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VP10 table testing - available right here!


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#1141 Sindbad

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Posted 24 June 2015 - 07:59 AM

Vector and Victory haven't been updated for a while, so the the new kicker physics and settings are not implemented yet. Presently I'm very busy, so I don't find always time to update the test tables.

 

Regarding the high polygon models: I always draw the wires as curves in Blender, when converting them to meshes Blender produces massive polygons. Has anybody an idea how to reduce the amount of polygons when converting curves to meshes? 


Edited by Sindbad, 24 June 2015 - 07:59 AM.


#1142 Sindbad

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Posted 24 June 2015 - 08:28 AM

... I just realized that the wire at the left upper lane was missing. I think it got lost during one of the last updates. Now it's in place again.

 

So here's a new version of Buck Rogers (version 20150624) with fixed kicker and fixed wires, tested with rev2069: https://drive.google...0S0E&authuser=0



#1143 ninuzzu

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Posted 24 June 2015 - 08:42 AM



Regarding the high polygon models: I always draw the wires as curves in Blender, when converting them to meshes Blender produces massive polygons. Has anybody an idea how to reduce the amount of polygons when converting curves to meshes? 

Hey Sindbad,

you can start with a curve and a cylinder mesh (with only six vertices). You can delete the top and bottom faces of the cylinder if you want.

Next select the cylinder and use an array modifier: you increse the count value and set the relative offset like this

array.jpg

 

Next you add another modifier, a curve modifier, and you define the bezier curve (the one you created before) in object, like in this photo:

curve.jpg

 

If you play with array count and resize the cylinder on the Z axis (in object mode) you can get the low poly mesh you desire.

 

More info on this tuto

Cheers Nino


Edited by ninuzzu, 24 June 2015 - 08:53 AM.

Videotutorials: plastic ramps in blender------>part1     part2


#1144 Sindbad

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Posted 24 June 2015 - 09:32 AM

Nino,

 

Thanks for your help. For the already existing meshes, I tried the decimate modifier in Blender -> works perfect.



#1145 toxie

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Posted 24 June 2015 - 09:58 AM

Vector and Victory haven't been updated for a while, so the the new kicker physics and settings are not implemented yet. Presently I'm very busy, so I don't find always time to update the test tables.

 

Regarding the high polygon models: I always draw the wires as curves in Blender, when converting them to meshes Blender produces massive polygons. Has anybody an idea how to reduce the amount of polygons when converting curves to meshes? 

 

Also, as long as you don't use these for collisions, having a reasonable amount of polys so that it looks good, should be perfectly fine.



#1146 vanlion

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Posted 24 June 2015 - 11:12 AM

Wow you are playing in Unity?


32.jpg


#1147 Sindbad

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Posted 24 June 2015 - 01:57 PM

 

Vector and Victory haven't been updated for a while, so the the new kicker physics and settings are not implemented yet. Presently I'm very busy, so I don't find always time to update the test tables.

 

Regarding the high polygon models: I always draw the wires as curves in Blender, when converting them to meshes Blender produces massive polygons. Has anybody an idea how to reduce the amount of polygons when converting curves to meshes? 

 

Also, as long as you don't use these for collisions, having a reasonable amount of polys so that it looks good, should be perfectly fine.

 

 

Problem was here, that the collision detection was mistakenly switched on. The prims had underlying invisible walls for collision detection. But to reduce the possibility of creating massive collision detection overhead by mistake, I'll reduce the number of polygons in the future.   ;)


Edited by Sindbad, 24 June 2015 - 01:57 PM.


#1148 toxie

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Posted 24 June 2015 - 03:31 PM

there can also be all kinds of problems when multiple objects are fully overlapping and all are also used for collision. so maybe that was also the main cause for the slowdowns here.

cause the ball will then collide with all of them and must somehow handle this complicated event.



#1149 Pinhead45

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Posted 24 June 2015 - 04:05 PM

that's odd. i get 160+ on a 650gtx

how much fps do you get when you set lampshader to 0 at the top of the script?

Kingpins about 84 fps with lampshader set to 0, but it seems to be fluctuating/stuttering a bit, at times its says 5 fps but only for a split second. I did some testing of my own. I found out if I played rev2012 and played the original beta release of Kingpin my fps were 140 and it's smooth as butter. I tested Verne's World with rev2069 and it's 40 fps, not stuttering but not totally smooth either. With rev2012 I get 184 fps with a B2S going, smooth. I tested Hmuek's Star Trek on rev2069 and it gets about 74 fps but it seems to run good. I need to try the different values suggested above, maybe i can get higher FPS on rev2069 that way with the Fren tables. I'll report back later.



#1150 The Loafer

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Posted 24 June 2015 - 05:44 PM

I have returned. I will need a couple of days to recover from my trip (was not a vacation :(), will update the first post on the weekend.

#1151 hmueck

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Posted 24 June 2015 - 05:48 PM

Take all the time you need. Was the trip at least interesting?


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1152 The Loafer

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Posted 24 June 2015 - 06:04 PM

Feck no, very sick family member :(

#1153 hmueck

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Posted 24 June 2015 - 06:08 PM

Oh sh*. Sorry! I thought you wrote something about a business trip... I hope the person gets well soon!


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1154 The Loafer

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Posted 24 June 2015 - 06:10 PM

No business on this trip. Many thanks for the good thoughts, really appreciate it

#1155 Sindbad

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Posted 24 June 2015 - 08:16 PM

To all table devs:

 

As we now have the possibility to pack a DT and a FS version together into one table file, I'm struggling with each table when positioning the flashers. Because of different POVs with different modes (DT and FS), I had to code a small script snippet for every table that positions the flashers among the chosen mode, the position of the flashers is hard coded (after try and error) and not calculated among the POV parameters.

 

Shoop had a good idea some time ago and startet this thread: http://www.vpforums....topic=29617&hl=. He created a script snippet that positions flashers among the POV parameters and the position of the flasher primitives. The idea is very good, but the current code snippet not 100% perfect. How do you deal with this issue - or do you have no problems at all?



#1156 freneticamnesic

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Posted 24 June 2015 - 08:23 PM

As I've been trying to use the VPX Light objects instead of flashers for the bulk of my lighting, his script wouldn't work... for Kingpin I made 2 different flashers, and made one invisible depending on that desktop/fullscreen orientation. Since we can't rotate the lights, I just made them "longer" in the desktop version. It's not ideal and I still wish we could rotate the light objects, but I'm probably beating a dead horse with that wish....



#1157 Shoopity

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Posted 24 June 2015 - 09:07 PM

What's not 100%?  Maybe I can massage it a little.  I know that it doesn't face the player/camera the Y axis, but I don't know if there's any way to do that.


Edited by Shoopity, 24 June 2015 - 09:07 PM.


#1158 Sindbad

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Posted 25 June 2015 - 06:47 AM

Hi Shoop,

 

first of all: That was no criticism, I'm full of respect to your effort and enthusiasm regarding your script. My problem is in DT mode: Because of the trapezoid view, I need to align the X positions also when the Y positions were aligned by the script. I tried a lot (try and error), but to tell you the truth: I forgot all about sinus and cosinus, I left school 40 years ago... 

 

If you are interested to look at the code snippet again, I'll jump into the "flasher positioning" post and we can continue discussing there (here is not the right place).



#1159 ClarkKent

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Posted 25 June 2015 - 04:27 PM

Star Trek - Data East

I did this conversion of the JPSalas table for myself, because i like the table very much. It's not as brightly coloured/flashy as the VP9 Nightmod, so it's problably not for most of you. I don't even know why i "publish" it here. :unknw:

cacf708848b2c26314d669c610da8371.jpg

http://www.mediafire...w/Star_Trek.rar

W - O - W! This port is really great! It does not look VPX-ish yet but it plays absolutely fabulous! :) What did you do that the flippers are THAT great to control? They are one of the few without the weird flippers behavior! No sudden ball acceleration or no sudden stop when reaching the flippers! Plays like a PM5! :)



#1160 hmueck

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Posted 25 June 2015 - 05:00 PM

What did you do that the flippers are THAT great to control?


Nothing really. Edit menu - "Set Default Physics". And set the flipper strength to 2200.
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!