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Jurassic Park Data East UPDATE WIP


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#81 freneticamnesic

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Posted 28 October 2014 - 08:06 PM

options  :db:



#82 dark

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Posted 28 October 2014 - 08:14 PM

As far as the shaker motor goes it's up to UW to make that call.

 

In regards to the jackpot arrow being out of place as GSTAV pointed out earlier, I fixed it as you can see in this pic:

jparkprogress0.jpg

 

You can also see a number of custom flasher images I've started to implement like the wire reflections,  there will be an option to enable/disable these along with insert flashers etc for people who may want to change backdrop settings or just decrease flashers used for performance.


Edited by dark, 28 October 2014 - 08:15 PM.


#83 freneticamnesic

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Posted 28 October 2014 - 08:18 PM

Dark I like the flasher reflections you do. Would you mind posting a couple steps how you do that? You take a screenshot of the table and then create the reflections in photoshop? Would the image line up? Is it difficult to get right?



#84 dark

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Posted 28 October 2014 - 08:35 PM

Dark I like the flasher reflections you do. Would you mind posting a couple steps how you do that? You take a screenshot of the table and then create the reflections in photoshop? Would the image line up? Is it difficult to get right?

I actually made a tutorial for this, I came up with a method that allows you to effectively paint very specific 'light shapes' and shading to make light appear to actually reflect off of things.  The larger the flasher with the more specific details the harder it can be to get it to line it up so I try to keep them a moderate size for normal level of detail and small for small detail (like a series of screw heads reflecting light).

 

How to make custom flasher images for realistic results:

http://www.vpforums....als&article=137



#85 gStAv

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Posted 28 October 2014 - 08:40 PM

it looks just amazing you guys!  :lusty:  :lusty:


3rs054-6.png


#86 freneticamnesic

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Posted 28 October 2014 - 08:58 PM

Thanks dark, I missed that one. 



#87 dark

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Posted 30 October 2014 - 09:36 PM

The original version(s) of this table were out before primitives existed in VP, you can see from this screen shot all the tables primitives are allocated to one layer (layer2) and just how many primitive objects/3D mesh's were added, many of which were custom made just for this project:

 

jparkprims0.jpg

 

I'm just finishing up final touches to custom lighting and reflections and we just have a few things remaining on the to-do list before we can put out an initial release!


Edited by dark, 10 November 2014 - 11:53 PM.


#88 jorro666

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    dam typos with auto correct on tablet sorry for jibba jabba

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Posted 30 October 2014 - 09:46 PM

:love39: :otvclap: :otvclap: :otvclap:



#89 miket3

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Posted 30 October 2014 - 10:08 PM

good job



#90 vanlion

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Posted 02 November 2014 - 08:51 AM

This looks really nice. Can't wait to play it. Also happy to see visual pinball is still alive with a lot good table updates. Future pinball and gopinball are a little bit quiet/dead the last time (if you compare it with a few years ago)

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#91 unclewilly

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Posted 02 November 2014 - 12:24 PM

Im having a big issue adding the ball rolling and ball collision. So its looking like im gonna have to recode some stuff

"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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#92 dark

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Posted 02 November 2014 - 01:56 PM

Im having a big issue adding the ball rolling and ball collision. So its looking like im gonna have to recode some stuff

 

In addition to this, we've decided to replace the scoops with primitives which means I'll have to adjust some of the custom flashers for the reflections on them.  So we're kind of back tracking a bit at the moment but it should result in a better release.  UW will add the scoop launch animation (as seen in Monster Bash for example) for the scoops as well.



#93 alessio

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Posted 04 November 2014 - 12:54 AM

Hey team when you think to release the table?



#94 LoadedWeapon

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Posted 04 November 2014 - 12:54 AM

when its ready :)



#95 alessio

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Posted 04 November 2014 - 07:57 AM

BRAVO..... you have won a t-rex ......!!!!!!!!!!!!!



#96 jkimbrell

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Posted 09 November 2014 - 09:28 PM

As far as the shaker motor goes it's up to UW to make that call.

 

In regards to the jackpot arrow being out of place as GSTAV pointed out earlier, I fixed it as you can see in this pic:

jparkprogress0.jpg

 

You can also see a number of custom flasher images I've started to implement like the wire reflections,  there will be an option to enable/disable these along with insert flashers etc for people who may want to change backdrop settings or just decrease flashers used for performance.

 

Dark, note that there are also actually two pterodactyls on the table.  You have the upper one but there is also one more mounted below it (towards front of table).  I'll get a pic for you later.  Lookin' soooooo sweet.



#97 dark

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Posted 09 November 2014 - 09:31 PM

The second pterodactyl is a mod and didn't come standard with the table as far as I know.



#98 jkimbrell

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Posted 09 November 2014 - 09:42 PM

They came with two.  Most machines have one or both snapped off.  


I'm not at home right now to take a pic but this video shows where the lower one mounts:

 


I put an arrow pointing to the screw it mounts to

 

Attached File  jparkprogress0.jpg   379.17KB   10 downloads


Edited by jkimbrell, 09 November 2014 - 09:38 PM.


#99 dark

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Posted 09 November 2014 - 10:14 PM

Thanks for bringing attention to this.



#100 dark

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Posted 10 November 2014 - 10:36 PM

Well we are getting down to the nitty gritty now and an initial release should be just around the corner, so to torture you with anticipation I thought I'd show off the table in a variety of it's lighting stages.  Options menu has been added to allow for a bunch of toggle-able options such day/night mode, black or yellow posts, red or black rubbers on flippers etc.  Roll over switches have been added, second pterodactyl added, new primitive scoops and a number of dynamic primitives now have texture swapping (such as the targets) that tie in with the GI.  When you start a game all the GI dims down and turns off and all comes back on at once and many of the table's elements are effected by this adding up to pretty nice effect, the first screen shot here shows what the table looks like with the GI off.  One small detail I particularly enjoy is the captive ball and the posts that encase it become illuminated by the near by table insert light of the cracked egg,  UncleWilly went the extra mile to humor my OCD and wrote some code so that if the captive ball is struck and the light comes on, only the posts will illuminate and not the ball unless it is in the default position where it would (realistically) receive light.  The top right Gallimimus lane has a series of triggers and primitive texture swapping scripted in so that metal wall will actually reflect the ball moving around near by.  Lot's of close attention to small details on this table that I feel add up to a great production over all.

gioff.jpglamps1.jpglamps2.jpgflasher1.jpgflasher2.jpgdaymode.jpgLast pic isday mode.


Edited by dark, 10 November 2014 - 10:39 PM.