super taf, ce topic va vite devenir une référence (même si mon vieux matos ne suit absolument pas)
bonne continuation
![]()
Posted 08 July 2015 - 09:02 AM
super taf, ce topic va vite devenir une référence (même si mon vieux matos ne suit absolument pas)
bonne continuation
![]()
Aliens 2, Area 51, Asterix, Bally Tribute, ET, Evel Knievel, Frontier, Galaxian, Inspector Gadget, Lilo & Stitch, Looney Tunes, Lost World, Mata Hari, Night Mission, Power Play, Rayman, Rolling Stones 2, Stalker, Santa Odyssey, Tempest, Timon & Pumbaa, Williams Tribute, World Cup 2002, Zombie
Tanx to (alphabetical order) : BLACK, CUTTER, DESTRUK, EALA, JP, JOE ENTROPY, KINSEY, KRISTIAN, LOSERMAN, LUVTHATAPEX, RANDY, SCAPINO, SHIVA, STRANGELEO (hope i did not forget someone... )
Posted 08 July 2015 - 07:36 PM
Thanks for info. For the ball in some tables it looks really realistic like Scared Stiff but in others not so (to my taste that isWoops. This was a known bug but I thought I fixed it, my bad. You can "move" it playing with "height and depth" camera in Table Options...Hi BiboX / Lou
I get a silver bar across the backglass in Abhra using Fake Full Screen All as follows:
Any ideas? Would love to see the EM reels
Also can I ask please how to change the ball used within the table. Is that done in the FP editor, or within one of the resource files?
I don't understand what you mean by "change the ball". Do you mean the texture on it? It's not possible, but you just can add an "amiga ball" effect (in options, ball texture)...
Edited by atarian, 08 July 2015 - 08:13 PM.
Posted 09 July 2015 - 07:53 AM
Thanks for info. For the ball in some tables it looks really realistic like Scared Stiff but in others not so (to my taste that is
). I thought it might be possible to change the texture/image like in VP. If not what parameters can be adjusted to achieve the darker looking ball like the one in SS?
Thanks
Not yet. There is only one texture for debug purpose.
First, you need to have ball reflections. Then, you can try to hide the gameroom => this will look darker... you also can change the main/ ambiant lighting....
UP2
Posted 09 July 2015 - 09:12 PM
Thanks BilBox. I played with the ambient levels in conjunction with the other lighting and managed to get a good looking ball. Like you said I think was down to the reflections of the light which is brighter by default on some tables.Not yet. There is only one texture for debug purpose.Thanks for info. For the ball in some tables it looks really realistic like Scared Stiff but in others not so (to my taste that is
). I thought it might be possible to change the texture/image like in VP. If not what parameters can be adjusted to achieve the darker looking ball like the one in SS?
Thanks
First, you need to have ball reflections. Then, you can try to hide the gameroom => this will look darker... you also can change the main/ ambiant lighting....
Edited by atarian, 09 July 2015 - 09:32 PM.
Posted 09 July 2015 - 09:32 PM
Thanks atarian, nice observations.
1) Duh, I think it will not be possible yet, but it is really well observed. Never made the relation. Actually, somme improvments could be done regarding VPM comunitcation, for exemple reducing by3 the DMD texture transfert... But the most expensive option is when you have big pixel lights: we will provide an option to disable such lighting quality on flshers for emxemple, like I did for Adams...
2)T he effect you mention is probably due to the fact that we render one face of the reflection cube at a time. So, each face is updateded one time of 6. But you can render all at each frame by enabling "Hugh Refresh rate" checkbox under the ball reflection parameters. But costly so I use Vlow reflections on balls... Your call.
3) Not yet. We will provide DMD disabling in the future
4) For abracadabra: indeed
=> Buglist
Thanks!
UP2
Posted 15 July 2015 - 12:30 AM
Edited by imagamejunky, 15 July 2015 - 12:40 AM.
Posted 15 July 2015 - 08:00 AM
Questions.. I haven't yet been able to map my cab exit button or analog nudging in unit3d. On my cab the exit button is "M". When M is pressed a crazy but cool looking effect happens to the table. Not sure what this effect is but I need to change it. I don't see that M is already mapped in the input xml so I can't change it. Any ideas? I'm using a virtuapin plunger controller with analog nudging built in. The Z axis is assignable for the plunger but I haven't been able to assign the X and Y for nudging. Please help me with this. I need to nudge!!
Here's a point that probably should be addressed at some time in order to make set up easier for others.
If like me you are running a cab with force feedback, and currently have a DOF account with your default output settings. You will need to download your own config ini in the LEGACY format. The DOF2 directoutputconfig.ini will NOT work with unit3d as it is set up now. In legacy mode the DOF online config tool will give you a ledcontrol.ini file that you must rename to directoutputconfig.ini and replace the one that is included in the unit3d folder. Bilbox please add DOF2 support in a future release. Thanks.
Also, I'm hoping that soon you will allow the option to show the backglass in full screen on our 2nd displays without the virtual dmd and speaker panel.
Hi, thank you!
Oups, the "M" key is hardcoded. Actually it is a debug mode for the subway manager => you "see" what's hapening "underground"
. Will be configurable in next release, sorry!
If you see your x/y axes in windiws gamepas configurable tool, it should work. So maybe just recording x and y with your z plunger, then go change manually the axes in input.xml....
The DOF2.0 has already been requested and it is in the TODO list. So are the configurable "virtual windows" for the speaker panel... Hope we will have time to do it for the next release...
NOTE
:I will need to take days off to work on UP, but it is expensive
. We still accept donations ^^. Sorry, had to say it, even if I hate this...
UP2
Posted 16 July 2015 - 01:59 AM
I had trouble finding the donate button, maybe move it to the top of your website page instead of at the bottom?
I found it eventually, and sent some funds to help out ![]()
Now I just have to work out how to build some Star Wars tables...
Edited by dokworm, 16 July 2015 - 02:00 AM.
Posted 16 July 2015 - 11:31 PM
I made a simple starter guide for editing tables. Hopefully you can at least give it a try without too much of a headache?
https://www.minds.co...uide-for-unit3d
It's not VPM enabled but I think it may help being stripped right down in table & script to understand better and then reference the other tables.
Edited by chepas, 23 July 2015 - 05:18 PM.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 20 July 2015 - 11:43 AM
@bodegg: I just split the thread for clrity purpose. Here is the discussion: http://www.vpforums....showtopic=32080
UP2
Posted 20 July 2015 - 10:28 PM
https://www.dropbox....Camera.png?dl=0
How come the surfaces and walls got left off the playfield? Could go into silly detail here with this , lol.
I've just noticed doing this that you can only take one snapshot at a time?
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 01 August 2015 - 03:44 AM
Make sure you have VPinMame installed correctly, replacing the VPinMame.dll before running the VPinMame Setup.exe & the Microsoft Visual C++ 2010 Runtime also installed (32bit). Make sure you have the correct VPinMame http://sourceforge.n...ojects/pinmame/
Make sure your DirectX is up to date http://www.microsoft...ails.aspx?id=35
I have personally set up and got working Unit3D on Windows 10, the only thing that caught me up was the Visual C++ Runtime had to be the 32bit version, even on a 64bit system, though I did install both 32 & 64.
Edited by hotgraphics, 01 August 2015 - 03:57 AM.
CPU: Intel Core i7 2670QM @ 2.20GHz (Up to 3.1GHz) Sandy Bridge 32nm Technology
RAM: 8.00GB Dual-Channel DDR3 @ 665MHz (9-9-9-24)
GRAPHICS: 2047MB NVIDIA GeForce GT 540M, Os: Windows 7 Home Premium 64-bit SP1
Posted 01 August 2015 - 10:17 AM
sorryeffectively
vpm dll unit3d was not installed.working properly, but lag 10 fps ((((thx
Is your default card your high performance card?. Also try toning down the effects.
CPU: Intel Core i7 2670QM @ 2.20GHz (Up to 3.1GHz) Sandy Bridge 32nm Technology
RAM: 8.00GB Dual-Channel DDR3 @ 665MHz (9-9-9-24)
GRAPHICS: 2047MB NVIDIA GeForce GT 540M, Os: Windows 7 Home Premium 64-bit SP1
Posted 19 August 2015 - 05:20 AM
Fantastic work guys, I was absent from these developments from when you first posted your progress. It's amazing to see how much this was improved and i really like how Terminator and AFM are playing. Besides that, they look amazing! I hope developments will continue and we will soon see an active memberbase helping out with creating tables. Keep up the good work and thanks again!
Edited by rehab, 19 August 2015 - 05:20 AM.
Posted 19 August 2015 - 07:38 PM
Posted 20 August 2015 - 07:20 PM
Hey Guys,
I'm impressed by your work. I want to install Unit3d to check it out. I'm afraid to install it though, because I don't want to break my Visual Pinball Installation, which is working so wonderfully. Here is the line from your instructions that concerns me: "You just need to replace your older vpinmame.dll in your Visual Pinmame installation folder ( if you use to play Visual Pinball software ), and register it using the Visual Pinmame setup utility. Our version of the dll stills compatible with Visual Pinball, so you don't need to switch between the two files, just replace it and both softwares will run fine."
Can you give me some reassurance that this won't alter my VP performance?
Thanks,
Ben
EDIT: I took the plunge, installed UP. It's up and running. The replacement vpinmame.dll works great with VP. No problem there.
Edited by Ben Logan, 21 August 2015 - 07:37 PM.