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#941 kiwi

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Posted 20 February 2015 - 05:21 PM

In my 3 tables the flippers are invisible, the playfield raised has nothing to do, same thing in MB, MMPac and Vector, Toledo is OK.

 

flippers.png

 

Thanks

 

Max



#942 Arcade4

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Posted 20 February 2015 - 05:39 PM

Just installed the new 1724.

Not sure if this problem is because the ball no longer spins when idle or because the flipper is not adjusted correctly.

But the ball now just sticks on the top of the right flipper now after cradeling it.

Photo to show where it just sticks. Not enough gravity I guess. ;)

 

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#943 freneticamnesic

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Posted 20 February 2015 - 06:20 PM

Thanks chepas, I overlooked that post. I blame gtxjoe



#944 gtxjoe

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Posted 20 February 2015 - 07:10 PM

I think Arcade4 just mastered the art of cradling. I hope to be that good someday

As for changing light color via script... Hmm you could really do a lot with this. You could cycle through all colors of the rainbow with just a few lines of code. if done right, users could set their desired GI color at the top of a script Any color not just the ones an author picks out

#945 dark

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Posted 20 February 2015 - 07:21 PM

Just installed the new 1724.

Not sure if this problem is because the ball no longer spins when idle or because the flipper is not adjusted correctly.

But the ball now just sticks on the top of the right flipper now after cradeling it.

Photo to show where it just sticks. Not enough gravity I guess. ;)

 

I noticed it was a bit sticky there previously as well.....but not to that extent.  When the ball would roll down the lane it would seem to hic-up over that section.



#946 chepas

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Posted 20 February 2015 - 07:33 PM

I think Arcade4 just mastered the art of cradling. I hope to be that good someday

As for changing light color via script... Hmm you could really do a lot with this. You could cycle through all colors of the rainbow with just a few lines of code. if done right, users could set their desired GI color at the top of a script Any color not just the ones an author picks out

 

This is what I have when my table script is set to Basic, so it cycles through 12 colors.. Might be of use to someone to save a bit of time. Add your lamps into a collection called Inserts with a timer and away you go.

Dim led_num:led_num=1
Sub ledtimer_Timer()
	
    Dim lamp
     For each lamp in Inserts
		lamp.State=True
		Select Case led_num
		  Case 1
			lamp.color=RGB(255,0,0)
			lamp.colorFull=RGB(255,0,0)
		  Case 2
			lamp.color=RGB(255,127,0)
			lamp.colorFull=RGB(255,127,0)
		  Case 3
			lamp.color=RGB(255,255,0)
			lamp.colorFull=RGB(255,255,0)
		  Case 4
			lamp.color=RGB(127,255,0)
			lamp.colorFull=RGB(127,255,0)
		  Case 5
			lamp.color=RGB(0,255,0)
			lamp.colorFull=RGB(0,255,0)
		  Case 6
			lamp.color=RGB(0,255,127)
			lamp.colorFull=RGB(0,255,127)
		  Case 7
			lamp.color=RGB(0,255,255)
			lamp.colorFull=RGB(0,255,255)
		  Case 8
			lamp.color=RGB(0,127,255)
			lamp.colorFull=RGB(0,127,255)
		  Case 9
			lamp.color=RGB(0,0,255)
			lamp.colorFull=RGB(0,0,255)
		  Case 10
			lamp.color=RGB(127,0,255)
			lamp.colorFull=RGB(127,0,255)
		  Case 11
			lamp.color=RGB(255,0,255)
			lamp.colorFull=RGB(255,0,255)
		  Case 12
			lamp.color=RGB(255,0,127)
			lamp.colorFull=RGB(255,0,127)
		  Case else
			lamp.color=RGB(255,255,255)
			lamp.colorFull=RGB(255,255,255)
		End Select
    Next
	led_num = led_num +1
        if led_num=13 then led_num=1
End Sub

Bump maps are the new auto-tune :BDH:
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#947 Outhere

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Posted 20 February 2015 - 08:43 PM

 

Just installed the new 1724.

Not sure if this problem is because the ball no longer spins when idle or because the flipper is not adjusted correctly.

But the ball now just sticks on the top of the right flipper now after cradeling it.

Photo to show where it just sticks. Not enough gravity I guess. ;)

 

I noticed it was a bit sticky there previously as well.....but not to that extent.  When the ball would roll down the lane it would seem to hic-up over that section.

 

I get the same results with the ball, sits on the flipper (Right or Left) or in the lane



#948 evilantal

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Posted 20 February 2015 - 08:46 PM

Is it just me (and sorry if this has been asked before)...

 

or is the state of "Use DT" not correctly saved with the table? It seems to always reset to it checked when opening any table.



#949 chepas

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Posted 20 February 2015 - 10:45 PM

Video options > rotate for cab


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#950 Shockman

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Posted 20 February 2015 - 10:56 PM

Unless there is a better way, it is taking too many lights to create the light from one GI bulb under a plastic. The reason it is taking so many is the fact that the light is if I spread the light as much as I want (light size) either the hot spot (show through to of plastic) is too large or the light peters out before it gets to the size I made. Same with the bulb underneath. So one light to spread light and another for the hot spot. Doubled below and above. And then still it needs more because this will not cast light on the side of nearby objects. So one at the bottom of the plastic to give the light effect other than the top of the plastic and floor. And still another for just the filament of the bulb.

 

It works, but it takes readjustments with all those lights stacked for one bulb.

 

I don't really have a question other than about a better way. Light seem more 2D than 3D, though they have depth, it only goes from height downward.



#951 freneticamnesic

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Posted 20 February 2015 - 11:02 PM

I've only been using two per bulb, are you tinkering with the falloff and modulation at all? The light is still very 2d so you get one layer of light, bloom helps a little and increasing the intensity of the light that sits on top of the plastics (I've been doubling it from the lightsource intensity) gives good depth



#952 Shockman

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Posted 20 February 2015 - 11:13 PM

Video options > rotate for cab

 

I struggle with redundancy like that. Use DT has all the power, but no memory. Imagine the two displayed at the same place beside each other. Easier perhaps, but just too silly.


I've only been using two per bulb, are you tinkering with the falloff and modulation at all? The light is still very 2d so you get one layer of light, bloom helps a little and increasing the intensity of the light that sits on top of the plastics (I've been doubling it from the lightsource intensity) gives good depth

 

Thanks. One on top of plastic. Is this above whatever acorns may be on top. Where do you put the second one? On the playfield? Top of bulb? Bottom of the plastic? I guess the size and shape of the upper one would determine where you need the one below. Yes, I have tinkered, but  I can not get a good light spread with a compact hotspot.


Edited by Shockman, 20 February 2015 - 11:17 PM.


#953 freneticamnesic

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Posted 20 February 2015 - 11:27 PM

I put the main lightsource (from the bulb) at a height of one, this way you can adjust the shape to include post shadows and drop target shadows, if you put it higher then the light crosses the objects funny. The light source on top is directly on top of the plastics, so at the base of the nuts and bolts. This one I place dead center on the main light source, essentially copy/paste, increase intensity, then scale to .5, and then adjust the shape so it doesn't overhang the plastics. and cause duplicate lighting. I didn't do this on Verne's World but on Sharkey's and another build it's what I'm doing, after I finish up the lights tonight I'll upload a WIP.

 

Once you get the lights physically where they need to be, mess with falloff to get the proper "brightspot" size. Modulation has a huge impact on the way lights look, they can go from cartoon-like to real looking lighting by just changing that number.



#954 Shockman

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Posted 21 February 2015 - 12:50 AM

It's not bad. Maybe I was just expecting too much. Light is a tough one I know. We can't have proper ray tracing I know. We probably could not even have two falloff zones, but real light in this method of description does. That is why I see it and want to add more. Mostly because the light is 2d on a plane but also because the falloff seems unrelated to the intensity in a realist manor. I suggest two falloffs because the light should gradually stop at its range, yet vertical reflective objects outside that range should pick it up and send it back. Considering the range as perception, I realize it has no range.

 

A material that looks like a solid graphic, yet still allows the brightest of light to pass through would be great, but still we would need the light to travel up as well as down.

 

I realize I'm asking a lot, but it should be possible to have the light travel up and down, or to flip Z another light, or something. It's like it's traveling in two directions anyway as the face of something with a light behind it reflects it somehow.



#955 Shockman

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Posted 21 February 2015 - 01:01 AM

Another strange issue is with using the Xbox 360 gamepad for gameplay. If I continuously alternate left and right flippers quite often the left flipper will not raise. If I switch the buttons used it's the same, it's the left flipper that often will not raise which tells us it's not the gamepad but something in VP10. This does not happen in VP9 or Physmod5.

 

It does not happen using the keyboard. I wonder if it happens with some cabinets flipper buttons.

 

 

To be clear. It does not take rapid alteration for the left flipper to fail. Sometimes the left flipper just fails. I was getting it and used that to test and nail it down as a fact. It's also the fastest way to reproduce it if you want to test your controller.


Edited by Shockman, 21 February 2015 - 01:12 AM.


#956 onemanproject

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Posted 21 February 2015 - 01:52 AM

Hey there !

I must do a little bit comercial: Was working at a old Vp 8 table and ported Wolfenstein 3D into Vp X table. It was a lot of work, but finally i made it. The table is done and version 1.0 is live. You can find the table under vp 9.x Desktop Originale.

 

Have fun :)


Edited by onemanproject, 21 February 2015 - 08:35 PM.


#957 freneticamnesic

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Posted 21 February 2015 - 10:21 AM

It's not bad. Maybe I was just expecting too much. Light is a tough one I know. We can't have proper ray tracing I know. We probably could not even have two falloff zones, but real light in this method of description does. That is why I see it and want to add more. Mostly because the light is 2d on a plane but also because the falloff seems unrelated to the intensity in a realist manor. I suggest two falloffs because the light should gradually stop at its range, yet vertical reflective objects outside that range should pick it up and send it back. Considering the range as perception, I realize it has no range.

 

A material that looks like a solid graphic, yet still allows the brightest of light to pass through would be great, but still we would need the light to travel up as well as down.

 

I realize I'm asking a lot, but it should be possible to have the light travel up and down, or to flip Z another light, or something. It's like it's traveling in two directions anyway as the face of something with a light behind it reflects it somehow.

 

Yea still needs a lot of finesse, it's helpful that the editor is a lot smoother to work with now so shaping light objects isn't so tedious anymore.

Here's the GI I've got on Sharkey's, it's a little more complicated here because there's 2 levels of plastics, but on the right side it's just one below at a height of 1 with modulation .99 and intensity 6, the top light is smaller and shaped to fit only on top of the plastics, with modulation of 1 and intensity 20

 

4QQu3AH.jpg



#958 ClarkKent

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Posted 21 February 2015 - 10:55 AM

Is the reimplementation of the shadows planned in some way? At the moment the tables looks flat and less three-dimensional because of the missing shadows. As I remember in FP shadows are displayed - how is it solved there?



#959 fuzzel

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Posted 21 February 2015 - 11:09 AM

Good question. I don't know how FP handles the shadows, but I don't think that VP looks flat because it doesn't show shadows at the moment. Shadows are planed of course but real time shadows have big impact to the performance. But maybe we add a different shadow map handling to VP. I haven't thought about that in detail though.

#960 lio

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Posted 21 February 2015 - 11:27 AM

FP does not render shadows only playfield reflections of all sorts of objects.





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