that for now and fully automatic process, I make a "cutout" (threshold) on the texture. The cleanest way of doing it is to create a decal texture per light, or at least a fully 32bits texture (with alpha)...
I based this feature on the amazing table made by Light66, Lio and SLAMT1LT: T2 Ultra Edition. Here is how this one looks like in our simulator (same conditions, no AA, click for bigger resolution):

Edited by BilboX, 29 July 2013 - 08:30 PM.
UP2
Posted 29 July 2013 - 08:39 PM
Edited by DStruct, 29 July 2013 - 09:15 PM.
Posted 29 July 2013 - 08:47 PM
Hey BilboX,
Farsight just called, they want you to stop making their tables look bad!
Posted 31 July 2013 - 05:21 AM
Hi guys.
Nothing too fancy this time: just a new feature to automatically "carve" the table lights into the playfield (optionnal). Here is the current state with the old version up (normal lights) and the new version down (carved cavities):
The screen shot looks great... but an "H" is missing from Mamushka ![]()
Posted 31 July 2013 - 05:04 PM
Can this - http://www.vpforums....showtopic=25139 - be useful for this project?
Posted 01 August 2013 - 07:32 AM
Hi,
I wrote last time about the lightning of Pro Pinball.
Have you seen the the video? :
http://www.kickstart...ultra-edition-0
It looks very impressive!
Don't know if you can use it in your awesome project :-)
Edited by hotdp, 01 August 2013 - 07:49 AM.
Posted 07 August 2013 - 07:26 AM
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:
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
.
I think he has answered on one of your questions:
Thanks. With the exception of the ball it is pre-rendered. We do lose a dynamic camera, but think the benefits of pre-rendering far out weigh that downside.
I have it from:
Posted 07 August 2013 - 07:41 AM
Thanks hotdp, this is indeed one answer: precomputed except ball.
This means no camera moving (so no "deep" feeling like using BAM) and no VR headset.
This is a choice: but we have to admit that on the video cab, lighting rocks
.
This video gives me one more answer: their precomputing is quite well done, reflection when lights on/off seems ok (though quite fast to be examine), and, not the less advantage of this method: precomputing = cheaper mahcines ok !
UP2
Posted 07 August 2013 - 08:30 AM
They are very good answering tech questions. So just let me know if there is something else that you would like to know so this project can be even better :-)
I will
.
We are trying to make some precomputations too because this is quite CPU/GPU intensive for now with full options.
Unfortunately, lightmapping (Static lighting precomputations) is a Licensed Unity Pro feature...
I see only two things to do for now: buy ProPinball AND play your favorite tables on Pinball Unit3D ... when we will release it! ![]()
UP2
Posted 07 August 2013 - 08:39 AM
Unfortunately, lightmapping (Static lighting precomputations) is a Licensed Unity Pro feature..
Maybe you could do a mini kickstarter or something. I think it is hard to donate if you dont know what is needed and how much there is missing before reaching the goal. It could also just be a thread or something?
I see only two things to do for now: buy ProPinball AND play your favorite tables on Pinball Unit3D ... when we will release it!
There is a lot more nice tables available in this project then ProPinball so looking forward to this project more than ProPinball :-)
Posted 07 August 2013 - 08:55 AM
Maybe you could do a mini kickstarter or something. I think it is hard to donate if you dont know what is needed and how much there is missing before reaching the goal. It could also just be a thread or something?
There is a lot more nice tables available in this project then ProPinball so looking forward to this project more than ProPinball :-)
Actually, there is currently a donation ongoing on this thread: it already has reached a unity pro licence, but we are two on the project now
. This donation will be released as soon as we release something...
UP2