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Unity 3D and VPinMAME!


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#1221 BilboX

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Posted 12 December 2013 - 11:51 PM

Hi guys. Thanks for all your supports.

 

Yeah, we are happy with lighting, but for me it still lacks of shadows. This is really time consuming and the actual result seems alritgh anyway. I will work on "special" lightmaps when I will find some times.

 

The lighting is fantastic.  I'm soooo excited for this!  

 

does the ball reflect it's environment?  it may be the video quality, but the ball looks like it's the same brightness whether it's rolling by a flasher or passing through a dark part of the table.

Nope, you are right: ball shader was too bright on videos. This has been corrected since. There is no "real reflection" currently,but the ball is lit by every lights (if there is enough "pixel lights" activated). I made a video (better than any word) of current lighting state. It is beeing uploaded, I hope full HD will be ok.

 

Some of you guys thinks the flippers are "sticky". I do too but we disagree with Louizou on that :). I will try to make him change his mind before the Pre Alpha ;).

 

Cheers!


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#1222 BilboX

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Posted 13 December 2013 - 12:27 AM

Upload Finished:

 

This short video shows current lighting state in full HD.

I change the main light amount, bloom intensity/threshold and show dynamic light interaction with balls. True ball reflection will come later.

 

Don't pay attention to the FPS there: just a lot of balls to show the lighting and not in standalone mode...
 

I hope you like it.

 

In the next video I will show the playfield/front-glass reflection ...


Edited by BilboX, 13 December 2013 - 12:28 AM.

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#1223 JohnIV

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Posted 13 December 2013 - 12:34 AM

Hi guys, great work, looking forward to this mightily.

 

Question: For us desktop players will you be importing or building in the FP style scrolling views like its F2, F3, etc.?  Cheers -

 

John IV


Edited by JohnIV, 13 December 2013 - 12:39 AM.

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#1224 open6l

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Posted 13 December 2013 - 04:42 AM

Curious about something (and not sure if anyone has asked or brought it up). I know this is a demo and maybe too early to ask but will this be launchable (eventually) through a frontend like PinballX and/or Hyperpin?

open6l___gaming.png


#1225 hotdp

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Posted 13 December 2013 - 08:39 AM

Upload Finished:

 

This short video shows current lighting state in full HD.

I change the main light amount, bloom intensity/threshold and show dynamic light interaction with balls. True ball reflection will come later.

 

Don't pay attention to the FPS there: just a lot of balls to show the lighting and not in standalone mode...
 

I hope you like it.

 

In the next video I will show the playfield/front-glass reflection ...

 

That is what I call Multiball ;-)



#1226 gogo69

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Posted 13 December 2013 - 09:28 AM

that's what i call Bubble Bobble !   :D

bubble_bobble_01.gif


my cab : click!


#1227 BilboX

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Posted 13 December 2013 - 10:51 AM


Question: For us desktop players will you be importing or building in the FP style scrolling views like its F2, F3, etc.?  Cheers -

For now, you have two key actions: cycles throught cameras defined in  an xml file (you can add as much as you want) and another to look to the backglass (not on cab of course!). There is currently multiple camera setup in the xml file, some steady and other followinf the ball, in rotation or scrolling. Louizou will maybe make some tutorial later to explain it.

 

Curious about something (and not sure if anyone has asked or brought it up). I know this is a demo and maybe too early to ask but will this be launchable (eventually) through a frontend like PinballX and/or Hyperpin?

Yes, even in the pre alpha, you will be able to launch it in command line. We count on you all to integrate UP3D as fast as possible in current Frontend liek HyperPin, HyperSpin, etc...

 

hotdp, gogo69: Lol. Multiple bubble attack...


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#1228 Brice

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Posted 13 December 2013 - 04:50 PM

Hello Louizou

 

Can you take a screen video with Camtasia Studio software?



#1229 BilboX

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Posted 16 December 2013 - 12:03 PM

Hi.

 

Second video on lighting, here focused on reflections :

 

I show Playfield reflection, Front glass reflection, Ball reflection (just developped;)), associated options and interaction with main light.
There again, FPS is slowed down to 30 because of the realtime capture.
 
Pre alpha coming soon!

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#1230 hotdp

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Posted 16 December 2013 - 12:09 PM

Looking great.

Nothing better then a new video of Unit3D on a grey and cold monday.

The ball looks really great in this video.



#1231 freshflesh1

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Posted 16 December 2013 - 01:05 PM

Absolutely outstanding. The lighting and reflections are just incredible!

Edited by freshflesh1, 16 December 2013 - 01:07 PM.


#1232 LoadedWeapon

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Posted 16 December 2013 - 01:26 PM

Wow that is just crazy!!!

#1233 hotdp

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Posted 16 December 2013 - 03:08 PM

Have been watching the video once again. It is correct that the ball is "extra slow" in this video right?



#1234 BilboX

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Posted 16 December 2013 - 04:37 PM

Thanks guys.

 

Have been watching the video once again. It is correct that the ball is "extra slow" in this video right?

Yes. Slowed down because of the 30 fps capture... Hard to capture Full HD without performances issues... This video is about lighting, no gameplay ;).


Edited by BilboX, 16 December 2013 - 04:37 PM.

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#1235 freshflesh1

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Posted 16 December 2013 - 05:50 PM

Just a general question about sound, will there be any implementation of ball roll sound effects? I find this sound gives the tables a lot more immersion. As far as I remember VP doesn't have it, although TPA does, but it's a little on the weak side. Our will this be something the table creators can do?

Thanks.

#1236 chepas

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Posted 16 December 2013 - 06:20 PM

I'd imagine any ball rolling sounds can be scripted in easily.


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#1237 BilboX

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Posted 16 December 2013 - 06:59 PM

Just a general question about sound, will there be any implementation of ball roll sound effects? I find this sound gives the tables a lot more immersion. As far as I remember VP doesn't have it, although TPA does, but it's a little on the weak side. Our will this be something the table creators can do?

Thanks.

 

I'd imagine any ball rolling sounds can be scripted in easily.

There is already! However, volume is too weak compared to rom volume, that's why it is not earable in demo videos...

It also is modulated using speed. But for now, it is only active on main playfield (not on ramps for example).


Edited by BilboX, 16 December 2013 - 07:00 PM.

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#1238 chepas

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Posted 16 December 2013 - 07:27 PM

Haha. Cool beans.

 

  :dblthumb: :BDH:


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#1239 teppotee

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Posted 16 December 2013 - 07:29 PM

Speaking of sounds... Is it possible to define separate audio output for the mechanical sounds and keep pinmame using the default sound card? I understand that it's not a top priority thing at this point but it's a really nice feature with VP to direct the cabinet sounds to speakers inside the cab. Makes a surprisingly huge difference in my opinion.

And the videos looks stunning by the way!! Great work!

#1240 hotdp

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Posted 16 December 2013 - 08:24 PM

Speaking of sounds... Is it possible to define separate audio output for the mechanical sounds and keep pinmame using the default sound card? I understand that it's not a top priority thing at this point but it's a really nice feature with VP to direct the cabinet sounds to speakers inside the cab. Makes a surprisingly huge difference in my opinion.

And the videos looks stunning by the way!! Great work!

 

Have never thought about that. Is there any video of this? Is it mono setup inside the cabinet?

Can you hear the ball rolling from inside the cabinet?


Edited by hotdp, 16 December 2013 - 08:28 PM.