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Dr. Dude (Bally 1990) VPX WIP


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#101 boiydiego

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Posted 13 March 2016 - 02:56 PM

that lighting is looking nice hauntfreaks  ;-)


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#102 wrd1972

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Posted 13 March 2016 - 05:07 PM

Bill, I simply removed some unused textures (a lot in this table) and then redid the wire ramps and that did the trick. For the mixmaster, I changed the elasticity and the friction of the rotating post and edited the exit ramp height.

I've also changed the groovy flippers model with the one I found in The Party Zone, because the previous ones didn' t look good with the environment map. I guess zany did them but I'm not sure.

It's time to make the plastic ramp, right?

What was you process for determining the "unused" images? I would imagine that many here can benefit considering some tables a huge in therms of megs...possibly the result of unused art.

 

Regarding the ramp. Please do it to it. The revision I want to make to stretch the ramp further back behind the back wall would require re-shuffling objects yet once again. It pains me to say it but It is just is not worth the trouble. Just send me the prim ramp and I will drop it on the latest rev. Thanks for all you have done.


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#103 zany

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Posted 13 March 2016 - 05:16 PM

Bill, I simply removed some unused textures (a lot in this table) and then redid the wire ramps and that did the trick. For the mixmaster, I changed the elasticity and the friction of the rotating post and edited the exit ramp height.

I've also changed the groovy flippers model with the one I found in The Party Zone, because the previous ones didn' t look good with the environment map. I guess zany did them but I'm not sure.

It's time to make the plastic ramp, right?

Yes....i made those groovy flippers! :)

The table looks fantastic! :D


Edited by zany, 14 March 2016 - 08:10 AM.


#104 ninuzzu

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Posted 13 March 2016 - 06:20 PM

Well, I make an example with your table, starting from arngrim version:

 

- I first export all the textures in a folder and I immediately remove _wood side (called 2 times at the very beginning of the list)

- "_wood side" is the same as "_Cabinet side wall (Black wood)" so i go to edit--->select element (you can sort elements by image, name, or by material), looking for objects wich share this texture and change them all to "_Cabinet side wall (Black wood)" so I can finally remove "_woodside", wich is not used anymore

- then I look for duplicates : apron, flipper, playfield, ball and plastics images ; the playfield for example, there are different images but the table and the inserts only use the file "_DrDudePlayfieldHighRes" so I delete the remaining textures. Remember that in vpx we only need one "unlit" texture because the lighting is done by the engine, in vp9 we need to use different textures to make the lighting and that's why you may find several images for it.

- the same goes for the plastics

- the apron is different, because you used an if statement wich calls "_Apron blue" and "_Apron white", so before I delete the others, I search in the script for the name of the texture and if there are no results, I delete them

- In the mean time I delete the textures in the folder so I can track the remaining ones and go on

 

This is basically what I did, trial and error helps :D


Edited by ninuzzu, 13 March 2016 - 06:24 PM.

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


#105 Ben Logan

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Posted 13 March 2016 - 08:08 PM

Loving the latest update. After about two hours of play, I did have a ball come blasting out of the mixmaster right into the center drain. I wonder if slowing the rotation rate a bit might solve the problem (?)



#106 hauntfreaks

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Posted 13 March 2016 - 08:38 PM

I think when i said the lights had lack of detail that was a vague description... easier to show it then type it... the left of the pics are the before and the right the after...

again this is what looks best in my cab...

 

25669706961_1472de14f5_b.jpg
25764765315_f424ba6703_h.jpg


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#107 boiydiego

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Posted 13 March 2016 - 09:20 PM

can you upload your verison hauntfreaks ..


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#108 hauntfreaks

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Posted 13 March 2016 - 10:14 PM

its was sent to wrd1972.... those changes might be in the next rev... 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#109 wrd1972

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Posted 14 March 2016 - 01:26 AM

Went ahead and added HF's lighting and reduced the table angle a tad. Seemed a bit fast IMO. Few other small cosmetic changes too that nobody would find other than me. :). I will take a another peek at the Mixmaster exit to see if it can be further "boxed" in to prevent the ball slings this week.

 

As usual. Enjoy and please report any issues.

New rev is up in post #1..

 

_Bill


Edited by wrd1972, 14 March 2016 - 01:27 AM.

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#110 Ben Logan

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Posted 14 March 2016 - 03:00 AM

This table is a gem, wrd1972. Keeps getting better!

#111 robertms

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Posted 14 March 2016 - 03:25 AM

I think when i said the lights had lack of detail that was a vague description... easier to show it then type it... the left of the pics are the before and the right the after...

again this is what looks best in my cab...

 

25669706961_1472de14f5_b.jpg
25764765315_f424ba6703_h.jpg

 

haunt, you have an amazing eye for this stuff... instant 3D! Really nice to see this level of collaboration and so many talented authors chipping in. Great job bringing this community together wrd1972 :tup:


Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=


#112 Ben Logan

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Posted 14 March 2016 - 05:27 AM

Totally agreed. Haunt knows his business! Thanks to this dev team for incorporating everyone's contributions.

#113 vic viper

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Posted 14 March 2016 - 03:00 PM

I can't wait for this

 

Dr. Dude reminds me when I was a kid in the 90's

 

All the flashy colors wearing the big glasses

 

Just looking so cool


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#114 ClarkKent

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Posted 14 March 2016 - 03:52 PM

This is a project how it should be in every case - working together, fit for constructive criticism, great results! I wish it would always be this way and not the scrubby girl's club we often have...



#115 BobAlbright

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Posted 14 March 2016 - 10:28 PM

   This table is so much better than the previous one we had available.  Good job. This is either  a really hard table, or I suck at it. Hard to keep the ball going!  Keep up the good work


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#116 ScottyVH

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Posted 14 March 2016 - 10:30 PM

I love the new lighting!  

 

I don't know if this is related or not, but the ball color or lighting or reflection seems to have an overall effect where it appears more grey or dimly lit.  I've seen this before on other tables, and while it is probably more accurate and real, it's more difficult for my old man eyes.  For me, I am trying to track a gray ball on a sometime gray background, and I lose sight of it.  Is there a 'pro tip' to make the ball brighter?  I've played around with the lighting, and ball images, and other settings, and nothing I do seems to help.  This isn't unique to Dr. Dude... I experience this on many tables. An example of a table/ball combo that works well for me is the vpx CV 2.0.


test5.gif


#117 ninuzzu

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Posted 15 March 2016 - 03:03 PM

Ramp ready. I also edited the vp ramp end a little bit , now is alligned with the mixmaster cover hole, and made the cover itself a primitive:

 

ramp.png


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


#118 hauntfreaks

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Posted 15 March 2016 - 03:10 PM

Ramp ready. I also edited the vp ramp end a little bit , now is alligned with the mixmaster cover hole, and made the cover itself a primitive:

 

ramp.png

Holy Smokes my friend... words dont describe how horrific of a 3d modeler you make me feel...LOL .... but really... Fing stunning man... that's not only skills, but a true eye for detail, and knowledge of how light effects objects... another true asset to the hobby.....thanks you!


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#119 wrd1972

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Posted 15 March 2016 - 05:30 PM

Ramp ready. I also edited the vp ramp end a little bit , now is alligned with the mixmaster cover hole, and made the cover itself a primitive:

 

 

Ahh sweet. Send me a link to the prim when you have the time.

Thanks

Bill


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#120 Ben Logan

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Posted 15 March 2016 - 05:53 PM

Beautiful ramp.