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The VP 10.2 beta thread

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#1321 BorgDog

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Posted 23 February 2017 - 05:32 PM

 

At the moment, I'm working on plastics using walls
 
If I copy a wall and then change its scale with the object of doing a contour, I have to resize it
 
Would it be possible to have an "Offset tool" in VPX ?
 
Here is a snapshot :
 
offset.jpg

Sorry that is not possible. We had to add some kind of image recognition to solve that problem and there are so many different ways how plastic textures can look like it would never work as expected.

 

@fuzzel I think the picture was just for illustration and what he's looking for is something like the selection modify Expand and Contract in photoshop where it expands the object equally in all directions by say a number of vp units, instead of scaling which makes the long directions even longer.  Scale works great for circles and squares, not so much for other shapes.  I agree this would be a great addition.



#1322 dark

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Posted 23 February 2017 - 06:13 PM

 

 

At the moment, I'm working on plastics using walls
 
If I copy a wall and then change its scale with the object of doing a contour, I have to resize it
 
Would it be possible to have an "Offset tool" in VPX ?
 
Here is a snapshot :
 
offset.jpg

Sorry that is not possible. We had to add some kind of image recognition to solve that problem and there are so many different ways how plastic textures can look like it would never work as expected.

 

@fuzzel I think the picture was just for illustration and what he's looking for is something like the selection modify Expand and Contract in photoshop where it expands the object equally in all directions by say a number of vp units, instead of scaling which makes the long directions even longer.  Scale works great for circles and squares, not so much for other shapes.  I agree this would be a great addition.

 

 

I think what you guys are looking for here is what's referred to as "scaling objects by their local axis" in most 3D software, as opposed to scale by 'view'.



#1323 fuzzel

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Posted 23 February 2017 - 06:19 PM

Anyway to get different views in editor? Front top sides etc would be helpful

Yes that's already there. It's one of the VP plugins called Blender, 3DSMax, Maya... :D

#1324 batch

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Posted 23 February 2017 - 06:23 PM

You're right, BorgDog, it's just an illustration of the result I'd like to get without having to resize the wall using control points

 

What you say is correct: "it expands the object equally in all directions by say a number of vp units, instead of scaling which makes the long directions even longer.  Scale works great for circles and squares, not so much for other shapes"


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#1325 randr

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Posted 23 February 2017 - 07:03 PM

Well true but still would be nice option :)

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#1326 dark

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Posted 23 February 2017 - 09:17 PM

Well this is a long shot but hey, possibly add Z coordinates for control points on VP lights?  There are situations where the planar nature of the VP light can be limiting?



#1327 batch

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Posted 23 February 2017 - 09:55 PM

3D lights ? :)


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#1328 Wizball

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Posted 09 March 2017 - 01:28 PM


If I'm understanding things right on sounds/music we have two choices:

 

  1. have music in separate files then use the playmusic command, advantages can use mp3 for smaller file size, disadvantages very limited control beyond start stop and set volume at start
  2. import wav files into vp itself then use playsound command, advantages more control of sound including on the fly frequency (volume?) control, disadvantages wav files would be huge if doing a selection of full songs.

Is there any way to combine those two things?  I think simplest from user/builder perspective would be to be able to import mp3 files and have all the playsound controls available. My guess is there is a reason this has not been done but if there would be some way to upgrade this feature in a new vp that would be great.  I'm thinking of cases like in Metallica etc where music is playing and when it counts end of ball bonus it lowers the volume on the playing music then raises it back up again, from what I understand this can't be done currently in vp without importing wav files which would make the tables huge.  Along with this it would be nice if we could also specify individually where the music/sound played from, backglass or mechanical/cab.

 

This is one of the big things on my todo list next (hopefully).

The plan is to have the same code/library (e.g. BASS) for music and soundfx, and to have the files all included in the table, with all possible sound formats that the library can offer.

This way one also does not need to use wavs anymore (e.g. smaller table size).

Its not that much of work, but more like fiddling with all the nasty details and extending the sound commands to something more useful for the authors.

 

 

Allow me to second the request to allow compressed sound formats to be added to the table the same way as waw files. The way VP handles music as a second class citizen is not good at all, neither for players who need to handle the music directory, nor for authors who have no control of how music plays relative to how sounds play.



#1329 toxie

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Posted 09 March 2017 - 02:36 PM

On my todo list. This would then unify music and sfx into one single package (that is backwards compatible).



#1330 kiwi

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Posted 24 March 2017 - 05:07 PM

I am pretty sure this question has been asked many times, I wanted to know if you can swap the playfiel image via scripts, by reference commands I don't know if it is possible.



#1331 Umpa

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Posted 24 March 2017 - 06:02 PM

Is this the beginning of the 10.3 beta thread!

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#1332 fuzzel

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Posted 25 March 2017 - 08:22 AM

The 10.3 beta phase will start soon.We are just implementing stuff for you guys to test but I'm a bit busy with real life stuff so it takes a bit longer

#1333 toxie

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Posted 25 March 2017 - 03:32 PM

Same for me, but we have at least a bunch of tiny things that piled up already to justify a 10.3 beta soon.  :)

 

As for the playfield: No, due to the pre-rendering phase of the table (the playfield is always static so far).



#1334 kiwi

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Posted 25 March 2017 - 04:53 PM

Same for me, but we have at least a bunch of tiny things that piled up already to justify a 10.3 beta soon.  :)

 

As for the playfield: No, due to the pre-rendering phase of the table (the playfield is always static so far).

Thanks for the answer, I asked this because I have a table with two different graphic arts, so I will make two tables with different graphic.



#1335 bent98

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Posted 02 April 2017 - 12:44 PM

Toxie I didn't see a VP 10.3 Beta thread so I will posted it in here. I know I've been harassing you to add better Anti Aliasing to VP for a while and I've been eagerly following the source builds a few times a week to see what's new. I see you add DLAA and some other AA related code. Does this mean we will be rid of those godforsaken jaggies soon? Fingers crossed.



#1336 fuzzel

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Posted 02 April 2017 - 12:52 PM

Yes ;)

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#1337 toxie

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Posted 02 April 2017 - 02:04 PM

Yup.. i added some more aa filters and there is one more missing still.. but do not expect huge wonders.. as we can not do temporal anti-aliasing techniques so far.. (same old static rendering phase issue)


Same for me, but we have at least a bunch of tiny things that piled up already to justify a 10.3 beta soon.  :)
 
As for the playfield: No, due to the pre-rendering phase of the table (the playfield is always static so far).

Thanks for the answer, I asked this because I have a table with two different graphic arts, so I will make two tables with different graphic.

You could still do a wall or whatever to overlay the playfield but this will be slower and you cannot use the mirror effect for reflections..

Edited by toxie, 02 April 2017 - 01:59 PM.


#1338 kiwi

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Posted 02 April 2017 - 02:36 PM

Yup.. i added some more aa filters and there is one more missing still.. but do not expect huge wonders.. as we can not do temporal anti-aliasing techniques so far.. (same old static rendering phase issue)

 

Same for me, but we have at least a bunch of tiny things that piled up already to justify a 10.3 beta soon.  :)
 
As for the playfield: No, due to the pre-rendering phase of the table (the playfield is always static so far).

Thanks for the answer, I asked this because I have a table with two different graphic arts, so I will make two tables with different graphic.

You could still do a wall or whatever to overlay the playfield but this will be slower and you cannot use the mirror effect for reflections..

 

No problem, I am ready to release the two tables (a matter of minutes), and did not want to lose the mirror effect.



#1339 3rdaxis

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Posted 26 October 2018 - 09:04 AM

 


Edited by 3rdaxis, 26 October 2018 - 09:15 AM.


#1340 3rdaxis

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Posted 26 October 2018 - 09:17 AM

rev2729 is up:

 

- animation support for mesh primitives added: The animation sequence is based on multiple .obj files for each frame. Let's say we have an animation of 100 single frames then you have to export
  each frame into a separate .obj file with the nameing format <meshname>_x.obj where x is the frame number. When importing a mesh check the "Import Animation sequence" in the import dialog and
  select the .obj file of the first frame. VP will then load all other frames and when done with it it will show you a short message box how many frames were imported.
  Check the CommandReference.txt for the extra animation functions.
- some GUI repositioning

So if I have a 3d object with 21,069 frames lets call it object_21,069 I would have to import 21,069 separate primitives? object_1, object_2, object_3, object_4, etc...And they would all occupy the same space in the editor and VPX is just switching visibility of all of those? So in reality I'm just importing 21.069 separate primitives with 21.069 different coordinates or positions?  Should all 21.060 primitives have the same name? That's not possible? So confused. Which one do I call in the script? object_21,069 or the last frame? so object_21,069.PlayAnimEndless 1? Been trying to figure this out for months now, lol. Looked for an example on an example table but didn't find one. 


Edited by 3rdaxis, 26 October 2018 - 09:48 AM.






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