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#121 atarian

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Posted 10 May 2014 - 06:28 AM

An option to disable Anti-Aliasing on the EMreels.

I guess this is related to your post here?
http://www.vpforums....=26714&p=263428

Also further down there is a post where Muskuste mentioned a test table with a chequered pattern might help find what is going on.

Edited by atarian, 10 May 2014 - 06:31 AM.


#122 tipoto

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Posted 10 May 2014 - 06:32 PM

Yes, it was related to my other post.

I replied to Mukuste, where he was suggesting creating a test table with some reels which use an image with a 1x1 pixel checkerboard pattern, but it's exactly the case for T2 Chrome, each single pixel of my textures are supposed to be displayed on 1 single pixel of the render, it's why the table has to be played in 1920 x 1080, otherwise it's blurry and you get black lines (but the black lines come from another issue).



#123 mukuste

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Posted 10 May 2014 - 07:39 PM

But T2 doesn't have a checkerboard, so it's hard to see if it's correct or not.



#124 tipoto

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Posted 11 May 2014 - 01:54 AM

Ok I get what you were asking for, you would like to have a table with 1 pixel black, 1 pixel white, 1 pixel black etc all over the table, I thought 'checkerboard' was meaning 'texture'... But even without a checker texture it's pretty obvious to see when the render is blurry or not, it hurts the eyes immediately ;)

I'll try to do this test table when I have a moment.

 

Thanks



#125 JavaJack

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Posted 11 May 2014 - 02:24 AM

One more for the wishlist: a crash reporter something like Firefox uses. Automatically uploads diagnostic info & relaunches after a crash. (Knock on wood, I haven't experienced many crashes. But I see them mentioned fairly often here in the forums)

Edited by JavaJack, 11 May 2014 - 02:24 AM.


#126 boiydiego

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Posted 11 May 2014 - 02:25 AM

can you maybe update the table to work correctly with dx9 tipoto , the black stripes on the terminator logo and on playfield .


Edited by boiydiego, 11 May 2014 - 02:26 AM.

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#127 tipoto

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Posted 11 May 2014 - 02:43 AM

I won't update the table unless the blur issue is fixed, because I don't want people to play the table without the render I worked hard for ;)

But the table will be probably updated for the next version of VP though.


Edited by tipoto, 11 May 2014 - 02:47 AM.


#128 tipoto

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Posted 11 May 2014 - 05:07 AM

There you go... Here is the test table with checker textures :

Attached File  DX9&10_Test_Table.vpt   140KB   7 downloads

 

You can compare the table with VP921 vs VP990 to see the difference.

I cut the table in 16 EMreels to see how the textures connect with each other, I also put a solid red color in the background, so if you see red lines between the textures, it means something is not working properly.

With VP990, I saw black pixels at each textures junction, I guess it's because of the AA, but I wanted to mentioned it just in case ;)

 

Thanks



#129 mukuste

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Posted 11 May 2014 - 08:17 AM

There you go... Here is the test table with checker textures :

attachicon.gifDX9&10_Test_Table.vpt

 

You can compare the table with VP921 vs VP990 to see the difference.

I cut the table in 16 EMreels to see how the textures connect with each other, I also put a solid red color in the background, so if you see red lines between the textures, it means something is not working properly.

With VP990, I saw black pixels at each textures junction, I guess it's because of the AA, but I wanted to mentioned it just in case ;)

 

Thanks

 

Thanks, I'll look into it when I have time. Just to be sure we see the same thing: in VP990, I see a uniform gray (so it's obviously blurred), but I see nothing of the red background, and I see no black pixels either. I have AA off, and running at 1920x1080.



#130 mpad

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Posted 11 May 2014 - 01:59 PM

Hey all. Most on my wish list was already in here. I think the most important thing is improved display settings / aspect ratio / default portrait view etc. which I believe you guy will take care off :-)

Other thing on my list would be better sound options. I used a multichannel speaker setup 5.1 in my cab because every pc has those on board now. you don't need extra amplifier etc. And you can configure output for every channel. Would be great if vp10 would support this. For example I have front speaker in the Backglas, surround down in the middle of the cab and center down at the coin door. It would be great to redirect physics and sfx to surround for that purpose.

Thanks and keep up the awesome work!!!

#131 tipoto

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Posted 11 May 2014 - 06:28 PM

 

Thanks, I'll look into it when I have time. Just to be sure we see the same thing: in VP990, I see a uniform gray (so it's obviously blurred), but I see nothing of the red background, and I see no black pixels either. I have AA off, and running at 1920x1080.

 

 

Yes, in VP990 the render is a uniform gray instead of a checker, but you should see 1 black pixel in each textures junction (it's what I have).

 

Here is a screenshot:

Attached File  Black_Pixels.png   425bytes   28 downloads

You can see 2 black pixels on both side of the image.



#132 JavaJack

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Posted 11 May 2014 - 09:13 PM

More ideas for VP10:

  • Smooth points and sharp points on walls distinguished by colors so you can see them at a glance.
  • Change a smooth point to a sharp point and vice-versa by clicking it with a certain key held down such as shift.
  • Wall Bezier curve editing with control handles like Illustrator/Inkscape.
  • Ability to scale/rotate items with mouse like Visio/PowerPoint.


#133 StevOz

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Posted 12 May 2014 - 01:57 PM

Perhaps something like this?

 

http://www.vpforums....showtopic=24920


Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#134 mukuste

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Posted 12 May 2014 - 02:07 PM

Perhaps something like this?

 

http://www.vpforums....showtopic=24920

 

Wait a second, don't the control points for walls already have a Smooth setting where the wall will be curved? I must be missing the point here.



#135 unclewilly

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Posted 12 May 2014 - 03:04 PM

I think he means the top and bottom edges.

Personally I think it would be better to have primitive rubbers

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#136 Mitchell

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Posted 12 May 2014 - 07:16 PM

Instead of always about Pinball how about adding something that allow new type of games to be made. Like Pong, Space Invaders and some others that require moving objects instead of ton of targets and flippers that doesn't move around at all. Would like see something done with the targets and flippers that allow to be move back and forth by using the x and y. Don't forget about the ball moving effect too. Oh on the ball can be bounce off from the flippers as well without the flipper pull back and fire.

 

OK now for the pinball bumpers. Add the pop up ones. I haven't seen anything like this done yet. No the targets and emreels are cheating. :)


Edited by Mitchell, 12 May 2014 - 07:23 PM.

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#137 StevOz

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Posted 12 May 2014 - 11:23 PM

Personally I think primitives are far more difficult to utilise then basic VP elements like walls and ramps, requiring the author to use other programs and skills to create them.

 

Yes when I say round, I mean a profile option squared or rounded.


Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#138 Pinbotfan

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Posted 13 May 2014 - 06:14 AM

I agree about primitives for basic objects. The day they can be imported is the day they should come with. I would expect to import a rubber primitive for example to VP where it could be used for any table, not imported into a table.



#139 mukuste

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Posted 13 May 2014 - 08:27 AM

Personally I think primitives are far more difficult to utilise then basic VP elements like walls and ramps, requiring the author to use other programs and skills to create them.

 

Yes when I say round, I mean a profile option squared or rounded.

 

Textures also require external programs and dedicated skills to create, meshes are no different in this regard. I don't think the solution is to build a full mesh editor into VP.

 

I'm still not sure what you mean by square or rounded. Maybe you can draw a picture or something because round walls are already possible in VP by setting the control points to smooth.

 

 

I agree about primitives for basic objects. The day they can be imported is the day they should come with. I would expect to import a rubber primitive for example to VP where it could be used for any table, not imported into a table.

 

You mean to be able to use meshes to replace, say, the standard flipper model? And for the rubbers, you mean there should be a built-in library of pre-loaded meshes which can be placed on a table? Or there should be a dedicated shapeable Rubber object type? (The latter one is what I thought people wanted with respect to rubbers.) Many of these suggestions are a bit vague and I have a hard time understanding what people actually want.


Edited by mukuste, 13 May 2014 - 08:28 AM.


#140 StevOz

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Posted 13 May 2014 - 09:27 AM

A tubular rendered wall does that make a reasonable explanation?

 

Textures can be applied/edited with the simplest of free ware graphic editors/viewers such as irfanview or xnview.

 

Though within VP you cannot create a round profiled looking wall without creating multiple walls and/or ramps, all textured, sized and coloured to fit upon one another top to bottom.


Edited by StevOz, 13 May 2014 - 09:33 AM.

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif