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The VP 10.2 beta thread

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#101 dark

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Posted 26 July 2016 - 06:18 PM

[edit] never mind.


Edited by dark, 26 July 2016 - 06:20 PM.


#102 toxie

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Posted 26 July 2016 - 06:21 PM

I just fixed a small bug with the new ring material, so be careful with using it for now, it might lead to a editor crash if one sets it.

 

As for the normal map: scaling of existing normal maps can be tricky (or combining them differently with existing vertex normals like 3dsMax, etc, can do), so at the moment there is no plan to support that. Its really best to use them as-is or use another tool (like https://developer.nv...adobe-photoshop) to pre-scale (or generate a normal map from a greyscale bump map) them.


Edited by toxie, 26 July 2016 - 06:23 PM.


#103 dark

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Posted 26 July 2016 - 06:23 PM

 Its really best to use them as-is or use another tool (like https://developer.nv...adobe-photoshop) to pre-scale them.

Thanks



#104 BorgDog

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Posted 26 July 2016 - 09:18 PM

Thanks for the white bumper base and separate parts!  and the shortcut to camera mode!

 

Can someone confirm for me that the skirt is the correct proportion?  It seems a little exaggerated height wise, creating a steeper slope around the edge.  but maybe I'm seeing things? (not near any of my real pins for a few days).

 

Also it appears the skirt is sitting on the playfield, shouldn't it be up a bit so it can move when hit?



#105 hauntfreaks

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Posted 27 July 2016 - 02:40 AM

if the devs need a skirt model i just made this one for a project i'm working on....

 

msg-73849-0-83775100-1469317311.png


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.


 

 

LOL.... ol' shocky is going to be pissed . he's been asking for this since 10.0 beta....LOL   


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#106 BorgDog

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Posted 27 July 2016 - 03:59 AM

if the devs need a skirt model i just made this one for a project i'm working on....

 

msg-73849-0-83775100-1469317311.png

 

Your skirt looks to have the same steep sides as the ones built-in, are you sure they are actually like that on real ones?  Like I say, I'm 100 miles or so from mine at the moment or I would compare.

 

Here, see how flat this is.  Although you can clearly see the bevel, the whole thing is damn flat.

capture0.png

 

And here is the one from vp i pulled into blender... see what I mean?

 

capture1.png


Edited by BorgDog, 27 July 2016 - 04:15 AM.


#107 hauntfreaks

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Posted 27 July 2016 - 04:08 AM

nah... that's just a horizon line that got rendered in.... its not really there in the model.... its one single chamfer in reality 

 

post-73849-0-71547700-1469592694.png

Attached Files


Edited by hauntfreaks, 27 July 2016 - 04:12 AM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#108 Shockman

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Posted 27 July 2016 - 04:29 AM

if the devs need a skirt model i just made this one for a project i'm working on....

 

msg-73849-0-83775100-1469317311.png


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.


 

LOL.... ol' shocky is going to be pissed . he's been asking for this since 10.0 beta....LOL

 

Why would I be pissed? The old one was stupid as fuck to have available for use. I knew it would be a one sitting fix, and show up when someone else needed a logical and usable pop bumper.



#109 lizard

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Posted 27 July 2016 - 08:14 AM

Great to see the bumper bases can now be white, are the skirts supposed to be the same. If i add 2 new bumpers to the default table they both have different colored skirts before any materials are applied. When i untick cap visible and add the white plastic material the bumper skirts are as in the pic below.

 

bump.png



#110 fuzzel

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Posted 27 July 2016 - 10:19 AM

rev2724 is up:

 

- potential crash fixed

- internal texture for bumper base and skirt removed

- bumper cap, base, ring and skirt can be set invisible separatly



#111 kiwi

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Posted 27 July 2016 - 11:02 AM

rev2724 is up:

 

- potential crash fixed

- internal texture for bumper base and skirt removed

- bumper cap, base, ring and skirt can be set invisible separatly

Is the revision 2720, not the 2724.


Edited by kiwi, 27 July 2016 - 11:03 AM.


#112 fuzzel

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Posted 27 July 2016 - 11:15 AM

oh sh*t..I forgot to update the archive with the new exe :whistle:

anyway here is rev2725:

 

- button select dropdown list is now filtered based on the active layers. Collections are flagged with (COL) at the end in that list.



#113 lizard

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Posted 27 July 2016 - 12:56 PM

The bumper is excellent now thanks for fixing. VPX has improved so much recently, thanks fuzzle and toxie for all your efforts.



#114 BorgDog

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Posted 27 July 2016 - 04:16 PM

Thanks for the update fuzzel, you didn't mention it but it appears you did flatten out the skirt some, thanks! (or maybe I'm doing more imagining)

 

Now for the bumper body, sorry OCD kicking in.  Can we get it narrowed or even tapered so the ring rods are more exposed?  I know there are many variations, but not really much I've seen where you can't see the ring rods.

 

More like these, one of these is tapered, the other straight but in both cases ring rods are clearly exposed.  

 

b-9414-3-1.jpg pop_assy2.jpg

 

While the vpx.2 one is like this, looks close to the left one above, but the body is clearly too wide in comparison to the ring. 

 

capture2.png

 

My apologies again, just trying to get a base default that is close to accurate for most cases.  Caps, way to many of those, but the rest should be able to be a good fit for most tables.  Definitely going to be using the built in ring and it's animation so I don't have to script those anymore (well copy/paste but you know what I mean).

 

Thanks again for all the work guys.



#115 fuzzel

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Posted 27 July 2016 - 04:37 PM

Yes, I flatten the skirt in the last update a bit. And for the base part, I can shrink it a bit so the ring rods should be more visible. The actual bumper object is from FP and I didn't change the mesh just did some scaling.

#116 fuzzel

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Posted 27 July 2016 - 05:03 PM

couldn't resist rev2726 is up ;)

 

- narrow bumper base and expose ring rods a bit more.



#117 sliderpoint

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Posted 27 July 2016 - 05:26 PM

 I think someone brought this up a while ago, but I thought I'd mention it again.    The playfield reflection on the ball is a really cool feature, but you can barely see it.   Would it be possible to have it "rotated" up the ball based on the view settings somehow?  So that if you have settings that are more top down 'cab' style, you can still see the playfield reflection on the lower 1/3-1/2 of the ball that can be seen from that perspective. It's even tough to see on some tables in desktop view as well.

 

-Mike



#118 BorgDog

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Posted 27 July 2016 - 05:53 PM

couldn't resist rev2726 is up ;)

 

- narrow bumper base and expose ring rods a bit more.

Very nice, thank you.



#119 Drybonz

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Posted 27 July 2016 - 06:39 PM

couldn't resist rev2726 is up ;)

 

- narrow bumper base and expose ring rods a bit more.

 

Thanks fuzzel... you are on a tear.  I like the idea of the lists being flagged as "COL".



#120 fuzzel

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Posted 27 July 2016 - 07:23 PM

 I think someone brought this up a while ago, but I thought I'd mention it again.    The playfield reflection on the ball is a really cool feature, but you can barely see it.   Would it be possible to have it "rotated" up the ball based on the view settings somehow?  So that if you have settings that are more top down 'cab' style, you can still see the playfield reflection on the lower 1/3-1/2 of the ball that can be seen from that perspective. It's even tough to see on some tables in desktop view as well.
 
-Mike

Yes I know. The playfield reflection on the ball is more a hack than anything else. To get complete control of that or do it the correct way means to render the table into a cube map (render the table 6x for each viewpoint up,down, left, right, front, back) that it's no magic but I need some time to add this.





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