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1488 replies to this topic
#1282
Posted 21 October 2019 - 06:28 AM
High Speed, Elvis, Cyclone, every teble looks different. Even Flintstones (I know it should be started at VPX6), yes It can be played on beta 3541. For example start HS in 3541 and start HS in final vpx6. Look at flipper primitives etc. I checked and not only final version bat some betas after 3541 has it.
Edited by chokeee, 21 October 2019 - 06:30 AM.
#1283
Posted 21 October 2019 - 08:20 AM
I am about to try this with a game now but surely its on the commandreference.txt?
UpdateMaterial(string, float wrapLighting, float roughness, float glossyImageLerp, float thickness, float edge, float edgeAlpha, float opacity, OLE_COLOR base, OLE_COLOR glossy, OLE_COLOR clearcoat, VARIANT_BOOL isMetal, VARIANT_BOOL opacityActive, float elasticity, float elasticityFalloff, float friction, float scatterAngle) - updates all parameters of a material (same input ranges as used in the material editor)This would be alot easier when updating physics if we can have a smaller method that just has the physics params (which would leave the other params intact).
Or does it mean only the name of material is required here? The rest are optional params?
UpdateMaterial (string, float wrapLighting, float roughness, float glossyImageLerp, float thickness, float edge, float edgeAlpha, float opacity, OLE_COLOR base, OLE_COLOR glossy, OLE_COLOR clearcoat, VARIANT_BOOL isMetal, VARIANT_BOOL opacityActive) UpdateMaterial (string, float wrapLighting, float roughness, float glossyImageLerp, float thickness, float edge, float edgeAlpha, float opacity, OLE_COLOR base, OLE_COLOR glossy, OLE_COLOR clearcoat, VARIANT_BOOL isMetal, VARIANT_BOOL opacityActive, float elasticity, float elasticityFalloff, float friction, float scatterAngle) UpdatePhysicsMaterial (string, float elasticity, float elasticityFalloff, float friction, float scatterAngle)
Good point, will add new calls that only update the material "look" or physics then..
High Speed, Elvis, Cyclone, every teble looks different. Even Flintstones (I know it should be started at VPX6), yes It can be played on beta 3541. For example start HS in 3541 and start HS in final vpx6. Look at flipper primitives etc. I checked and not only final version bat some betas after 3541 has it.
10.6 fixed some super old bugs in the lighting calculations, that's why some tables look different now.. :/
Guys. Until now I played all tables on beta 3541. I Instaled final VPX6 and now the tables look different. Lighs are "stronger" and the flippers, flashers primitives, looks less sharp. I have last nvidia drivers etc.
https://ibb.co/McnQSnR
The part about things being less sharp should not happen. Could you please refer to an example table/screenshots where you see something like that?
#1284
Posted 21 October 2019 - 02:03 PM
add-on for chokeee: and in your screenshot you can actually see the lighting bug in full action ![]()
The flat top of the flipper is way darker than its neighboring triangles that are almost as flat, but way brighter (most prominent example being the Williams logo vs the flat top of the flipper which should almost match in brightness).
Attached Files
Edited by toxie, 21 October 2019 - 02:07 PM.
#1285
Posted 21 October 2019 - 02:42 PM
add-on for chokeee: and in your screenshot you can actually see the lighting bug in full action
The flat top of the flipper is way darker than its neighboring triangles that are almost as flat, but way brighter (most prominent example being the Williams logo vs the flat top of the flipper which should almost match in brightness).
Yea I've noticed that Toxie, it wasn't right. And Cherokee, I don't really think it's a matter of better or worse but rather correct or incorrect. The physical nature of the lighting is now acting as it should.
P.S. Did I mention I LOVE the way VPX 10.6 final nudging functions? ![]()
Edited by 3rdaxis, 21 October 2019 - 02:44 PM.
#1286
Posted 21 October 2019 - 03:11 PM
I think the (valid) complain from chokeee is that some tables now look different from the intended look of the author when it was created (i.e. with a pre 10.6 VPX build).
In some cases it will look better though, or at least nearly the same (as all the lighting will now not feature this abrupt/wrong change anymore, like seen in the flipper screenshot), but in some cases especially the playfield and plastics (=all stuff that is perfectly "flat"/aligned with the playfield) will be brighter than before (or darker, if using a weird environment map) due to the incorrect lighting calc in the older versions.
But what i don't get from his complain is the part about things being less sharp now, as actually the exact opposite should be the case (e.g. the playfield image and all static objects should be sharper now than before (on the average case)).
As for the nudging, 3rdaxis:
I guess you mean the cabinet/analog nudge?
Cause i also agree that the desktop nudge in VPX is not optimal, but what i still don't get is Shockmans complain that the PM5 nudge was good and the VPX one is not, as IMHO the code is still the same. And this part we need to investigate still (yes, this part includes you Shockman, as JP is convinced it is the same between these two, so i need some table or some other hint that shows the difference in PM5 and VPX to me, so that i can investigate).
Edited by toxie, 21 October 2019 - 03:18 PM.
#1289
Posted 22 October 2019 - 05:51 PM
Light Emission Scale and Environment Emission Scale dont correct it as I like it. I modded HS and Elvis tables so now they look different as I like them. I just will play them in rev 3541
. About less sharp, maybe it just on my mini cab with just Full HD resolution it looks like it shouldnt.
Edited by chokeee, 22 October 2019 - 05:53 PM.
#1290
Posted 22 October 2019 - 07:00 PM
Yeah, you cannot fully adapt the lighting to make it look like before, that's true. You can only inc/decrease the overall lighting strength, but not just the previously buggy parts.
Unfortunately it's also not simple to have a kind of legacy mode (with the bug) and the correct version to choose from.
So i think your solution of using the older rev is the best one.
#1291
#1293
Posted 23 October 2019 - 12:22 PM
I don't know if it's the same since the playfield primitive was introduced, but at one point you could use a transparent PNG for the playfield, with the holes punched out in the PNG. I saw the technique being used for drop target slots, combined with a primitive to provide the hole edges.
#1294
Posted 23 October 2019 - 01:48 PM
I don't know if it's the same since the playfield primitive was introduced, but at one point you could use a transparent PNG for the playfield, with the holes punched out in the PNG. I saw the technique being used for drop target slots, combined with a primitive to provide the hole edges.
Yeah, it's still the same, just use transparent/clear sections of the image for what you want to see.
#1295
Posted 23 October 2019 - 02:33 PM
Absolutely right what you tell me, but what I ask is a question of performance,
with the playfileld mesh you don't need to have an active material assigned to the playfield.
The alternative for now is to cover the holes with invisible walls,
but it is preferable to have only one point of regulation of the parameters of physics.
#1297
Posted 26 October 2019 - 05:39 PM
Is it possible to add optional fade out parameter for stopsound command ?
I need it for TOM sound project :-)
Sent from my iPhone using Tapatalk
Actually you have all you need to add a routine that fades out the sound before you stop it. The playsound has a volume parameter, and you can also reuse the same sound that is already playing. So a simple timer should do the job, playing the sound at lower volume each round, and finally stop the sound ![]()
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#1298
Posted 26 October 2019 - 06:07 PM
Is it possible to add optional fade out parameter for stopsound command ?
I need it for TOM sound project :-)
Sent from my iPhone using Tapatalk
Actually you have all you need to add a routine that fades out the sound before you stop it. The playsound has a volume parameter, and you can also reuse the same sound that is already playing. So a simple timer should do the job, playing the sound at lower volume each round, and finally stop the sound
That’s a cool idea. I will try this approach :-)
Sent from my iPhone using Tapatalk
"..Make the ball vanish!.."
#1299
Posted 27 October 2019 - 12:58 PM
Is it possible to add optional fade out parameter for stopsound command ?
I need it for TOM sound project :-)
Sent from my iPhone using Tapatalk
Actually you have all you need to add a routine that fades out the sound before you stop it. The playsound has a volume parameter, and you can also reuse the same sound that is already playing. So a simple timer should do the job, playing the sound at lower volume each round, and finally stop the sound
That would be cool for ball rolling... when the ball stops it's sound is cut like with a knife now.
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