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Capcom Kingpin WIP


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#141 ICPjuggla

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Posted 19 March 2015 - 11:51 PM

Ya dark I found some awesome pictures that should help out in a big way..

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


#142 STAT

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Posted 20 March 2015 - 05:27 PM

:otvclap: to the Team in advance :tup:



#143 freneticamnesic

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Posted 27 March 2015 - 06:27 AM

Now we're cooking??????????



#144 gStAv

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Posted 27 March 2015 - 08:03 AM

What's on the stove? Can only smell it :D

 

fat-people-persistence-cook.jpg


3rs054-6.png


#145 dark

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Posted 27 March 2015 - 04:11 PM

I'm wrapping things up with my TSPP update and I'll be turning my attention to updating the Hotel Lex model probably some time next week.  I've also got work to do on the Hook update for Javier which I'm looking to complete soon as well.  Shortly there after I've promised to help Bodydump with his VP10 conversion of his NGG WIP, which I must say I'm excited about since the table already looked fantastic in VP9 and I plan to make more custom primitives for it.....what ever bodydump asks for essentially...spared no expense! :P

 

Since there is already a model for Hotel Lex, I figure that can be a placeholder until I further refine the model as promised.  New images being made available will improve the quality of the texture mapping and have also made it clearer to me some of the details of the shape of the Hotel.  I'm not sure what the current status is of this WIP is, but I think it's safe to say I'm not holding up any progress.  If you guys need me to get cookin' on this one just let me know....though I do have it in my schedule to be done some time soon.



#146 ICPjuggla

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Posted 27 March 2015 - 04:44 PM

dark not to add more to your plate but I know we talked about the spin city gates in the past are you still on board to do them as well for this?

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


#147 dark

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Posted 27 March 2015 - 04:48 PM

Yea they shouldn't be a problem, I also offered to do the plastic ramps if a FP guide can be provided for me.



#148 freneticamnesic

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Posted 27 March 2015 - 05:21 PM

Let's see how far I can get on the ramps....if I stall out I'll let you know


It would be great if we could get more resources from people who may have them. It, thankfully, won't prevent an amazing table from being released but knowing that there are more pictures out there that could be better than what we have, is just making out jobs unnecessarily harder for no reason.



#149 vampirolatino2

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Posted 27 March 2015 - 05:37 PM

Whaaaa?!!! there are more resources out there and isn't been shared?!!! WTF



#150 dark

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Posted 27 March 2015 - 05:53 PM

Whaaaa?!!! there are more resources out there and isn't been shared?!!! WTF

Yes this is a source of some controversy, you can count on Fren to bring that to the forefront.   :P

 

Supposedly Noah has some resources he is unwilling to share, 'I think' because once upon a time he was part way through an update for the table and perhaps wanted to see it through himself....I don't know.  What ever his reasons, he's within his rights to keep them to himself but as Fren mentions it may be making it harder on the rest of us.

Something tells me though that it wouldn't be too much more than we already have, and as Fren also mentions, it won't stop a great recreation from happening.

 

 

Let's see how far I can get on the ramps....if I stall out I'll let you know

 

Do you mean to say that you're taking on the task of making 3D ramps, or you'll provide FP guides for me?

 

There's only two plastic ramps and they aren't that large so it wouldn't take me long to do.....the only hard part really will be getting the railroad track decals....probably need some segments of it redrawn flat to make it look good.


Edited by dark, 27 March 2015 - 05:55 PM.


#151 bent98

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Posted 27 March 2015 - 05:59 PM

http://christopherhu...album365?page=1

 

Here are some nice hi res shots



#152 dark

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Posted 27 March 2015 - 06:03 PM

http://christopherhu...album365?page=1

 

Here are some nice hi res shots

Thank you but these are part of the resources that's already been gathered.



#153 vampirolatino2

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Posted 27 March 2015 - 06:42 PM

 

Whaaaa?!!! there are more resources out there and isn't been shared?!!! WTF

Yes this is a source of some controversy, you can count on Fren to bring that to the forefront.   :P

 

Supposedly Noah has some resources he is unwilling to share, 'I think' because once upon a time he was part way through an update for the table and perhaps wanted to see it through himself....I don't know.  What ever his reasons, he's within his rights to keep them to himself but as Fren mentions it may be making it harder on the rest of us.

Something tells me though that it wouldn't be too much more than we already have, and as Fren also mentions, it won't stop a great recreation from happening.

 

 

Let's see how far I can get on the ramps....if I stall out I'll let you know

 

Do you mean to say that you're taking on the task of making 3D ramps, or you'll provide FP guides for me?

 

There's only two plastic ramps and they aren't that large so it wouldn't take me long to do.....the only hard part really will be getting the railroad track decals....probably need some segments of it redrawn flat to make it look good.

 

 

I will redraw the ramps decals probably next week. ;)


Thanks bent98 for your support. We already have those, but the gesture is much appreciated.


Noah is an adult, I can't believe that. He is a busy man that's for sure, maybe he lost them or don't have time. But I don't/can't believe that just because the final products are shared within his own website.



#154 freneticamnesic

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Posted 27 March 2015 - 06:59 PM

I won't comment further.

 

OK Dark, I was going to try but I've not had great luck, using my method, on curved ramps like this (my method doesn't keep them upright, they all point towards the middle) 

I'm going to work on this table in FP later tonight for plastics, at that time I'll create the ramps so they line up and fit our build. I'll send them to you when I have them.

 

We're taking our time on this so no hurry on anything. We're using your current Hotel Lex for now and it looks great.



#155 dark

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Posted 27 March 2015 - 07:35 PM

I made that model for Hotel Lex before I knew about texture baking, so I'm thinking we could probably do some texture swaps for near by flashers or something, like I did for the Lauren Belle on Maverick.

 

I'd also like to have multiple maps for the plastics ramps for the same reason especially since they need to be rendered dynamic any ways....might as well make use of it and swap a few textures.  This is one of the last things I need to do for TSPP and is something I'd like to continue to do in future.....or at least until we have fully dynamic lighting in VP.  Zany and I were discussing how we would like to make an entire table in 3D and render out texture swap lighting for just about everything.  It would have to be really low poly and not include any major fancy toys but the result could be something like T2 chrome that's angle independent.  I would try to do that for T2 chrome now that the resources have been made available but I don't have vray renderer (plugin) so I can't render it the way it's meant to be seen since tipoto used vray.

 

I'm having a couple beers with friends this evening, if you have the FP ramps available for me tomorrow, I'll start on them this weekend most likely.



#156 Talantyyr

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Posted 27 March 2015 - 07:41 PM

@IPCjuggla: Are the pics of the hotel / textures of the hotel good enough? I could redraw them if you want. 

 

I'm not that good / experienced with drawing but this table style is simply enough for me :) 


Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/


#157 vampirolatino2

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Posted 27 March 2015 - 07:58 PM

@IPCjuggla: Are the pics of the hotel / textures of the hotel good enough? I could redraw them if you want. 

 

I'm not that good / experienced with drawing but this table style is simply enough for me :)

 

PM me if you want to help in the Hotel drawings.



#158 dark

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Posted 27 March 2015 - 08:09 PM

@IPCjuggla: Are the pics of the hotel / textures of the hotel good enough? I could redraw them if you want. 

 

I'm not that good / experienced with drawing but this table style is simply enough for me :)

 

The hotel has good (HD) images for the front view, and now we have a good image for the top view, but not so much for the sides.  The sides are barely visible but it would be nice to have a complete model for future use in emulations where you can move the camera around.



#159 vampirolatino2

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Posted 27 March 2015 - 08:40 PM

The front is great, I touched it a little and looks like the real deal. Available in the complete v2 (old psd file). Now with the new resources we can do the sides and a better Top. Haven't touched any of the new sides, ... I'm in debt with dark in that matter :(



#160 freneticamnesic

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Posted 27 March 2015 - 09:17 PM

I made that model for Hotel Lex before I knew about texture baking, so I'm thinking we could probably do some texture swaps for near by flashers or something, like I did for the Lauren Belle on Maverick.

 

I'd also like to have multiple maps for the plastics ramps for the same reason especially since they need to be rendered dynamic any ways....might as well make use of it and swap a few textures.  This is one of the last things I need to do for TSPP and is something I'd like to continue to do in future.....or at least until we have fully dynamic lighting in VP.  Zany and I were discussing how we would like to make an entire table in 3D and render out texture swap lighting for just about everything.  It would have to be really low poly and not include any major fancy toys but the result could be something like T2 chrome that's angle independent.  I would try to do that for T2 chrome now that the resources have been made available but I don't have vray renderer (plugin) so I can't render it the way it's meant to be seen since tipoto used vray.

 

I'm having a couple beers with friends this evening, if you have the FP ramps available for me tomorrow, I'll start on them this weekend most likely.

 

I fully support this idea. I think 4 step is best performance/visual balance. The bumper cars look great and I think that was 4 step if I recall correctly..............