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!
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
Posted 07 March 2015 - 05:43 AM
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
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.
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?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...
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.
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).
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.
H
Win 7 Pro 64 Bit Sp1, [email protected], 8GB DDR3 RAM
NVIDIA GeForce GTX 950 2Gb, NVIDIA GeForce GT 610 1Gb
Crucial MX250Gb Primary' Samsung 840 128 Gb Backup
Corsair CX750 PINDMD3
Posted 07 March 2015 - 11:55 AM
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
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
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.
Posted 07 March 2015 - 02:05 PM
Is it not possible to load a table off command line into the editor without -play ?
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
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.
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.
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
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:

the very edge of this gate bracket is pink
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