@ mukuste - First off, a huge thanks for taking this on and going at it with the vigour and speed at which you are working. Also, the level of updates are great and once again, as one of the dev team here, you are more professional in such areas than companies like Farsight and Pro-Pinball seem to be where they even have actually paying customers (you guys all put them to shame in keeping your "customers" in the loop / status updates and delivering the goods).
As far as your last post about the flashers, I'm sure what toxie means is the "flashers" that have been used to date via the ramp method. The new flasher object's are indeed not currently used / fully tested yet. It seems in the 9.2.1 Beta thread that there also may be some drawing order difficulties possibly with them as as JPSalas has just recently posted about.
Regarding the legacy element and some of the tricks and lighting (not just directed to you but Toxie and fuzzel too). It's a bit funny to hear all the talk about "abuse" and "hacks" where us table builders / modders would probably consider it more like "thinking outside the box" or "being resourceful / creative" J We all found ways to make VP look better when the program itself ultimately didn't natively provide a means to do so (mainly around the lighting aspects). We weren't intentionally trying to make all of your VP dev. lives more difficult, but instead were trying to produce / give back something as great looking as possible
I get that VP and the tables, in how it's all come to be, will be an immense challenge to improve by moving forward in a large architectural way such as the DX9 upgrade, but some of these "hacks" gave a lot of people a better VP experience up to this point. I, and I'm sure others, totally get that these elements and other VP constructs are going to be a pain moving forward, but like most have stated, if you can provide a better means of doing so, then we will be fine in using / learning these new methods for the sake of a DX9 port / foundation. This should be especially more acceptable if things like at least being able to open an old table will exist then having options in retrofitting the necessary elements to conform to the agreed upon structure for VP and DX9 compatibility.
A couple things on the way things are lit now. It may still be useful to keep / allow the retention of some ways of doing lights (lamps / table lights and not talking flashers at the moment) as some light objects / lamps really benefit from the hand drawn look with recessed / counter-sunk looking bulbs and filament or hot spots with varying images of expanding areas of the hot spots and overall glow within the lamp "plastic" all while creating on a playfield sized texture than each light individually. Some of the examples of the new Unity 3D pinball have the lamps looking more just like a bloom / colour blob than having what a light bulb looks like under a transparent coloured plastic (the latest Class of 1812 is one where the lamps exhibit this lack of definition – although I recall some really nice shots of TAF with the look of bulbs under the playfield so not sure of the difference on that front or if it’s just a table builder’s choice / coding). Of course it’s likely not as needed and arguably much more time saving if this can be done in equivalent eye pleasing fashion natively with DX9 VP for things like having a bulb-like object actually be able to sit beneath the playfield, a transparent light object (plastic model) to allow the light to shine through (with probably parameters for it’s transparency levels), as well as the concept of the bulb and the light shape / heat of the filament. The same issue also may be relevant to flashers as again, as much as the Unity 3D pinball lighting is very impressive and immersive, some flashers are all one solid colour and not necessarily capturing the hotter / whiter centers emanating from the source / bulb, which at least by drawing our own alpha ramp images and using them as flashers in VP, we’ve be able to craft with a visually closer look to a real flasher center and outer dissipating colour edge. Of course it would be great to go from 2D flashers to truly a spherical / 3D affect on the objects around it.
Some things like full table lighting using light objects might be nice to still have as it gives full control over the light and colour changes of the light to the PF images beneath. However, I know I personally would love to get real shadows, full environment interaction with the lights, and not spend necessarily hours having to fake these things in Photoshop.
The real quick way to put it is, as long as the future of VP will provide a means for it to look as good or better than how we’ve done it to date with “hacks”, but with the same or less amount of time involved as a builder, then I think everyone would be happy. If we end up with less attractive lighting than what we could do by “abusing” the elements currently available, I think the success of the project will be lessened.
Like I say, a huge thanks for what you’re doing and have done so far, it’s just that a lot of us have also invested time in VP and want to see some of that investment / level of results protected moving forward (at least speaking for myself).