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#1301 sliderpoint

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Posted 07 March 2015 - 12:43 AM

I don't know what Toxie found,but if you delete the big Y primitive ramp in Road Kings in VP9, your table will open in VP10-1799.  I assume one can import the .obj file into vp10, but I didn't try

 

I'll blame Dark then!  Haha!



#1302 randr

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Posted 07 March 2015 - 12:51 AM

rev1812 is up:
 
- add clone/copy feature to material manager
- fix z scaling for bumpers and primitives
- re-save default table to have faster loading
 


Wow! Load times are way fast! How did you do this!? Always wondered why mb or fire! Was so slow to load. Please share very nice!!!!

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#1303 Shockman

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Posted 07 March 2015 - 01:56 AM

Mr. & Mrs. PAC-MAN upgraded to Beta1 in Sig.

 

dtb1_t.jpg

 

You can find the rules in Table/Info


Edited by Shockman, 07 March 2015 - 04:21 AM.


#1304 freneticamnesic

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Posted 07 March 2015 - 01:56 AM

yea!!!!



#1305 vampirolatino2

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Posted 07 March 2015 - 05:26 AM

Mr. & Mrs. PAC-MAN upgraded to Beta1 in Sig.

 

dtb1_t.jpg

 

You can find the rules in Table/Info

 

Great work!!!!

 

Some things have a pink tint, don't know if it's me. Around the right flipper (that area) for example the metal bridge, even down the plunger. :( this shitty pc



#1306 freneticamnesic

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Posted 07 March 2015 - 05:43 AM

Mr. & Mrs. PAC-MAN upgraded to Beta1 in Sig.

 

dtb1_t.jpg

 

You can find the rules in Table/Info

 

Ok there was a few pink objects left as vampiro pointed out. I went through and think I got everything, I made no changes except assigning material to a few objects.

https://app.box.com/...2pq5afal9oow7sa



#1307 toxie

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Posted 07 March 2015 - 06:54 AM

OK so it is the VPmame.DLL thats the issue.  Trouble is if I use the one at the beggining of this thread I lose total control of my DMD's (they are over the shop) and I kepp the small VPmame splash up everytime it runs.

 

Any help with this with this would be greatly appreciated.

 

Enable Cabinet Mode in the setup (you may have to do this for each table, too).

 

rev1812 is up:
 
- add clone/copy feature to material manager
- fix z scaling for bumpers and primitives
- re-save default table to have faster loading
 


Wow! Load times are way fast! How did you do this!? Always wondered why mb or fire! Was so slow to load. Please share very nice!!!!

 

 

Simple: For whatever reason, the encryption (the protected saving stuff) is always running, no matter if one has a password set or not.

I disabled that for all table elements now (before the encryption took ~80% of the loading/saving time).


 

I don't know what Toxie found,but if you delete the big Y primitive ramp in Road Kings in VP9, your table will open in VP10-1799.  I assume one can import the .obj file into vp10, but I didn't try

 

I'll blame Dark then!  Haha!

 

 

I also don't know the -exact- reason (yet), but i think there is one vertex in the primitive that has a ton of triangles connecting with it.

There is some new/external code put into VP to resort primitive triangle indices that showed that bug, but i haven't looked too close at the code yet.

 

And another thing I'd like to see with lights: the ability to rotate... I've got a few lights that would be great to have the vertical against a wall instead of sticking straight out. I can sort of get around this by setting modulate to 1 and setting intensity very high, but it has it's limitations...

 

Would it be possible to have two falloff settings for bulb lights? Could we have something like "center falloff" which we currently have, and "shape falloff" or something, for custom shaped lights, so you don't get harsh edges like this when you're using spotlights? 

 

Possible, but i don't have a real clue how to do that. Because you would only want to have the falloff on certain edges of the shape, not everywhere.

There might be some simple way though from a gut feeling.


Edited by toxie, 07 March 2015 - 07:00 AM.


#1308 freezy

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Posted 07 March 2015 - 08:06 AM



Simple: For whatever reason, the encryption (the protected saving stuff) is always running, no matter if one has a password set or not.
I disabled that for all table elements now (before the encryption took ~80% of the loading/saving time).



Nice one! Now, since the password isn't encrypted anyway and one can simply read it and decrypt the content if set, wouldn't it be even better to just get rid of it entirely?

#1309 Nidwin

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Posted 07 March 2015 - 08:26 AM

Getting this now when trying to run my table

 

Fatal error: HRESULT 8876086c at pin3d.cpp:227

 

and editor quits after clicking on ok in the error box?



#1310 freneticamnesic

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Posted 07 March 2015 - 09:32 AM

I think you have to open the table, save it, then run it - but to be safe, save it as a new file



#1311 Rietje

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Posted 07 March 2015 - 10:41 AM

second that on the (WIP) VP10 table selection, now i have to search through all posts to find VP10 tables to test



#1312 Horrible

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Posted 07 March 2015 - 11:38 AM

 

OK so it is the VPmame.DLL thats the issue.  Trouble is if I use the one at the beggining of this thread I lose total control of my DMD's (they are over the shop) and I kepp the small VPmame splash up everytime it runs.

 

Any help with this with this would be greatly appreciated.

 

Enable Cabinet Mode in the setup (you may have to do this for each table, too)

 

 

 

Excellent.  Thanks for that.  The trouble with not updating various elements for long periods of time means that you forget te basics.

 

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#1313 unclewilly

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Posted 07 March 2015 - 11:55 AM

I havent had much time to test or do anything with vp for a bit due to real life issues.
many posts back there was talk of the usefullness of the day night slider as the light intensity needs to be different depending on the position of the slider.

The solution i have come up with for this last night was this.
I set up the lightsource in the editor as normal.
set the day/night slider. All the way to the right for the brightest possible lighting.
I build the table from that position.

Done this way i can make the textures the correct darkness so at the brightest settings they dont look unnaturally bright.

Then you can set all your intensities on your lights to match that full brightness.

The issue is then as you move the slider to the left to darken the table the lights all need to have there intensities increased.
ive found with monster bash the intensities need to be increased by about 50 for the gi for the left most position of the slider.
so for the fix:

make a collection. And add all your lights to it. In my case for now. Just the gi lights.

At the top of the script add this code

Dim slider, xx
slider = (100 - tablename.nightday)/2
for each xx in collectionname: xx.intensity = xx.intensity + slider: next

This will increase the intensity of all the gi lights based on the slider position.

This code only works if you build the table with the slider all the way to the right. You could also do it all the way to the left but would need to modify the code a little.
hope this helps for any of the table devs.
rebuilding mb from scratch so i thought i would figure this out first

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#1314 jpsalas

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Posted 07 March 2015 - 01:03 PM

Nice tip UW! :tup:


If you want to check my latest uploads then click on the image below:

 

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#1315 Shockman

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Posted 07 March 2015 - 01:55 PM

@UW  My table can use that tip in reverse like you mentioned as it was set up with the slider at the left. I'll figure that out for Beta3

 

Mr. & Mrs. PAC-MAN upgraded to Beta1 in Sig.

 

dtb1_t.jpg

 

You can find the rules in Table/Info

 

Ok there was a few pink objects left as vampiro pointed out. I went through and think I got everything, I made no changes except assigning material to a few objects.

https://app.box.com/...2pq5afal9oow7sa

 

I very much appreciate your looking out for me. It's embarrassing to wake up to this. Something very strange happened. It seems the upload to dropbox was not the correct file. This can be confirmed if the alert color was on the right inlane gate bridge and the right return lane wall mainly, but there was more. The strange thing is I downloaded yours and run it and there was a very bright spot on the apron between the flippers, and the plastics were see-thru. I checked the material and they were the ones I set (plastic, but altered). The material was set to have transparency. It gets even stranger, around the point I start to believe I uploaded the wrong build. I download beta1, the latest build was Beta1 and it looks just like the one you uploaded, with all the problems except it still had the unfixed materials you fixed. I never made the material transparent. Not on purpose any way.

 

What would be strangest of all is if I am the only one seeing the bright spot and transparent plastics, and that set on some global level, and gave my upload the same issue when I downloaded it. More likely I screwed up.

 

Did you see the bright spot and semi transparent plastics?

 

Anyway the easiest thing for me to do at this point is upload the build I meant to in the first place, so that is what I did. I named it Beta2. It does not have the corrupted or altered, whichever the case materials on my end. I can not guarantee no pink, but I think it's gone. If it works for both of us, and needs further material set, we can go from there.

 

I did corrupt my material lib. while trying to get the build before that build ready. I tried to trim it down by deleting the images and materials it was not using. I deleted two materials from the manager and the remaining had no original settings left. They had colors messed up, and were all set to have transparency. I would not recommend deleting materials. I fixed that by deleting the table, and the materials and importing new ones and getting WIP99 up to where I had beta1.

 

I hope I screwed this all up big time and not exposed a serious issue with materials. My money is on me screwing up, but others might want to take a disposable build and delete a material and see if it screws up the rest of the materials. Export the entire set though, especially if you have tweaked any of them.

 

Anyway, Beta2 is up.

 

EDIT: Wall29 under the plunger has no image or material. It is not needed any more and can be deleted. It will be fixed in beta3, along with the light being adjusted per night/day slider. If you know of any other things that scould be changed, let me know.


Edited by Shockman, 07 March 2015 - 02:30 PM.


#1316 chepas

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Posted 07 March 2015 - 02:05 PM

Is it not possible to load a table off command line into the editor without -play ?


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#1317 Shockman

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Posted 07 March 2015 - 04:57 PM

Updated to Beta3

 

- You can use all of the night/day slider.  Thanks UW

- Fixed the plunger area pink.

- Other minor tweaks.



#1318 vampirolatino2

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Posted 07 March 2015 - 09:41 PM

Updated to Beta3

 

- You can use all of the night/day slider.  Thanks UW

- Fixed the plunger area pink.

- Other minor tweaks.

 

Nice, better now.. but the ball can't pass the left outer lane, pink in both metal flipper rails (the metal rails down the flippers)


Edited by vampirolatino2, 07 March 2015 - 10:21 PM.


#1319 RYSr

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Posted 07 March 2015 - 10:14 PM



 

Updated to Beta3

 

- You can use all of the night/day slider.  Thanks UW

- Fixed the plunger area pink.

- Other minor tweaks.


 

Nice table, had to use rev 1812 to get past wrong type of file error message when loading.

 

Also the ball is to big for the left outlanes and is hanging up, I don't see a place to change it's size.

Rich


Edited by RYSr, 07 March 2015 - 10:16 PM.


#1320 freneticamnesic

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Posted 07 March 2015 - 10:46 PM

@UW  My table can use that tip in reverse like you mentioned as it was set up with the slider at the left. I'll figure that out for Beta3

 

Mr. & Mrs. PAC-MAN upgraded to Beta1 in Sig.

 

dtb1_t.jpg

 

You can find the rules in Table/Info

 

Ok there was a few pink objects left as vampiro pointed out. I went through and think I got everything, I made no changes except assigning material to a few objects.

https://app.box.com/...2pq5afal9oow7sa

 

I very much appreciate your looking out for me. It's embarrassing to wake up to this. Something very strange happened. It seems the upload to dropbox was not the correct file. This can be confirmed if the alert color was on the right inlane gate bridge and the right return lane wall mainly, but there was more. The strange thing is I downloaded yours and run it and there was a very bright spot on the apron between the flippers, and the plastics were see-thru. I checked the material and they were the ones I set (plastic, but altered). The material was set to have transparency. It gets even stranger, around the point I start to believe I uploaded the wrong build. I download beta1, the latest build was Beta1 and it looks just like the one you uploaded, with all the problems except it still had the unfixed materials you fixed. I never made the material transparent. Not on purpose any way.

 

What would be strangest of all is if I am the only one seeing the bright spot and transparent plastics, and that set on some global level, and gave my upload the same issue when I downloaded it. More likely I screwed up.

 

Did you see the bright spot and semi transparent plastics?

 

Anyway the easiest thing for me to do at this point is upload the build I meant to in the first place, so that is what I did. I named it Beta2. It does not have the corrupted or altered, whichever the case materials on my end. I can not guarantee no pink, but I think it's gone. If it works for both of us, and needs further material set, we can go from there.

 

I did corrupt my material lib. while trying to get the build before that build ready. I tried to trim it down by deleting the images and materials it was not using. I deleted two materials from the manager and the remaining had no original settings left. They had colors messed up, and were all set to have transparency. I would not recommend deleting materials. I fixed that by deleting the table, and the materials and importing new ones and getting WIP99 up to where I had beta1.

 

I hope I screwed this all up big time and not exposed a serious issue with materials. My money is on me screwing up, but others might want to take a disposable build and delete a material and see if it screws up the rest of the materials. Export the entire set though, especially if you have tweaked any of them.

 

Anyway, Beta2 is up.

 

EDIT: Wall29 under the plunger has no image or material. It is not needed any more and can be deleted. It will be fixed in beta3, along with the light being adjusted per night/day slider. If you know of any other things that scould be changed, let me know.

 

I did see the clear plastics, wasn't sure if that was intentional

On beta 3 there's only one material left to change that I can see:

9X9bhK6.png

the very edge of this gate bracket is pink







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