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Diner VPX WIP
Started By
flupper1
, Sep 08 2016 09:28 PM
267 replies to this topic
#142
Posted 15 January 2017 - 09:43 AM
Im am gonna build a original table next , im actually in the process of developing some editor tools inside unity to make rapid prototyping table builds very easy. Anyway lets not derail this awesome diner thread .. man this table is looking so incredible. I have it on PA but obviously dont like the physics of PA .. so really looking forward to play this VPX version.
#143
Posted 15 January 2017 - 08:31 PM
This week's update:
- added the diverter on the right ramp
- added the backwall and another flasher, with shadow on the backwall
- added playfield shadows (very subtle, trying not to overdo it)
- added the sidewalls for FS and for DT
- added a missing part of the cup (handle)
- started with setting up the general illumination
- and since I still was not really satisfied with the inserts, I rerendered the arrow inserts
And there is still a lot to do before it will be finished, for instance:
- I want to redo the environment map
- some more GI to be added
- still some plastics missing or need the updated glass-layer-render-trick
- glowball needs to be updated to 10.2 tech level
- sounds: like drop sounds, gliding along rails, etc
- physics tuning
- a lot of coding still to do: flashers, ramp, diverter, ...
- background image for DT view
- coding for the B2S (clock, lights, etc) like in Tamoore's version
- I want to add the clock as an addon for the backwall, for people without a second/third screen
And now for some images...
These are newly made arrow insert textures:
I also rerendered the flasher cap, for a cleaner image:
This is a detailed shot of the new diverter and the backwall:
The desktop view with the new sidewalls:
And finally three images of the FS view: one with all insert lights on, one with all of them off and a little brighter view:
#144
Posted 15 January 2017 - 08:37 PM
No words.. this is stupid good.
Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=
#146
Posted 15 January 2017 - 09:40 PM
AMAZEBALLS!!!! ![]()
Rusty Cardores (Russell Stewart) - Gold Coast, Australia
Twitter: https://twitter.com/RustyPinball | Instagram: https://www.instagra.../rusty.pinball/ | Work: http://www.australianlight.com.au (Australian Landscape Photography)
'SSF' - Get awesome VPX Surround Sound Tactile Feedback in your cab https://www.facebook...oups/SSFeedback/
'Virtual Topper' - It's cooler than you might think! Check out the pics on my Instagram.
#149
Posted 15 January 2017 - 11:20 PM
Is that an ACTUAL VPX rendering? WOW!
Parabolic Technologies - 3D printers and 3D design printing
"Transforming YOUR Ideas into a Reality!"
#150
Posted 16 January 2017 - 12:21 AM
So this is the next stage for graphics in VPX, or is somthing equal outthere?
This table must look outstanding on a big screen, imagine the fun with flashers
sound and ambientlight!
Nice work, you sure have my attention on this one
!
P.S.: I need a cabinet!!!
Edited by jimmihenry, 16 January 2017 - 12:23 AM.
#151
Posted 16 January 2017 - 12:34 AM
Forgive my keeping in touch with reality, what pc specs will we need to push this glossy shiny imagary. The pictures look amazing !
Trying to keep in touch with what my cabinet can push with the great new tables that becomes available.
Any hints on pc/graphic card requirements to run this beauty ?
Trying to keep in touch with what my cabinet can push with the great new tables that becomes available.
Any hints on pc/graphic card requirements to run this beauty ?
#152
Posted 16 January 2017 - 06:18 AM
Concerning performance, the minimum setup would be the latest core i7, 32gb of ram and 2 nvidia GTX 1080 Ti in SLI... Just kidding of course, all the performance intensive work is done in Blender and photoshop. On my cab it runs ~150 fps in 1920x1080 with 4xAA and fxaa both on (AO off), that is only slightly slower than Black Knight 2000. So if you can run that one properly, this one should run. My hardware is a three year old core i5 and a Nvidia GTX770. There are ofcourse a lot of highres textures (playfield is 2048x4417 for instance, but BK2K has that as well) and a lot of transparent primitives. We will see how it runs when it is released, but as said, if you can run BK2K, you should be fine.
#155
Posted 16 January 2017 - 07:48 AM
No problem for my meagre 3 year old DT PC (core i3 Haswell @3.4GHz/GTX660), BK2000 runs fine here with all settings enabled and fps to spare. ![]()

Diner is looking crazy good... ![]()
Edited by StevOz, 16 January 2017 - 07:49 AM.
#160
Posted 16 January 2017 - 04:32 PM
Concerning performance, the minimum setup would be the latest core i7, 32gb of ram and 2 nvidia GTX 1080 Ti in SLI... Just kidding of course, all the performance intensive work is done in Blender and photoshop. On my cab it runs ~150 fps in 1920x1080 with 4xAA and fxaa both on (AO off), that is only slightly slower than Black Knight 2000. So if you can run that one properly, this one should run. My hardware is a three year old core i5 and a Nvidia GTX770. There are ofcourse a lot of highres textures (playfield is 2048x4417 for instance, but BK2K has that as well) and a lot of transparent primitives. We will see how it runs when it is released, but as said, if you can run BK2K, you should be fine.
You can get significant performance boosts by combining dynamic primitives together and combining their texture maps into 1 texture map. Even if you split transparent plastics into a couple groups it will still be considerably better than having all separate objects and texture maps for every transparent plastic. This reduces the number of render calls for the game engine and therefore reduces the strain on performance.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104



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