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Unity 3D and VPinMAME!


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#161 Popotte

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Posted 01 February 2012 - 08:02 PM

QUOTE (cupid @ Feb 1 2012, 05:09 PM) <{POST_SNAPBACK}>
...

If there are copyright-problems with the FP Models, you could also use my importer for VP-Tables, but you would have to optimize the models by yourself.

...

FP models was made by Lio (Martin Antholzner). I suggest you (louizou) to ask him the permission to do that and I think he will be OK.

Les cons ça ose tout. C'est même à ça qu'on les reconnaît.

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#162 destruk

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Posted 01 February 2012 - 08:17 PM

The donation fund is at $400 now. If anyone wants specifics, let me know. The goal is 1500, so we're 1/4 there.

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#163 Glxb

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Posted 01 February 2012 - 08:31 PM

QUOTE (Popotte @ Feb 1 2012, 08:02 PM) <{POST_SNAPBACK}>
QUOTE (cupid @ Feb 1 2012, 05:09 PM) <{POST_SNAPBACK}>
...

If there are copyright-problems with the FP Models, you could also use my importer for VP-Tables, but you would have to optimize the models by yourself.

...

FP models was made by Lio (Martin Antholzner). I suggest you (louizou) to ask him the permission to do that and I think he will be OK.


Why?
This is not an editor, it just loads in and runs the FPT file.
You will of course have to seek permission to mod the scripts in the tables to run the roms in this, if you are going to upload any modded table.

GLXB

Edited by Glxb, 01 February 2012 - 08:32 PM.

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#164 louizou

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Posted 01 February 2012 - 09:54 PM

QUOTE (cupid @ Feb 1 2012, 05:09 PM) <{POST_SNAPBACK}>
Feel free to grab all C# code from http://sourceforge.n...ojects/vpp2k11/ .


excuse me for that , cupid , but already done

sorry to not ask you the permission before , but the c# code on building playfield and cutting holes on it comes from your translation of vp source

you're the kind of guys , as lvr , i must admit , i respect so much and ..... i love

I'm not gay, don't worry , but seeing what you have done for the pinball sim world , i can only say one thing ..... Worship.gif


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#165 dgriff

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Posted 01 February 2012 - 10:23 PM

Interesting times!

Thanks for all your work on this Loizou - and good to see Cupid back as well!

I'm in! (donation made) Worship.gif

Regards
Don

#166 cupid

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Posted 01 February 2012 - 10:25 PM

QUOTE (louizou @ Feb 1 2012, 10:54 PM) <{POST_SNAPBACK}>
excuse me for that , cupid , but already done

sorry to not ask you the permission before , but the c# code on building playfield and cutting holes on it comes from your translation of vp source


Nice. Very nice to see that it was worth something. I dont know if i had german comments in it. just ask, if you have problems with it. I'll look into that. I think you "borrowed" the tesselation function. No problem with that.


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#167 neoblood

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Posted 02 February 2012 - 12:46 AM

This is pretty cool stuff. I'm watching...
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#168 gStAv

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Posted 02 February 2012 - 10:08 AM

wery cool project indeed!

Sorry for me being slow, but is this something that all talented table makers can make use of or do you have to have the licenced version in order
to make tables with this?

Keep it up! yahoo.gif

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#169 rascal

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Posted 02 February 2012 - 11:13 AM

@authors - If this pans out, are you ready and willing? Do you know what this means? I'd like to hear from the workforce, the authors, both VP and FP authors alike.

For the VP authors, this means starting over, throwing everything that you learned out the window. It means learning a new programing language (C#). It means learning to make 3D models instead of 2D images animated to look 3D, which means you have to learn and purchase additional programs like Milkshape, 3D Studio Max, Maya, Poser, etc... or team up with someone who can build 3D models. It means working with a different editor and learning the ins and outs of that too.

For FP authors, this means learning a new programing language and converting your existing script to C#. It means you will now be dealing with vpinmame.

To all, it means a new physics engine which will be highly customizable, more complex, and will take additional programing to adjust and configure properly. This means working together and joining forces to build a stronger smarter community.

So are you ready to blaze new trails in pinball simulation and recreation?
Lets hear from you!

@Pinball Cab Owners and PC users - If you're throwing money into this project expecting super tables in return, it would be a good idea to know that there is going to be table builder (authors) at the other end willing to build and grow when it's all said and done. We may loose some authors that either don't want to start over or simply can't adapt to a more complex language/system. I know at this point, we are all jumping up and down and picturing a wonderful pinball world with glorious graphics, rom emulation, and better physics, but the bottom line is there has to be authors willing to create, learn, and build, otherwise you just threw money into a system that is just going to collect dust.

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#170 tamoore

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Posted 02 February 2012 - 11:30 AM

QUOTE (rascal @ Feb 2 2012, 06:13 AM) <{POST_SNAPBACK}>
@authors - If this pans out, are you ready and willing? Do you know what this means? I'd like to hear from the workforce, the authors, both VP and FP authors alike.

For the VP authors, this means starting over, throwing everything that you learned out the window. It means learning a new programing language (C#). It means learning to make 3D models instead of 2D images animated to look 3D, which means you have to learn and purchase additional programs like Milkshape, 3D Studio Max, Maya, Poser, etc... or team up with someone who can build 3D models. It means working with a different editor and learning the ins and outs of that too.

For FP authors, this means learning a new programing language and converting your existing script to C#. It means you will now be dealing with vpinmame.

To all, it means a new physics engine which will be highly customizable, more complex, and will take additional programing to adjust and configure properly. This means working together and joining forces to build a stronger smarter community.

So are you ready to blaze new trails in pinball simulation and recreation?
Lets hear from you!

@Pinball Cab Owners and PC users - If you're throwing money into this project expecting super tables in return, it would be a good idea to know that there is going to be table builder (authors) at the other end willing to build and grow when it's all said and done. We may loose some authors that either don't want to start over or simply can't adapt to a more complex language/system. I know at this point, we are all jumping up and down and picturing a wonderful pinball world with glorious graphics, rom emulation, and better physics, but the bottom line is there has to be authors willing to create, learn, and build, otherwise you just threw money into a system that is just going to collect dust.



I'm going to throw some cash into the collection plate to see where this goes, but I'm also sticking with VP for now. With what Cupid and the devteam have been working on, it's been getting better all the time.

I feel like there is nothing stopping us from using VP, FP and Unity based tables. It's all good.

Edited by tamoore, 02 February 2012 - 11:30 AM.

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#171 chriz

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Posted 02 February 2012 - 11:51 AM

I am willing to donate for these awesome first steps into a new pinball generation, even if it's a long, risky and difficult way to the goal.

IMHO we all have to do a first step to explore new lifeforms, new civi.... ahhh pinball creations biggrin.gif

but that doesn't mean that I do not like visual pinball. I love it, too!

let's see what the future brings. drinks.gif


cheers
Chris
 

 


#172 TheMcD

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Posted 02 February 2012 - 11:51 AM

QUOTE (rascal @ Feb 2 2012, 12:13 PM) <{POST_SNAPBACK}>
@authors - If this pans out, are you ready and willing? Do you know what this means? I'd like to hear from the workforce, the authors, both VP and FP authors alike.

For the VP authors, this means starting over, throwing everything that you learned out the window. It means learning a new programing language (C#). It means learning to make 3D models instead of 2D images animated to look 3D, which means you have to learn and purchase additional programs like Milkshape, 3D Studio Max, Maya, Poser, etc... or team up with someone who can build 3D models. It means working with a different editor and learning the ins and outs of that too.

For FP authors, this means learning a new programing language and converting your existing script to C#. It means you will now be dealing with vpinmame.

To all, it means a new physics engine which will be highly customizable, more complex, and will take additional programing to adjust and configure properly. This means working together and joining forces to build a stronger smarter community.

So are you ready to blaze new trails in pinball simulation and recreation?
Lets hear from you!

@Pinball Cab Owners and PC users - If you're throwing money into this project expecting super tables in return, it would be a good idea to know that there is going to be table builder (authors) at the other end willing to build and grow when it's all said and done. We may loose some authors that either don't want to start over or simply can't adapt to a more complex language/system. I know at this point, we are all jumping up and down and picturing a wonderful pinball world with glorious graphics, rom emulation, and better physics, but the bottom line is there has to be authors willing to create, learn, and build, otherwise you just threw money into a system that is just going to collect dust.


The way I see this, we won't have "authors" anymore. We're going to have "teams" instead. A programmer, somebody skilled with the editor, a 3D modeler. Working together as a unity (heh) allows people to quickly adapt to the new environment without learning much new stuff. Division of labor is really a great concept, and it's been only semi-prevalent in the VP community from what I've seen (generally splitting up in "authors", "artists" and "helpers" - what I call the guys that do small things, like Noah adjusting the physics for JP's Whitewater), and will have to be the general way of working in this environment.

Threw 25$ into the hat as well - I love to throw myself behind stuff with potential.

The McD

Edited by TheMcD, 02 February 2012 - 11:55 AM.

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#173 unclewilly

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Posted 02 February 2012 - 12:05 PM

Pretty much all that would be necessary is to build the tables in fp and add the additional lines of code.
I can do that, seems simple enough.
It seems to me since one guy can make the exe files. He would be stuck doing the physics settings and testing
as i wouldn't think it would be possible to change the script after the exe is compiled.

Not sure how i feel about not being able to do my own physics adjustments.
But it Will be fun to see this developed.

Im still hoping gore more vp updates and one day, cupids 3d vp player.

Im glad to see cupids back around. He did a lot for vp development and i appreciate all his hard work

and all the work that has gone into this project

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#174 bladexdsl

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Posted 02 February 2012 - 12:47 PM

i see 2 types of tables in the near future

vp tables and unity tables

#175 Glxb

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Posted 02 February 2012 - 12:51 PM

QUOTE (unclewilly @ Feb 2 2012, 12:05 PM) <{POST_SNAPBACK}>
Pretty much all that would be necessary is to build the tables in fp and add the additional lines of code.
I can do that, seems simple enough.
It seems to me since one guy can make the exe files. He would be stuck doing the physics settings and testing
as i wouldn't think it would be possible to change the script after the exe is compiled.

Not sure how i feel about not being able to do my own physics adjustments.
But it Will be fun to see this developed.

Im still hoping gore more vp updates and one day, cupids 3d vp player.

Im glad to see cupids back around. He did a lot for vp development and i appreciate all his hard work

and all the work that has gone into this project


I think what he is doing is making the table launcher. So only that will need compiling.
I believe he said physics will be adjustable in the table script.
So we make the tables in FP and script them how we want and then use the launcher to play and test them.

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#176 rosve

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Posted 02 February 2012 - 12:55 PM

It seems that this project is very much focused on running tables controlled by VPM. Will it also be possible to make EM and original tables?

#177 epthegeek

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Posted 02 February 2012 - 12:58 PM

QUOTE (rascal @ Feb 2 2012, 05:13 AM) <{POST_SNAPBACK}>
If you're throwing money into this project expecting super tables in return ...


I threw money in to support the effort and time that louizou is putting in and the hope that in the end it will be something awesome. If it somehow falls short of that, I'll be a little bummed --- but I'm totally ok with that.



#178 TheMcD

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Posted 02 February 2012 - 01:01 PM

QUOTE (rosve @ Feb 2 2012, 01:55 PM) <{POST_SNAPBACK}>
It seems that this project is very much focused on running tables controlled by VPM. Will it also be possible to make EM and original tables?


From what I'm seeing, it does exactly what FP does, but with added stuff and customizable physics, but probably without the inbuilt FP DMD support. And in a different language. But there should be nothing hindering people from making EMs and originals. It won't be high priority - since the 90s DMD tables are just about always the most popular and therefore the most requested ones - but it'll happen.

...I just thought about Four Horsemen in the Unity project. Pardon me, I'll have to change my pants now.

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#179 unclewilly

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Posted 02 February 2012 - 01:15 PM

Oh i thought each table would be an executable

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#180 tamoore

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Posted 02 February 2012 - 01:16 PM

QUOTE (unclewilly @ Feb 2 2012, 08:15 AM) <{POST_SNAPBACK}>
Oh i thought each table would be an executable


I thought that too, UW. Rascal set me straight on that this morning.
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