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vp10 ideas


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#141 fuzzel

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Posted 13 May 2014 - 12:39 PM

If you would like to have tubes to vp than I would suggest to use a mesh primitive. And there is one really good free mesh editor available -> Blender ;)
I can only second what Mukuste said, VP isn't and won't be a mesh editor. I think a lot of authors will be happy if VP can handle primitives like FP.

#142 StevOz

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Posted 13 May 2014 - 12:50 PM

That's not at all what I was talking about nor any mesh or blender, primitive either, just a simple way of creating a wall, to be used as a rail or rubber without the need for all that is this request so really difficult to grasp? I know it maybe an ask then this is the VP10 suggestion thread is it not?


Edited by StevOz, 13 May 2014 - 12:53 PM.

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


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#143 mukuste

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Posted 13 May 2014 - 01:11 PM

Ok, I think I understand what you want now...? On this page: http://www.vpforums....esign_guide.htm, in the picture under the heading "Posts:", you'd like an easy way to create the black rubber object? Yes/no?



#144 StevOz

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Posted 13 May 2014 - 01:41 PM

Yes and no, just a basic VP object that can be utilised flexibly for any imagined application, be that a rubber, a rail, a post, a kicker hole and whatever, something along those lines, wherever a rounded type rendered object or image is needed. 


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


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#145 mukuste

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Posted 13 May 2014 - 01:43 PM

Well that's quite a wide range of applications, I'm not sure why and how these objects can be fit into one object type... I mean, a kicker hole certainly looks and behaves completely different from a rubber object?



#146 StevOz

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Posted 13 May 2014 - 01:50 PM

VP walls, have elasticity, visible, hit/no hit can be set at any height or depth and shape, can drop as targets and have textures applied, so why can't they be round as well? This could be the ultimate VP primitive. As for the kicker hole I was only referring to a potential application for visual effect, although the elasticity maybe of use, who knows maybe a negative setting could work.


Edited by StevOz, 13 May 2014 - 01:56 PM.

Files I have uploaded here...

 

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


logoshort.gif


#147 ICPjuggla

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Posted 13 May 2014 - 01:54 PM

It would also be nice to add an alpha option to walls. See though platforms etc. could be made much easier.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#148 Pinbotfan

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Posted 13 May 2014 - 08:01 PM

Maybe for rubbers a function like the one wire ramp. It would have to show a correct shape in the editor, if not correct dimensions, and do sharper curves without kinking though, and attributes suitable.  



#149 lio

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Posted 13 May 2014 - 10:01 PM

I think "all" that SteveOz is asking for is a cylindrical shape that follows a path of shape points (possibly with adjustable diameter) that does not have the flat side on top but is rotated 90° so the flat bit is perpendiculat to the playfield - so basically like the shapeable ruber object in FP but not neccessarily a closed shape so it can be more flexibly used to add additional ramp wires, create round metal ball guides and such.
personally i think this would be great along with more types of walls where you can define a thickness and don't have to align two shapepoints all along the way of the guide. mimic the FP editor in as many ways as you can :-)

Edited by lio, 13 May 2014 - 10:02 PM.


#150 jpsalas

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Posted 14 May 2014 - 03:05 AM

About rubbers: to simulate a rubber, with the VP objects we have now, I should use a ramp :) Yes, a 1 wire ramp, 8 points in diameter and with a single image on it to give it a better round shape and color.

 

For example: I just took one of the ramps that I use to use to make the rubbers in my tables. I changed the height to be 24. Changed the type to RampType1Wire. Changed its diameter to 8. And I added the oldrubber image. And it looks like this:

 

 

and the image for the rubber, is just a simple gradient (I guess the image could be improved :) ):

 

 

This way I could make some rubbers to look better. Still you need to use some walls for the collision hit events and/or if you want a different elasticity of the longer part of the rubber to the one on the posts.

 

(But the shadows doesn't fit so very well to a rubber, so I still should prefer a better object for the rubbers, or simply an improved 1 wire ramp :) )


Edited by jpsalas, 14 May 2014 - 03:35 AM.

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vp.jpg

 

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#151 jpsalas

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Posted 14 May 2014 - 04:18 AM

A way to improve the wire ramps could to simple redraw them differently (I always have had the feeling that the wire ramps are drawn upside down).

 

As you can see in the image (that's a 1 wire ramp with a big diameter of 50, with the oldrubber image), the normal way to redraw them is shown in the number 1. The side wall on the back is drawn with a gradient. I mean for wire ramps it should be better to draw the front side wall and make it go down instead of up, as shown in the number 2 (that's just a cut and paste in photoshop). That way the wire ramps will look much better and they could be used to make the rubbers. I know they are not round cylinders, but with a diameter of 8 they don't look so bad :)

 


Edited by jpsalas, 14 May 2014 - 04:20 AM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#152 fuzzel

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Posted 14 May 2014 - 07:07 AM

Wow JP great find! I never had the idea to build rubbers with a wired ramp but they do look much better indeed. The drawing of all elements will change because we want to remove the fixed function pipeline completely and use shaders for all rendering purposes.



#153 Pinball999

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Posted 14 May 2014 - 09:24 AM

Not sure if this has been addressed, but at the moment, the wire ramps are streched when the Z scale is changed.

Would be great to have their size fixed so that they are not affected.



#154 Pinbotfan

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Posted 14 May 2014 - 02:58 PM

Geese. The least you guys could do is like my post. I was not guessing about the merits and flaws of using a one wire ramp (a horizontal tube) for a rubber (a horizontal tube). And even if it had been a guess...


Edited by Pinbotfan, 14 May 2014 - 06:24 PM.


#155 jpop

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Posted 14 May 2014 - 09:02 PM

maybe already discussed....ability to import 3d models from other formats. so if I design ramp in Solidworks®...then I can import and use in my VP10 table. Or an stl file for a toy sculpt. Maybe also define a proper naming convention to traditional pinball parts, objects, features, etc. Just some thoughts.  Jpop



#156 mukuste

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Posted 14 May 2014 - 09:26 PM

maybe already discussed....ability to import 3d models from other formats. so if I design ramp in Solidworks®...then I can import and use in my VP10 table.

 

Have a look here: https://forum.solidw...e/284991#284991

 

Pretty much any 3D software can export to .obj, either natively or through plugins.



#157 Guus

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Posted 15 May 2014 - 12:38 AM

The improvement should, in my opinion, be:

 

- improved lighting effects

- full stable support for FSAA with multi-sampling

- better 3d modeling support

- more easy-to-use/easy-to-install for "VP-noobs"

- improved physics (or easy to change physics settings (easy to use sliders for table slope / ball weight etc.) )



#158 JavaJack

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Posted 17 May 2014 - 05:10 PM

Another suggestion for VP10:

A more true-to-life default table. That is, instead of the one classic mega-wall for everything, start with:

  • Playfield 20.25 inches wide
  • Life size flippers instead of the giant defaults
  • Realistically-sized wood rails on the outermost edges and bordering the shooter lane
  • Realistically proportioned thin walls under the flippers down to the drain
  • Realistically proportioned thin wall arch around the top of the playfield


#159 kiwi

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Posted 17 May 2014 - 06:20 PM

An object that simulates the kicking target,
and an object which when hit by the ball, send the vibration to an other ball, moving it, like a captive ball, maybe fatibile modifying the sling of the wall.

 

Max
 



#160 atarian

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Posted 17 May 2014 - 07:05 PM

Another suggestion for VP10:
A more true-to-life default table. That is, instead of the one classic mega-wall for everything, start with:

  • Playfield 20.25 inches wide

Related post from 2009 on playfield sizes.http://www.vpforums....?showtopic=2762