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#161 JavaJack

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Posted 17 May 2014 - 07:48 PM

 

Another suggestion for VP10:
A more true-to-life default table. That is, instead of the one classic mega-wall for everything, start with:

  • Playfield 20.25 inches wide

Related post from 2009 on playfield sizes.http://www.vpforums....?showtopic=2762

 

Yep, I always refer back to that post when starting new tables. No reason not to make that the default.



#162 BigBoss

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Posted 18 May 2014 - 02:01 AM

How hard would it be to make single objects for things commonly used such as posts with rubber, star posts with rubber, etc so that they're not 200 separate walls?

#163 unclewilly

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Posted 18 May 2014 - 02:06 AM

Can do that with primitives now.
Every peg, post and rubber in mb is a single object

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#164 BigBoss

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Posted 18 May 2014 - 04:28 PM

I didn't know that. That's pretty cool :) Maybe there should be a library of primitive-created objects for people to use?



#165 V1kt0R52

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Posted 18 May 2014 - 05:39 PM

Hi all,

 

Add the using of the 'CurrentAudioDevice' property of the VPinMAME Controller ? (Maybe the all 'AudioDevice' methods/properties).

It's already implemented in the vpinmame library (Unit3D pinball use it ;) )

 

Thanks


Edited by V1kt0R52, 18 May 2014 - 06:12 PM.


#166 Practicedummy

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Posted 18 May 2014 - 06:59 PM

Instructions narated by ME! rofl! :D


I could have been smart, but I never learned anything by being smart!

 

 


#167 V1kt0R52

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Posted 18 May 2014 - 07:28 PM

Instructions narated by ME! rofl! :D

Sorry but I didn't read the whole 9 pages... my fault... :Worship:


Edited by V1kt0R52, 21 May 2014 - 01:22 PM.


#168 JavaJack

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Posted 18 May 2014 - 09:20 PM

Couple other requests that came to mind:

  • A "lip" width setting for plastic ramps/habitrails, as well as radius settings for beveling between the walls, floor and lip of ramp
  • Being able to change the font of the script editor
  • An explicit way to change the pitch of a sound (as opposed to the recently-added pitch randomization). This would be great for things like ball locks or chains of combos (first lock, low pitch; second lock, medium pitch; third lock, high pitch, all using a single wav file)

Edited by JavaJack, 18 May 2014 - 09:23 PM.


#169 Shoopity

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Posted 28 May 2014 - 10:15 PM

I haven't gone through every page so forgive me if this is a repeat, nor do I know if this is still the best place to suggest this.  I also realize I may be in the minority here, especially with current designers being entrenched in their design flow and use of the program.

 

Can we get some "common" program... uses (don't know if that's the right word or not)?  E.G. in many programs, pushing Ctrl + the wheel mouse = zoom.  I know you do that now with Ctrl + Right/Left click, but that's why this request is about making use of common practices.  Or another example would be middle click and drag is commonly used for panning.

 

How about a redo?  And my vote would be to make the shortcut be Ctrl+Y, but I know artsy-fartsy/Linux/Mac users would probably prefer Ctrl+Shift+Z.


Edited by Shoopity, 28 May 2014 - 10:17 PM.


#170 ICPjuggla

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Posted 29 May 2014 - 02:06 PM

Along with the alpha walls, (:-)thank you) would it be possible to add in a feature to angle walls like ramps too. It would come in handy making specific parts and pieces.

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#171 mukuste

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Posted 29 May 2014 - 03:41 PM

You mean to make the side walls slanted? I guess it would be possible, but there are so many variables to consider... do you want all sides slanted or should some of them be straight, should they all have the same angle... So I'm thinking that at that point where you have such specific needs, it may be easier just to use a primitive.



#172 kiwi

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Posted 29 May 2014 - 04:01 PM

I don't know if it's the same thing that ICPjuggla asks, If it were possible to rotate the walls on the three XYZ axes, as the primitive.

 

Max


Edited by kiwi, 29 May 2014 - 04:01 PM.


#173 unclewilly

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Posted 29 May 2014 - 04:07 PM

There is really no difference in that then just using a base primitive and rotating it.
Make a rectangle primitive that is not too thick, then rotate it.

I think adding all this options to walls would make texturing them very hard.
Making simple walls in blender with angled tops is not that difficult.
For example the buildings in fire!
The round ones are harder. But if it came down to it I could have made each piece separate in fp
Then joined and textured them,
Or even left them separate and joined them in vp

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#174 ICPjuggla

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Posted 29 May 2014 - 04:35 PM

I don't know if it's the same thing that ICPjuggla asks, If it were possible to rotate the walls on the three XYZ axes, as the primitive.
 
Max


Exactly what I'm asking.

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#175 mukuste

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Posted 29 May 2014 - 05:08 PM

All the code for walls is pretty much hardcoded to work in an axis-aligned way. One thing I've considered is to add a context menu option "Convert to primitive" to walls, ramps, and other types of objects. I think that should solve that need?



#176 unclewilly

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Posted 29 May 2014 - 06:19 PM

The thing I was thinking. Converting to primitive would essentially change the way the objects are textured, wouldn't it.
As it is now, with walls you can wrap the side walls with a texture, but the tops have to be a global texture. It is the same for ramps, you can either wrap the texture on the top flat surface or use a global cookie cut texture

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#177 mukuste

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Posted 29 May 2014 - 06:29 PM

That's true, yes... at least you could export the resulting primitives to Blender and figure out the texturing yourself. It's not optimal though, I have to agree...



#178 unclewilly

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Posted 29 May 2014 - 06:43 PM

I guess the real question would be what has the smaller performance hit, a primitive or an alpha ramp and or wall vp object.

I for one have no problem exporting and uv mapping in blender. It would make ramps with wall decals much easier to do...

I guess for ramps it's a question of what are you guys planning for that particular object.
Possibilities:
adding a ramp lip (flat piece at the top of the walls of the ramp)
Making height adjustable per control point
Adding ramp rings for wire ramps

If any of these are in the future I'd love to be able to export as a mesh and texture and or modify them in blender

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#179 lio

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Posted 29 May 2014 - 08:36 PM

All the code for walls is pretty much hardcoded to work in an axis-aligned way. One thing I've considered is to add a context menu option "Convert to primitive" to walls, ramps, and other types of objects. I think that should solve that need?


I think it would certainly be a great addition! convert to primitive and being able to export totally gets my vote!

Edited by lio, 29 May 2014 - 08:37 PM.


#180 ICPjuggla

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Posted 29 May 2014 - 09:32 PM

okay to explain more what I'm talking about with walls and an angle option..

 

here you can see a table I've been working on Raven. It has a funny ramp, I know there are other ways to accomplish this. But it would be nice to have an option to use walls as I and many others aren't that great in photoshop or gimp or making textures for primitives.

 

Here you can see I've set up walls to form the ramp and since VP10 has an alpha option attached to walls, in theory I could just apply a ramp looking texture to it and I'd be all set without having to do it other ways and skip all the steps with gimp or photoshop and even skip using a primitive. 

 

Attached File  ramp_walls.png   845.39KB   11 downloads

 

the problem is as you can see in this picture the wall is unable to angle, so it will never line up to the side ramp walls I built using ramps...

 

Attached File  unabletoangle.png   2.47MB   10 downloads

 

It's just an idea being able to angle walls and use them in different ways to achieve the same affect or similar effect as someone with more experience and skills with an art program. I'm sure if they could angle many other authors could find other uses for it as well...

 

 


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