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Frankenstein Night Mod [VP 9.x Cabinet FS MOD]


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#141 gigalula

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Posted 19 August 2014 - 11:03 PM

Lol thx shoopity I knew it was something changed lol . :)

Kool I thought that was only me with my temporary setup on second computer.... while my cab is on painting cure.... ;) Dammit I'm not good at all with paint gun so the prep between layer is really not a luxury ;)


I have no shame so here's the "model" pic that this was taken from (along with some side views that I don't need to post, you get the gist)

 

That is one nasty snarl!

 

 

 

 

Good model... with some plaster and scratch It could do the job :) 


Edited by gigalula, 19 August 2014 - 11:01 PM.


#142 unclewilly

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Posted 19 August 2014 - 11:21 PM

Yeah its really wierd. I know for the pinball magic corkscrew I used a timer.
I don't think I've ever done ball movement without a timer.

I do know if you don't destroy the ball it won't loose it's id.
I'd like to add ball rolling and collision sounds to this

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#143 Shoopity

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Posted 20 August 2014 - 03:38 PM

I know for a fact you can move a ball around without having to destroy it first.

 

I finally do have some code I can share with you guys that will do what I was talking about (moving the ball into Frank's hand, as well as a 1 frame animation of throwing the ball).  You'll need to add 2 timers to the table, one called "LMover" and one called "RMover" and set their intervals to 1, also make sure to un-check the Enabled box (we can't have those timers running when the table starts, it's now in the code, but it wasn't initially); then just copy/paste the code in that Google document, replacing all of the code in your table.

 

If you guys want more of an arm animation, I will work on it; if you want to see how it looks with Dark's ball primitive, I could try to look into that, but I think UW would be better suited for it.

 

If you want to just test this without having to play a game and build up a lock, if you copy the wall called TrapLeft_On and just paste (making a duplicate that will be called TrapLeft_On1), then if you open the debugger during a game and put a check mark on "Throw Balls in Player," you can throw a ball into the VUK and because that copied wall is up, it will direct the ball into Frank's hand (yeah yeah, it's technically Frank's monster as Frankenstein is the doctor, whatever).  You don't even have to start a game because the VUK will automatically kick the ball up.

 

There is also an arm throw solenoid test in the test menu if you want to test things there.


Edited by Shoopity, 20 August 2014 - 09:52 PM.


#144 Shadowsclassic

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Posted 20 August 2014 - 07:23 PM

Hey Shoopity, I got a variable undefined Lmover when the ball dropped into the right hand.



#145 Shoopity

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Posted 20 August 2014 - 07:37 PM

You'll need to add 2 timers to the table, one called "LTimer" and one called "RTimer" and set their intervals to 1; then just copy/paste the code in that Google document, replacing all of the code in your table.

 

Sorry my bad, those timers should be called "LMover" and "RMover".  I'm editing my original post.



#146 Shoopity

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Posted 20 August 2014 - 09:54 PM

I've edited my 143 multiple times.  As of the time of this post, the instructions have changed to include the corrected names of the timers to add, to remind you to un-check the Enabled option for those timers, as well as I have changed the shared code to include disabling those timers in the script.  If you're having issues when you launch the table or when the ball drops into one of Frank's hands, please make sure you check those things first.



#147 LoadedWeapon

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Posted 20 August 2014 - 09:58 PM

Fix the table up and send it to me Shoopity and I will upload it if you want.. I'm busy on Congo atm :)



#148 unclewilly

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Posted 20 August 2014 - 10:04 PM

I have an alternate animation done also using the primitive balls. I've submitted it to dark for approval. When you decide what you want to do for the animation I would gladly add the ball collision and rolling sounds to the table for you.

Just let me know

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#149 dark

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Posted 20 August 2014 - 10:06 PM

I have an alternate animation done also using the primitive balls. I've submitted it to dark for approval. When you decide what you want to do for the animation I would gladly add the ball collision and rolling sounds to the table for you.

Just let me know

 

Awesome thanks pal, I'll be checking it out shortly - I'm sure it's great.



#150 LoadedWeapon

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Posted 20 August 2014 - 10:25 PM

awesome! no hurry guys... thanks UW :)



#151 dark

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Posted 20 August 2014 - 10:34 PM

Just gave it a thorough run through and I got to say:  Looks just how I imagined it should.  Once UW has the ball sounds added in, this should be last major update.

 

Also in the version I gave to UW to play with, I managed to get Frank's head rotating nicer by leaning him back 10 degrees in 3dsmax and moving his pivot point back to where the pivot point sits before the rotation.  Previously the pivot was centered to object but once tilted back it throws off his rotation a bit - I've managed to compensate for this and it looks as good as it's going to get.

 

This one's been a group effort that I've been proud to be a part of.   ;)

 

Side note: LW I noticed you did a minor update yesterday?  Adjusted some lights?  Sadly you may need to re-do any adjustments since the last update, so I hope nothing too major.


Edited by dark, 20 August 2014 - 10:35 PM.


#152 Shoopity

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Posted 20 August 2014 - 10:45 PM

OK, here's my table that I've been working on.  Sorry, I've desktop-ized it, but you can put it back easily.  Of course, moving where the ball goes when it "falls into the hand" is easily adjustable, just change the lballinhand.x, .y, and .z or rballinhand.x, .y, and .z.

 

This was originally one of Dark's tables where I think moved the kickers slightly.  On my table, it always misses the right hand (Frank's left hand, right from the player's perspective) and just falls straight down.  If you just move the kicker up closer to the ramp it'll catch.  That is, if you're having problems to begin with.  Also, when Frank throws the ball, I didn't touch how it kicks out of his hands, so that should be the same.

 

And of course if UW's/Dark's animation, primitive ball solution looks better, definitely do that.



#153 dark

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Posted 21 August 2014 - 11:41 PM

An update has been forwarded to LW that includes the following:

 

Changes:

-Frank head re-adjusted - leaned back 10 degrees in 3Dsmax then pivot re-centered then re-exported for optimal head movement.  This head has been included in the frank model update as well,  if you prefer brighter textures for Frank you can get them from the model download package here: http://www.vpforums....s&showfile=9907   simply select all the frank textures and "reimport from" and select the ones from the download.

-Arms decline is less.

 

Thanks to UncleWilly for the following updates/changes:

-Creature 2 ball now seamlessly catches the balls securely in hands by switching from real ball to a primitive ball(s) made by yours truly.

-Catapult arm animation added in.

-Ball collision sounds added

-Ball stuck by plunger lane exit gate fixed.



#154 LoadedWeapon

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Posted 21 August 2014 - 11:58 PM

ok cool I will get it uploaded in a sec.. Thanks guys! :)



#155 Shadowsclassic

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Posted 22 August 2014 - 12:43 AM

Nice work guys you have really put the time in on this table. I know you are going to want to shoot me for saying this however...

The neck is a little long, but the real oddity is the shadow of his head on his chest.  It doesn't move with his head. I know it didn't before but it really jumps at you now.

I have never seen a real table but from the videos I was watching it looks like his head should be more down in his collar.


Edited by Shadowsclassic, 22 August 2014 - 12:47 AM.


#156 unclewilly

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Posted 22 August 2014 - 12:54 AM

Ball rolling sounds added also, not that you could hear it over the freakishly loud soundtrack ;)

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#157 dark

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Posted 22 August 2014 - 01:00 AM

In earlier versions of the model I had the neck attached to the head but it looks strange turning with the head.  If you want the head to sit lower on the body just adjust the heads Z position.  It's at 340 now, 320 might be more to your liking.

 

[edit] yeah I think it looks right at around 320 z height, I've reimported and moved that head so many times now.


Edited by dark, 22 August 2014 - 01:08 AM.


#158 dark

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Posted 22 August 2014 - 01:13 AM

Maybe LW can select the head and change Z height to 340 to 320 and update release before too many people notice the update...

 

:facepalm:

 

 

As far as the shadow goes, I was considering rendering out multiple textures for his chest to have the shadow move, but I thought this table might be getting resource heavy with all the flashers and heavy primitive animation.  It's harder to notice with the head position lower, although I could make the shadow cast further down.  I thought it was the sort of thing that might be overboard....but if people were interested I could render out the alternate maps to go with the head and someone could script them to sync with the head movement.....thoughts?


Edited by dark, 22 August 2014 - 01:18 AM.


#159 LoadedWeapon

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Posted 22 August 2014 - 01:45 AM

Sorry guys been super busy on Congo.. Going to upload it now.. :)



#160 dark

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Posted 22 August 2014 - 01:53 AM

Well I went ahead and rendered out the maps, if anyone wants to play around with animating the body maps to match the head movement, I rendered out 6 maps for a total of 7 maps including the default 'straight ahead' position.  So 3 degrees of of turning left and right to ensure a smooth transition.  Maybe only 2 each way is needed but 3 will definitely work.

 

body map shadows:

http://www.mediafire...ody_shadows.rar

 

Personally I would be interested to see this in action if someone is willing, but again I'm really not sure how harsh it will be on resources/performance animating those maps constantly since the head is always moving.


Edited by dark, 22 August 2014 - 01:54 AM.