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The VP 10.2 beta thread

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#81 StevOz

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Posted 25 July 2016 - 10:17 AM

I had everything turned on and for the most part it worked fine, it was only those few 4K tables that caused stutter, so just go AO off first, that is the only setting I need to turn off now. All VPX tables render and play without any stutter now with 4xAA and FXAA on, those settings really do make a huge difference, AO makes next to no visual improvements at all, it's a blink and you miss it effect...


Edited by StevOz, 25 July 2016 - 10:39 AM.

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#82 takut

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Posted 25 July 2016 - 11:30 AM

ok, now that we have new betas ongoing i talked about the idea to have the controller.vbs user values inside the registry instead of a txt file in the user folder, this will simplify the setup for the users, easier to manage since it would be avaiable in the vp menu, and would simplify the vbs itself, since we wouldn't need to create the txt file at the first usage, but we will have default values in the registry, all dof toys to 0, for the force disable, not sure what default value would be better, on or off?

 

first let me know what you think of it

 

For me the txt file is very good because sometimes I optimize the table on my desktop PC and have the possibility to set the backglass on or off. But, if I understand your right, these settings will be available into the global settings of VP if you switch the settings from the txt file to the registry. That will be also good.

 

But what are you meaning with

all dof toys to 0, for the force disable

For example, Is it not possible to change set the chimes to 0 and all other toys to 1?



#83 arngrim

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Posted 25 July 2016 - 12:45 PM

yes it is, you can put dofchimes to 1 while others to 1
back to the subject, i can change the vbs to use registry myself, if you tell me where to put the registry and we can agree on registry names, we can see that in pm, toxie or fuzzel

#84 fuzzel

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Posted 25 July 2016 - 12:47 PM

Sure

#85 toxie

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Posted 25 July 2016 - 04:33 PM

I had everything turned on and for the most part it worked fine, it was only those few 4K tables that caused stutter, so just go AO off first, that is the only setting I need to turn off now. All VPX tables render and play without any stutter now with 4xAA and FXAA on, those settings really do make a huge difference, AO makes next to no visual improvements at all, it's a blink and you miss it effect...

 

Indeed. Thats also why i separated it into "normal" AO that only works for all static objects (e.g. close to no performance impact during gameplay) and dynamic AO which adds a subtle bit of shadowing/contact shadows to everything. IMHO its worth it, but i'm also looking at computer generated imagery a lot every day.  :)



#86 toxie

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Posted 25 July 2016 - 09:25 PM

Something else: I finally want to get rid of this uuuuuultra old visual pinball logo and adapt a new one (but still using Fuzzels cool pinball pic with the X). For whatever reason, wikipedia had this one since quite some time (and finally a new table pic after the previous 10 year old since today :)):

https://upload.wikim...nball_cover.png

Who actually made this?

 

Any other suggestions?


Edited by toxie, 25 July 2016 - 09:26 PM.


#87 BorgDog

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Posted 25 July 2016 - 09:39 PM

Can't help with the logo, never really paid any attention to it, but...

 

Is there some kind of master plan on what you want to accomplish in 10.2?  Or is it just refine/add/fix things? Any great leaps of progress like integrated backglasses/multi-monitor within VP (please)?  Or are those types of things a VPXI type project?  Just curious.



#88 gtxjoe

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Posted 25 July 2016 - 09:44 PM

The font used for "Visual" is different from the font used for "Pinball".  Looks like it is just a modified logo of this console game:  http://www.system3.c...nball-classics/



#89 hauntfreaks

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Posted 25 July 2016 - 09:54 PM

The font used for "Visual" is different from the font used for "Pinball".  Looks like it is just a modified logo of this console game:  http://www.system3.c...nball-classics/

 thats the same thing i always thought when i seen that logo

 

EDIT:

 

this is the logo I made for PBX as the VPX system logo

 

msg-73849-0-86188700-1469484017.png


Edited by hauntfreaks, 26 July 2016 - 02:16 AM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#90 Drybonz

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Posted 26 July 2016 - 02:01 AM

This is just a cosmetic issue, really... but would it be possible to add the option to "mark" a ball as a captive ball in the editor so that it doesn't spin or jitter while not in motion?



#91 toxie

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Posted 26 July 2016 - 07:01 AM

the thing is that it still needs to move when hit. maybe i can fix it automatically, if at some point i'll finish all the physics and collision changes i started.



#92 kiwi

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Posted 26 July 2016 - 09:37 AM

It would be very useful to have bumper base, skirt and ring separated, not a single object,

to be able to choose which object to put visible or invisible.

 

Thanks



#93 fuzzel

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Posted 26 July 2016 - 02:34 PM

If I find some free time I will add this. Setting a separate ring material will be also possible in the next update.

#94 BorgDog

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Posted 26 July 2016 - 03:18 PM

It would be very useful to have bumper base, skirt and ring separated, not a single object,

to be able to choose which object to put visible or invisible.

 

Thanks

 

Separate materials for all of them as well please.



#95 fuzzel

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Posted 26 July 2016 - 03:26 PM

That's already there only the ring materia was missing

#96 BorgDog

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Posted 26 July 2016 - 03:32 PM

ah, um, nevermind :)  Is there any particular reason though why I can't ever get a white base no matter what I do to the material?  or am I missing something.

 

for example, this bumper base and the post next to it both have the same material

 

capture2.png


Edited by BorgDog, 26 July 2016 - 03:37 PM.


#97 fuzzel

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Posted 26 July 2016 - 03:44 PM

lol that's a 'bug' :) The ring and the base use an internal texture that you can only colorize with the material. The base texture is a grey shade and that's the reason why you won't get a white base but fixing that could result in odd looking bumpers for existing VPX tables.



#98 dark

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Posted 26 July 2016 - 04:21 PM

Okay so I've just started to play around with making and using normal maps, which I seem to be able to do successfully in 3DS max, however I can adjust the amount of 'bump' on the normal map bump in 3DS max, but I can't find any option for this in VP?  Without being able to fine tune the settings of the normal map I haven't been able to get the desired results, it ends up hardly making any noticeable difference.  Is there an option for setting the value of the bump some where that I'm missing?...If not can we add one with both negative and positive values?

 

While on this topic, what about regular (not normal map) bump being an option added in future?


Edited by dark, 26 July 2016 - 04:22 PM.


#99 BorgDog

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Posted 26 July 2016 - 04:51 PM

lol that's a 'bug' :) The ring and the base use an internal texture that you can only colorize with the material. The base texture is a grey shade and that's the reason why you won't get a white base but fixing that could result in odd looking bumpers for existing VPX tables.

I would think if we are going to have the ability to apply a material to it, might as well have it work right.

#100 fuzzel

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Posted 26 July 2016 - 05:21 PM

rev2720 is up:

 

- don't use internal texture for the bumper base
- add bumper ring material to the settings
- add sepia color grade LUT (default table)
- start camera mode by pressing F6
 

 

As for the bumper changes: it might be possible that some tables can have odd looking bumper bases when you play them with this version.


Okay so I've just started to play around with making and using normal maps, which I seem to be able to do successfully in 3DS max, however I can adjust the amount of 'bump' on the normal map bump in 3DS max, but I can't find any option for this in VP?  Without being able to fine tune the settings of the normal map I haven't been able to get the desired results, it ends up hardly making any noticeable difference.  Is there an option for setting the value of the bump some where that I'm missing?...If not can we add one with both negative and positive values?

 

While on this topic, what about regular (not normal map) bump being an option added in future?

There is no scaling for a normal map if it's that what you're looking for. The tangent space normal map is used in the rendering process as is to let low poly meshes look like they where made out of millions of polygons.







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