Jump to content



Photo
* * * * * 18 votes

VP10 is here (beta)

VP10

  • Please log in to reply
3889 replies to this topic

#1621 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 23 March 2015 - 10:17 AM

yes "DisableLighting" ;)



#1622 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 23 March 2015 - 07:40 PM

When you click a collection could you make it possible to display the collection name in the properties panel?

 

VisibleRubbersCollection

Rubber(28)


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#1623 ICPjuggla

ICPjuggla

    Early Retirement

  • VIP
  • 1,193 posts

  • Flag: United States of America

  • Favorite Pinball: Star Wars

Posted 23 March 2015 - 08:25 PM

Is there anyway you guys can speed up the use of primitives in the editor?

 

When placing, moving and changing values the editor times out and moves supper slow.... It would be great if you could speed that up somehow..


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


#1624 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 23 March 2015 - 08:48 PM

icpjuggla have you changed the draw in the editor for the primitive? (I think it's called Draw...) it changes how much of the primitive you see in the editor and has vastly improved primitive performance in edit mode...



#1625 ICPjuggla

ICPjuggla

    Early Retirement

  • VIP
  • 1,193 posts

  • Flag: United States of America

  • Favorite Pinball: Star Wars

Posted 23 March 2015 - 09:25 PM

didn't even know that existed, I'll try that and report back..  :)

 

where would this be located as I see nothing specific to primitives in the editor options.


Edited by ICPjuggla, 23 March 2015 - 09:30 PM.

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


#1626 kiwi

kiwi

    Pinball Fan

  • VIP
  • 2,670 posts

  • Flag: Italy

  • Favorite Pinball: Star Trek 25th Anniversary



Posted 23 March 2015 - 10:03 PM

didn't even know that existed, I'll try that and report back..  :)

 

where would this be located as I see nothing specific to primitives in the editor options.

In the primitive property panel, in the upper area, "Editor" box, the default value is 0.25.

 

Max



#1627 ICPjuggla

ICPjuggla

    Early Retirement

  • VIP
  • 1,193 posts

  • Flag: United States of America

  • Favorite Pinball: Star Wars

Posted 23 March 2015 - 10:13 PM

Thx guys I'll check it out..


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


#1628 sliderpoint

sliderpoint

    Pinball Fan

  • Members
  • PipPipPipPip
  • 760 posts
  • Location:Spokane, WA

  • Flag: United States of America

  • Favorite Pinball: Metallica

Posted 25 March 2015 - 02:35 AM

I searched through this topic and found a few mentions of this type of desired functionality, but I thought I would ask it straight out.   Can we get ROT X,Y,Z position properties on a LIGHT object, the same as they are on a Flasher object?  

 

Thanks for all your hard work!

 

-Mike



#1629 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 25 March 2015 - 07:49 AM

Why do you need that? The light implementation (insert/bulb) is actually a hack. If you take a bulb light for example you will notice that it's actually a flat 3D object. If you render that in a rotated way it can look really strange. I just want to understand what's the expected goal you want to achieve. I don't want to flood elements with too many options for only a special situations especially when you can use flashers for these situations ;)



#1630 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 25 March 2015 - 12:26 PM

rev1880 is up:

 

- fix crash if the flasher object can't be rendered (invalid flasher shape)
- internal material and light handling optimized
- add optional inverse triggering of coindoor switch (vbs scripts updated)
- fix scaling of floating property window
- show collection name in property browser if a member element was selected
- improve anti-stretch method for fullscreen mode (the X/Y-offset values are obsolete)
 



#1631 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 25 March 2015 - 12:39 PM

With this rev the default table finally hit the 1000fps@FullHD border on my gtx titan..  ;)



#1632 Shockman

Shockman

    Pinball Fan

  • VIP
  • 1,717 posts
  • Location:Portland Or.

  • Flag: United States of America

  • Favorite Pinball: Star Trek

Posted 25 March 2015 - 01:37 PM

Why do you need that? The light implementation (insert/bulb) is actually a hack. If you take a bulb light for example you will notice that it's actually a flat 3D object. If you render that in a rotated way it can look really strange. I just want to understand what's the expected goal you want to achieve. I don't want to flood elements with too many options for only a special situations especially when you can use flashers for these situations ;)

It's easy to accept that something has to be a certain way if it is imperfect, than it is to accept that something should be a certain way if it is imperfect. I think that is why these questions linger. We can't make it do that is a statement. Why the need is a conversation.

 

A flasher may be better, and it may have even become so good that it's now too good to be called a flasher, which in the pinball world is a specific light object. But the light object remains, and is perfect foe painting horizontal surfaces with light. A second object to paint vertical surfaces with light works, but is a method that questions were invented for.

 

You want to have a light bulb on the table, maybe under a plastic. Where is the best place to set the halo height? one, mid height, the top of the bulb, or the height of nearby objects that will be hit by that light? 

 

Viewed from above the light seems to work if you set the height to the bottom of the plastic it's under. But it may have an unconvincing effect on the bulb, and the hot spot will be off set from the surface the bulb is on. Peek under there though

(temp drastic shallow angle) and you will see the plane that is the light. It's like those devices a carpenter would use to draw a line on interior walls for say chair molding placement. It's an adjustable self pluming extremely fast spinning laser. That is exactly what in effect the VP light object is. We don't ever see a lit surface, we see unlit surfaces through light. It works, but it is angle dependent.

 

This is not to say that tables can't be made to have nice lighting, Mentioned was flashers and multiple halos.

 

Understanding was asked for. Like I said, it may not be possible, but if it isn't it should be the only answer, or response, not why would you want to free light from a plane, or go with our interpretation of light,but change the plane.



#1633 sliderpoint

sliderpoint

    Pinball Fan

  • Members
  • PipPipPipPip
  • 760 posts
  • Location:Spokane, WA

  • Flag: United States of America

  • Favorite Pinball: Metallica

Posted 25 March 2015 - 03:39 PM

Why do you need that? The light implementation (insert/bulb) is actually a hack. If you take a bulb light for example you will notice that it's actually a flat 3D object. If you render that in a rotated way it can look really strange. I just want to understand what's the expected goal you want to achieve. I don't want to flood elements with too many options for only a special situations especially when you can use flashers for these situations ;)

 

My short answer is to light objects that are vertical or at an angle (sides of walls/ramps/vertical plastics/etc).  Why not use a flasher... well you made the light object too good  :tup: .  The two color/fall off/intensity/fade speed options are great and those are not available on a flasher. The flasher is always just a flat color with no fade/fall off unless I use an image which can be tricky to get the desired effect.   So to go the other way, if those options could be added to a flasher, that would be cool as well.  

 

Thanks!

-Mike



#1634 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 25 March 2015 - 04:01 PM

I asked about this previously, and one reason I want it has to do with reflections. I don't know if there's a way in the script to have the opacity of a flasher object match the fade speed of a light object. Look at Sharkey's, the lane reflections at top are jacked up because I can't match the fade speed with the flasher reflection. The only solution is to turn off fading lights and just have either on or off.



#1635 bent98

bent98

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,077 posts
  • Location:NY

  • Flag: United States of America

  • Favorite Pinball: Roadshow, Haunted House, Safe Cracker

Posted 25 March 2015 - 04:03 PM

With this rev the default table finally hit the 1000fps@FullHD border on my gtx titan..  ;)

What was it before this build?



#1636 cyberpez

cyberpez

    Enthusiast

  • Silver Supporter
  • 394 posts

  • Flag: United States of America

  • Favorite Pinball: Back to the Future

Posted 25 March 2015 - 04:20 PM

I searched through this topic and found a few mentions of this type of desired functionality, but I thought I would ask it straight out.   Can we get ROT X,Y,Z position properties on a LIGHT object, the same as they are on a Flasher object?  

 

Thanks for all your hard work!

 

-Mike

 

 

Why do you need that? The light implementation (insert/bulb) is actually a hack. If you take a bulb light for example you will notice that it's actually a flat 3D object. If you render that in a rotated way it can look really strange. I just want to understand what's the expected goal you want to achieve. I don't want to flood elements with too many options for only a special situations especially when you can use flashers for these situations ;)

 

For me an example would be my Black Hole table.  With the light object in VP9 it cut all the lights in half on the lower playfield.  I ended up using the flasher object.  Works fine.  If thats the way to keep doing it in VP10 then that fine, just giving you an example :-)



#1637 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 25 March 2015 - 04:56 PM

 

With this rev the default table finally hit the 1000fps@FullHD border on my gtx titan..  ;)

What was it before this build?

 

 

~900



#1638 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,321 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 25 March 2015 - 08:00 PM

Thanks for the new build :) Mmm, in the default table I only get about 400 fps without any ambient occlusion or anti-aliasing, and 280fps with the ambient occlusion on. Time for a new card? :) (and I use a GTX 680 now)

 

There is one thing that I don't like much, and that's the floating options window. It never seems to be the right size. And in the latest build, each time you select an object, or change to the backdrop, then the window becomes smaller. So if there is no any obvious reason why it should be a floating window, I should really like it to have like it was before :)


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


#1639 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 25 March 2015 - 08:05 PM

In the Editor options you can change this.



#1640 fripounet

fripounet

    Pinball Fan

  • Platinum Supporter
  • 1,032 posts

  • Flag: China

  • Favorite Pinball: .les miens

Posted 25 March 2015 - 08:12 PM

can you realize a screensaver as pinball arcade ?







Also tagged with one or more of these keywords: VP10