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The wait is over : FPM-Editor for FuturePinball 1.9


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#101 Popotte

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Posted 11 June 2010 - 08:50 PM

QUOTE (cujopb @ Jun 11 2010, 05:58 PM) <{POST_SNAPBACK}>
...
I was able to get a 'collidable' /_HitEvent event working. dblthumb.gif My next question is - can I set up some other type of events? ie I see that there is an event id Number field.
...

Just have more than one collidable area and assign a different eventID for each.

Les cons ça ose tout. C'est même à ça qu'on les reconnaît.

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#102 Comicalman

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Posted 12 June 2010 - 02:28 AM

QUOTE (Rawd @ Jun 11 2010, 04:46 PM) <{POST_SNAPBACK}>
QUOTE (cujopb @ Jun 11 2010, 09:58 AM) <{POST_SNAPBACK}>
QUOTE (Rawd @ May 25 2010, 04:54 AM) <{POST_SNAPBACK}>
Ok. I figured out how to animate it in milkshape (Connect a joint to all vertex and then move the joint). Now in the FP model importer it says 20 frames, but when the ball hits it, it doesn't animate. I must be missing something obvious.

Edit: I got it! I had to check "generate script event" in the FP model importer software. Sweet! Animates nice!

(Now for the hole... hmm.. that'll be a big hole!) smile.gif


I was able to get a 'collidable' /_HitEvent event working. dblthumb.gif My next question is - can I set up some other type of events? ie I see that there is an event id Number field.

Ideally, I would like to tie an animation to begin/end with a timer. Any thoughts on this?


I have the same question.



I believe I have a solution for this: We can manually 'hit' the target and thereby start an animation with the Method: Target.PopDown().

This is something that could be called at the end of a timer.

The only other issue is to disallow any balls on the table to HIT the model before the timer expired. By using Popotte's suggestion, I set the collidable area above the table- thereby making it unHITable by the player.
drinks.gif

Edited by cujopb, 12 June 2010 - 02:38 AM.

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#103 Popotte

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Posted 12 June 2010 - 08:42 AM

QUOTE (cujopb @ Jun 12 2010, 04:28 AM) <{POST_SNAPBACK}>
I believe I have a solution for this: We can manually 'hit' the target and thereby start an animation with the Method: Target.PopDown().

This is something that could be called at the end of a timer.

The only other issue is to disallow any balls on the table to HIT the model before the timer expired. By using Popotte's suggestion, I set the collidable area above the table- thereby making it unHITable by the player.

Other solution: create an invisible collidable surface all around your target and set .dropped = False when you hit this target and .Dropped = True when the timer have expired.

Les cons ça ose tout. C'est même à ça qu'on les reconnaît.

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#104 Comicalman

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Posted 01 August 2010 - 03:13 PM

LVR, Steve-
I am back to where I am using models in FP (its the best part smile.gif ) So far I can:
1) Animate the DropTarget
2) Execute a Hit() event with the DropTarget

I would now love to use the Toy model for the main reason that I can move(.Moveto) and rotate(.RotateXZ) a Toy model - via script (although that seems to have issues- see my comments below regarding hiding a Toy).

I cannot seem to get the Hit() event working for the Toy. Meaning, yes, the ball collides off of the Toy, but does NOT go through the Toy_Hit event code.

Is this an existing issue with FP or with the FPM editor? (I also used a standard sphere-55mm model - with the same results). Also, when I 'hide' the Toy model BELOW the table surface, the ball STILL collides with the Toy.

Thanks again for a great addition to FP! I hope to make a great table with the help of FPM editor.

Edited by cujopb, 01 August 2010 - 03:44 PM.

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#105 LvR

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Posted 02 August 2010 - 06:12 AM

QUOTE (cujopb @ Aug 1 2010, 05:13 PM) <{POST_SNAPBACK}>
LVR, Steve-
I am back to where I am using models in FP (its the best part smile.gif ) So far I can:
1) Animate the DropTarget
2) Execute a Hit() event with the DropTarget

I would now love to use the Toy model for the main reason that I can move(.Moveto) and rotate(.RotateXZ) a Toy model - via script (although that seems to have issues- see my comments below regarding hiding a Toy).

I cannot seem to get the Hit() event working for the Toy. Meaning, yes, the ball collides off of the Toy, but does NOT go through the Toy_Hit event code.

Is this an existing issue with FP or with the FPM editor? (I also used a standard sphere-55mm model - with the same results). Also, when I 'hide' the Toy model BELOW the table surface, the ball STILL collides with the Toy.

Thanks again for a great addition to FP! I hope to make a great table with the help of FPM editor.


Hi

I think toy objects can't fire Hit event. It's a limitation of FP engine. FPM just fill properties for models, but not all are used by FP engine for every model type.



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#106 chanfc2004

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Posted 26 August 2010 - 10:57 PM

We should say thank you to Steve!
This tool is the most important, most wanted thing for FP! FP is still alive! Now everybody can show off their creative!

For the next, I really FP can become open-source. I want to improve the physics engine, the 3D effect, the support of DirectX 11 and many many things! Or at least we can buy the development kit of FP...

I really hope FP can have a better bright future!
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#107 wtiger

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Posted 28 August 2010 - 07:33 PM

QUOTE (chanfc2004 @ Aug 26 2010, 03:57 PM) <{POST_SNAPBACK}>
We should say thank you to Steve!
This tool is the most important, most wanted thing for FP! FP is still alive! Now everybody can show off their creative!

For the next, I really FP can become open-source. I want to improve the physics engine, the 3D effect, the support of DirectX 11 and many many things! Or at least we can buy the development kit of FP...

I really hope FP can have a better bright future!
otvclap.gif


How about helping out with Visual Pinball which is open-source.

#108 gear323

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Posted 13 December 2010 - 07:12 AM

people still using this? I figured I would see new tables released with custom 3d models in them. Anything released that used this tool?

#109 Sepeteus

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Posted 14 December 2010 - 06:08 PM

I am currently making the Space Station (Williams 1987) table.

For it I have modeled using the FPM Editor at least the following components: the rotating space station, the rotating ball guide (diverter), the top-level lane guides, new type of flashers and several different lengths of metal pegs.

Look an image of the original table: http://www.ipdb.org/...2261&picno=9152

My work is still underway, but here is a picture from the unfinished table:
http://vpforums.org/...pacestation.jpg

Edited by Sepeteus, 14 December 2010 - 06:35 PM.

My Future Pinball tables: SAMURAI , PINBOT , Skateball , Space Shuttle , Space Station and CONAN.

#110 Glxb

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Posted 22 December 2010 - 09:15 PM

QUOTE (gear323 @ Dec 13 2010, 07:12 AM) <{POST_SNAPBACK}>
people still using this? I figured I would see new tables released with custom 3d models in them. Anything released that used this tool?


There are a few tables already released, and Highlnder00 is doing some great work on my wips:



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#111 Rawd

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Posted 22 December 2010 - 09:24 PM

Those Stewie and airplane models are very nice.



 


#112 scholtz

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Posted 30 November 2014 - 08:02 AM

Hi Guys, While I was planing a new painball table, I was thinking about how to make special elements. I was looking for it, and I found this link:(http://www.pinsimdb....cts/fpm_editor/) , but it doesn't work. Where can I download this program from? If anybody has it, please send it to me, or upload to a place, wehe I can download from! Thanks a lot!



#113 freneticamnesic

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Posted 30 November 2014 - 09:13 AM

Not sure why the link is down over there, here is the zip https://app.box.com/...elgm63i7xbiu3g5



#114 Popotte

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Posted 02 December 2014 - 08:53 PM

Or here: http://www.pinsimdb....ry-1-fpm_editor


Les cons ça ose tout. C'est même à ça qu'on les reconnaît.

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#115 scholtz

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Posted 11 December 2014 - 04:08 PM

Thanks everybody!