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The VP 10.5 beta thread


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#141 flupper1

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Posted 26 January 2018 - 02:24 PM

One texture combined of two would be great for having flasher effects on primitives. My ideal solution would be to have multiple instead of just two, I could then do shadows/lights of insert lights on multiple primitives, but that would require more than 2. I was hoping on something like this (in invented code):

 

dim newtexture

newtexture = getimage("basetexture")

newtexture = overlayimage(newtexture, "shadow", "multiply", "50%")      ' add shadow effect on primitive texture with a factor of 50%

newtexture = overlayimage(newtexture, "insertlighting1", "add", "20%")      ' add light effect of first insert light with a factor of 20%

newtexture = overlayimage(newtexture, "insertlighting2", "add", "20%")      ' add light effect of second insert light with a factor of 20%

newtexture = overlayimage(newtexture, "flasher1", "add", "100%")      ' add light effect of a dome flasher with a factor of 100%

Rock6_lost_mine.image = newtexture

 

All images ("basetexture", "shadow", etc) to be loaded into vpx as normal.



#142 toxie

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Posted 26 January 2018 - 02:40 PM

i understand the use case, but that's not exactly quick to implement at the moment.  :/


maybe let me finish up something else i'm currently doing (can still take a while though), and then let's see if that's maybe good enough for you, too..



#143 hanzoverfist

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Posted 26 January 2018 - 02:53 PM

And if you were to do that I would drop the percentages, and would definitely use the alpha channel to mask , or a seperate mask altogether. 

 

EDIT: Ok I get the percentages,.. it's for the operator.


Edited by hanzoverfist, 26 January 2018 - 02:55 PM.

space-invader-wheel1_t.png


#144 fuzzel

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Posted 26 January 2018 - 02:56 PM

One texture combined of two would be great for having flasher effects on primitives. My ideal solution would be to have multiple instead of just two, I could then do shadows/lights of insert lights on multiple primitives, but that would require more than 2. I was hoping on something like this (in invented code):
 
dim newtexture
newtexture = getimage("basetexture")
newtexture = overlayimage(newtexture, "shadow", "multiply", "50%")      ' add shadow effect on primitive texture with a factor of 50%
newtexture = overlayimage(newtexture, "insertlighting1", "add", "20%")      ' add light effect of first insert light with a factor of 20%
newtexture = overlayimage(newtexture, "insertlighting2", "add", "20%")      ' add light effect of second insert light with a factor of 20%
newtexture = overlayimage(newtexture, "flasher1", "add", "100%")      ' add light effect of a dome flasher with a factor of 100%
Rock6_lost_mine.image = newtexture
 
All images ("basetexture", "shadow", etc) to be loaded into vpx as normal.

I think it's easier to implement if you use a second image variable and a overlay variable for a primitive. Something like
Prim.overlayimage="flasher"
Prim.overlayfactor=0.5
Prim.overlaymethod=1 '1= additive, 2= multiply...

#145 toxie

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Posted 26 January 2018 - 03:25 PM

From what i understand he wants to have multiple images though that are blended (e.g. shadow, light0, light1, etc).



#146 hanzoverfist

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Posted 26 January 2018 - 05:08 PM

From what i understand he wants to have multiple images though that are blended (e.g. shadow, light0, light1, etc).

 

The question is why dynamically in VP, rather than do it in photoshop?


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#147 flupper1

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Posted 26 January 2018 - 05:31 PM

With this method you can fade in and fade out multiple flashers on top of each other. Even reflections of the insert lights would be possible for nearby primitives. For three flashers you would already need 8 different textures (no flasher, 1 flasher, other flasher, 2 flashers, etc) and no fading.

And for instance add lighting effects on bumper tops or flasher domes, with fading.


Edited by flupper1, 26 January 2018 - 05:36 PM.


#148 hanzoverfist

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Posted 26 January 2018 - 06:25 PM

With this method you can fade in and fade out multiple flashers on top of each other. Even reflections of the insert lights would be possible for nearby primitives. For three flashers you would already need 8 different textures (no flasher, 1 flasher, other flasher, 2 flashers, etc) and no fading.

And for instance add lighting effects on bumper tops or flasher domes, with fading.

 

Ok so this is not a 'one-time' texture blending thing during start-up but something that can be altered during game play. 


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#149 bord

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Posted 26 January 2018 - 10:41 PM

With this method you can fade in and fade out multiple flashers on top of each other. Even reflections of the insert lights would be possible for nearby primitives. For three flashers you would already need 8 different textures (no flasher, 1 flasher, other flasher, 2 flashers, etc) and no fading.

And for instance add lighting effects on bumper tops or flasher domes, with fading.

 

+1 to this request. This would help me in my work tremendously.



#150 allknowing2012

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Posted 26 January 2018 - 11:28 PM

How about a very small ui update ... Lights, Timer Interval add in the label.. RomId 


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testimageNL

 

 

 

#151 toxie

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Posted 27 January 2018 - 07:59 AM

can you be more specific?? i don't understand what you actually need..



#152 STAT

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Posted 27 January 2018 - 07:02 PM

toxie, fuzzel, please take a look here: http://www.vpforums....=39563&p=398891
There is something wrong again, with the WPC.vbs File ..

#153 toxie

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Posted 27 January 2018 - 08:39 PM

nFozzy is the one that did the changes.. can you give him a hint, please?



#154 STAT

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Posted 27 January 2018 - 08:49 PM

(sent)

#155 hanzoverfist

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Posted 27 January 2018 - 09:29 PM

@ devs , Just a question about this VBA element: table.BackdropImage_nnn = "whatever filename"  Is this supposed to work?


Edited by hanzoverfist, 27 January 2018 - 09:31 PM.

space-invader-wheel1_t.png


#156 DJRobX

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Posted 28 January 2018 - 04:51 AM

@toxie. Don't really see the relationship between crashes from 10.5beta * 5 times in a row (and me giving up ) where obviously VP needs to be started all over each time and the fact that 10.4 just starts without any problem. PBX is not involved here. Plain loading of VP. Obviously there is no change to at91jit in between these these crashes, and all of a sudden 10.5beta is healthy again ?!

 

As toxie asks, is at91jit = 1 or 0 when this occurs?  If it's 1, this is probably the known bug we haven't figured out.    If it's 0, it's a different problem altogether. 

 

The bug itself seems to be something memory-layout sensitive (which I think is why it seems to happen with Freezy's DLL much more often than without it), so it would make logical sense just using a different build of VPX could change the outcome.  



#157 toxie

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Posted 28 January 2018 - 06:45 AM

@ devs , Just a question about this VBA element: table.BackdropImage_nnn = "whatever filename"  Is this supposed to work?

 

Nope, unfortunately this is part of the preprocess step.. :/



#158 ClarkKent

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Posted 29 January 2018 - 04:38 PM

I would like to request a function in the editor I miss from Illustrator: When drawing a line (or moving a point) pressing SHIFT when moving it should be in a 45 or 90 degrees angle. This would simplify drawing symmetrical objects a lot.



#159 Ben Logan

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Posted 01 February 2018 - 05:14 PM

Feature Request: 

 

Many tables flash GI on and off altogether for dramatic effect (Space Shuttle is a great example). When a table "goes dark," it would be wonderful to be able to be able to ​swap a darkened playfield image temporarily to simulate how it would look lacking any GI at all. 

 

I've currently been experimenting with swapping ColorGrade images to darken the playfield when the GI cuts. This works really well (Thank you, Bord!). The problem is that a substitute ColorGrade image darkens everything: including flashers and insert lighting (reducing contrast and "pop"). 

 

Playfield swap could have all sorts of additional uses, for example: substituting an old-school "Photoshop lightened playfield" during intense flasher sequences. 

 

If it's not possible, I totally understand. Thanks for your consideration Toxie and Fuzzel!

 

:) 



#160 fuzzel

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Posted 01 February 2018 - 05:18 PM

I fear that isn't possible at the moment. The playfield image is pre-rendered with all the other static stuff. This will be possible when we remove the static rendering part...