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The VP 10.6 beta thread

beta 10.6 beta

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#901 toxie

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Posted 01 July 2019 - 08:42 AM

 

the tables with a symmetrical profile, creation mirror effect on the components (plastics,DT,...)...possible ?

 

 

could you please explain more? i don't really get this request..


The deformation you are referring to is mesh deformation from skin modifier or something similar, like a character rig that can bend it's arms/legs.

Yes I meant to say Tangent space not object-space.  I've never had any issues with tangent space (blueish) normal maps with moving or animated prims in VP.

Glad to hear it's working for you.

 

One more tiny explanation: Actually, in practice, object and world space normal maps should not differ, so i also don't think that one can select "world space" anywhere.

 

As for tangent space maps: They should (and still do) also work, but what i was unaware of is the fact that there are also a lot of different formats out there in the wild: For example Blender exports the z (blue) component at full precision (0..255), whereas most others only use the value range (128..255). Then the signs of r,g and b can be flipped, too, depending on where one exports the normal map from.  :/

 

The same btw goes for the newly supported object space maps. So the current implementation matches the Blender one with settings +X,+Y,+Z for the export. UE4 (i think) by default for example uses +X,+Y,-Z.


And one more: Both object and tangent space normal maps DO work with animated/rigid objects/primitives, BUT object space normal maps NOT with the primitive frame animations (so where one blends between following frames of the same mesh, something that seems to be rarely used, i only noticed it so far with the dancing cactus animation on cactus jacks).


Edited by toxie, 01 July 2019 - 08:44 AM.


#902 toxie

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Posted 01 July 2019 - 12:23 PM

And btw: Please, again at all: Test this release as much as possible, we're getting closer to a new release rapidly!



#903 wrd1972

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Posted 01 July 2019 - 01:29 PM

Toxie,

Did you see my video option bug I found, a few posts back? :)


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#904 toxie

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Posted 01 July 2019 - 01:49 PM

yup, on my list to check for later today as it's an immediate regression (and i know where to search for, i hope)..



#905 wrd1972

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Posted 01 July 2019 - 05:18 PM

Awesome. Thanks.


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

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#906 wrd1972

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Posted 01 July 2019 - 08:54 PM

Toxie,

One more thing if its easy.

 

When using "real-time" camera mode to move the table (X/Y offset), to look at things closer. The speed at which the table moves is incredibly slow. In contrast, if you change X/Y scale or the inclination, the speed at which the table moves is much faster, and efficient to use. Is it possible to speed up the X/Y offset speed in camera mode?


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#907 luvthatapex

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Posted 02 July 2019 - 10:42 AM

Sorry if this was mentioned but is there a way to not see a WHITE screen while the table is loading? The bigger the table is the longer I see a full WHITE screen on the playfield monitor. I don't think 10.5 did that but its been a while since I was running 10.5

Maybe there is some setting that defaults in 10.6 that I can change? Thanks its a small annoyance :) Guess I'd rather it be black screen than white screen.



#908 fripounet

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Posted 02 July 2019 - 06:35 PM

are there any limitations with .obj ?
vpx takes a long time to import a decor (unsuccessful), while with rhino3d, it's instantaneous....

Edited by fripounet, 02 July 2019 - 06:35 PM.


#909 toxie

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Posted 03 July 2019 - 07:32 AM

but it manages to load it in the end? i'd guess in rhino the parser is much more optimized..



#910 fripounet

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Posted 03 July 2019 - 11:25 AM

but it manages to load it in the end? i'd guess in rhino the parser is much more optimized..

I do not know
because the waiting time is endless
so I stop before


#911 flupper1

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Posted 03 July 2019 - 06:59 PM

Maybe a litte late, but a feature request if possible for 10.6:

Is it possible to retain and show the filename of an imported primitive? For textures I can easily find which file I used in the image manager, but for primitives I am always thinking "hmmm which file did I exactly use for this?"

 

And another:

Can the check on the "disable lighting" edit field be removed? It allows only up until 1 but I have a lot a cases where in script I (can and do) use (much) higher values. Would be easier when testing.


@fripounet: you could send me the .obj, I potentially could tell you what is wrong with it.



#912 fripounet

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Posted 03 July 2019 - 07:36 PM

thank you flupper
I send it to you
 
there may be some element, or I will be able to do the impasse.
 
as you are a blender pro , a little question
 
can we use the activex with blender and use blender as a pinball simulator ? a bit like unity or integrate vpx with blender

Edited by fripounet, 07 July 2019 - 09:38 PM.


#913 flupper1

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Posted 03 July 2019 - 09:14 PM

Blender has a game engine but is outdated. And pinball physics are quite specific I think. Not to forget the integration with pinmame... I would not even know where to start with something like this. 



#914 Slydog43

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Posted 03 July 2019 - 11:27 PM

I know I'm drunk, but lets all think how far this "visual pinball" has come in such short times since RD, thanks devs (toxie and fuzz mostly) .  Has anyone contacted him?  I want him to see VP in VR :)


Edited by Slydog43, 03 July 2019 - 11:28 PM.


#915 toxie

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Posted 04 July 2019 - 07:13 AM

 

but it manages to load it in the end? i'd guess in rhino the parser is much more optimized..

I do not know
because the waiting time is endless
so I stop before

 

 

then it sounds more like a bug/endless loop.. do you have the obj file for us, please?!



#916 LynnInDenver

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Posted 04 July 2019 - 11:32 AM

Rhino is a modeler, Visual Pinball is basically a game engine. It's no surprise honestly that Rhino opens the mesh a LOT faster than Visual Pinball does, especially when there are a LOT of polygons in the mesh.

#917 toxie

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Posted 04 July 2019 - 12:20 PM

..but i suspect that there is simply a bug somewhere in the loader, i'll investigate later-on..



#918 DCrosby

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Posted 04 July 2019 - 01:43 PM


One more tiny explanation: Actually, in practice, object and world space normal maps should not differ, so i also don't think that one can select "world space" anywhere.

 

As for tangent space maps: They should (and still do) also work, but what i was unaware of is the fact that there are also a lot of different formats out there in the wild: For example Blender exports the z (blue) component at full precision (0..255), whereas most others only use the value range (128..255). Then the signs of r,g and b can be flipped, too, depending on where one exports the normal map from.  :/

 

The same btw goes for the newly supported object space maps. So the current implementation matches the Blender one with settings +X,+Y,+Z for the export. UE4 (i think) by default for example uses +X,+Y,-Z.


And one more: Both object and tangent space normal maps DO work with animated/rigid objects/primitives, BUT object space normal maps NOT with the primitive frame animations (so where one blends between following frames of the same mesh, something that seems to be rarely used, i only noticed it so far with the dancing cactus animation on cactus jacks).

 

This is not directed at Toxie, as I would imagine you to know all this very well, but rather an opportunity to try and describe it in a way both artists and engineer can understand, to not run afoul of each other.

 

The way I understand normal maps, and specifically tangent normals are as follows :

 

The normal of the Polygon surface (The face normal) gets tweaked, and can be sent into any direction, and can modify height. So here's how that works:

When you are aligning your normal and not changing a thing, you use the values: normalizedValue(hex)  = Red .5 (128), Green .5(128), Blue 1(255)

Because the vector of the normal and consequently the depth can be down, as well as up, and with a value range of 0-255 there would only be Up, you split teh value range in half and allow 128 to be neutral and anything less to be down for "R" in U space, and for "G" in V space (UV Coordinate space). Blue is essentially a intensity value that generally gets overused, and therefore compressed or culled altogether by the engine, There are "Bent Normals" that can support Blue, but I know they're superior in some ways, but I don't have a clear understanding on how the blue channel affects the surface normal, and how it's superior.

 

So now that we understand that R and B are responsible, and to have positive and negative values we start at .5 (128) lets move on to rendering systems. OpenGL and DirectX use two different type of matrices to calculate transforms. OpenGl is column major DirectX is row major, what does that mean ? Well If I give you six values

1,2,3,4,5,6

 

in OpenGl if you tyransfered this to a matrix you'd expect :

 

1,4

2,5

3,6

 

In DirectX you'd get :

 

1,2,3

4,5,6

 

so when you play battleship, and you say you want "A,2" you'd get different results in Open Gl than in DirectX,

OpenGl you'd get 4, and DirectX you'd get 2. So how does that affect normal maps? Well the color Green is reversed (Inverted), and that's why if you use OpenGl normals on a DirectX renderer you get something that may appear correct at first, but then you move the light, and you see that it's depth is inverted.

 

Ok now that we have all that, each "Engine" and "Authoring tool" has it's quirks and theories as to how to represent it's depth axis. Most engines see X-Y as a piece of paper (Plane), with Z being depth, but are you holding the piece of paper on the wall like a picture (Maya) or Putting it on the floor with depth being up pointing into the sky (Max/Blender). So  the way Tangent space normals are encoded is not dependent on world space coordinates, because it lives in tangent space, (On the UV's in the objects coordinates) while World space normal are values that describe a normal as an absolute vector in that world, so things like R 0, G 1, B 0 should in theory point straight along the "Y" = Green axis. Now that's great for anything where the world doesn't change and the object doesn't change (Animation) as now your straight up value is still true but if the position / orientation of the surface no longer is through deformation or animation we have issues. Also if you encode world space normals, for OpenGl, and running them in directX, you could get the right results, as long as you don't offset and freeze the rotation of the object. Because of these caveats, most people don't encode world space normal maps, because the dependency on information where / how they were generated makes them less portable from platform to platform.

 

Also each renderer has the ability to be left handed or right handed coordinate systems, and that dictates how the positive direction of the axis are described. If you hold you your left hand, and you use your Thunmb, Index, and Middle Finger to point in 3 different directions (X Y Z) with the thumb being, up, Index being forward and middle across,you'd get a left handed coordinate system, where each axis's positive direction is pointing along your finger, if you do that with your right hand you notice you're pointing mostly in the same direction, but the "Across" axis is now inverted. This is easy to account for just invert the across or first axis, and seems fairly harmless as far as position is concerned becomes a tangle of math once you add rotations.


Edited by DCrosby, 04 July 2019 - 01:58 PM.


#919 toxie

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Posted 04 July 2019 - 02:22 PM

    rename timer1--timer9 in timer01--timer09 possible by default (best order)and also ramp,light..... for those who keep the default names, in their script...and when I click on name no automatic ranking...

 

      119.jpg other example 31.jpg

 

done.



#920 toxie

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Posted 04 July 2019 - 03:04 PM

I think I found a "video options" bug. Its to do with manually defining "ball aspect ratio". he ball looks very "squashed", compared to an earlier version.

 

Here is what the ball looks like with rev. 3696

 

 

Kind of seems that the ball can not be manually re-sized at all. It never changes with setting revisions.

 

 

Here is what the ball looks like with rev. 3738

Works great here.

 

Defining these settings is my solution to "egg-ball". Am I maybe missing something, or is it areal bug. If it is a glitch, can this please be fixed before final release?

 

Thanks.

 

I tried to repro this, but for me the ball looks always the same with your settings. Could you please try more versions inbetween (https://vpinball.com...s/vp-10-6-beta/) so that i could maybe spot something fishy in the smaller commit range?







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