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The road to VP10


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#161 fuzzel

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Posted 28 May 2014 - 06:56 PM

 

 

The reflection on the ball should be switchable but it isn't at the moment. What do you mean with 'ball image movement turning' ?

 

 

Oh ok.

 

Like the ball image turn facing left if it on the left side of the table and the ball image turn facing right if it on the right side of the table. Been doing this on the VP10 not on the VP9. Kind of like eye ball moving. :)

 

lol. That is the sphere mapping you are seeing :) You need a sphere map as a ball image, the old ball image style won't work in VP10.



#162 mukuste

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Posted 28 May 2014 - 07:30 PM

But wasn't the VP9 ball texture already a sphere map?

 

https://www.google.a...iw=1477&bih=794

 

As far as I understand there are different ways to set up sphere mapping, but for the most common kind you literally just need a picture of a sphere which reflects its environment. Sphere maps for early CG graphics were even made in this way, taking photos of reflective spheres. Otherwise I don't understand what you mean by "you need a sphere map".



#163 fuzzel

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Posted 28 May 2014 - 10:03 PM

well it depends how much sphere covers the whole image otherwise you will see ugly distortion on the ball. Sphere mapping is just a hack to fool the eye that a mesh is reflecting the environment. The image moves a bit on the mesh depending it's position to the camera.

#164 Mitchell

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Posted 29 May 2014 - 02:09 AM

Sphere mapping is cool man. All I have to do it drop a regular image not round on the ball. That is great. :)


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#165 jpsalas

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Posted 29 May 2014 - 03:02 AM

Now that we are talking about the new ball, I think kiwi already mention it, but isn't the ball rotated 90 degrees up?

 

For example, using this hirez_finished_map.jpg on the ball, it looks like in the table.png. And I wonder if that ball should show more of the top, I feel it shows just the bottom.

 

 


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#166 Mitchell

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Posted 29 May 2014 - 03:57 AM

The image on the ball look like laying down instead of standing up. I saw that on my end as well but using different image.

 

I made my own two balls. I got close as I can. Look ok though. These two doesn't look like laying down.

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Edited by Mitchell, 29 May 2014 - 04:00 AM.

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#167 fuzzel

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Posted 29 May 2014 - 10:13 AM

ok I'll check the code later maybe I missed something

#168 Mitchell

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Posted 29 May 2014 - 10:27 AM

The decal cover the whole ball. I took the gold image (decal select) that I made and my centipede ball. That ball look like it on flaming fire. I thought that is so cool. Can you see a silver ball on fire? :)


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#169 Mitchell

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Posted 30 May 2014 - 12:38 AM

You might want to do ball test. It seem the ball will random go through any wall. You gotta load this many times to see it happen. Other wise it just hitting the walls. Leak?

 

I remember it did this to a ramp on the vp 9.

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Edited by Mitchell, 30 May 2014 - 12:40 AM.

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#170 fuzzel

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Posted 30 May 2014 - 01:02 PM

The ball rendering gets a complete overhaul there are some serious bugs in the current code. I will post results when I'm done with it.



#171 mukuste

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Posted 01 June 2014 - 06:45 PM

I had some fun with splines today and converted the Catmull-Rom splines which are used for smooth control points of walls, ramps etc from standard uniform splines to the so-called centripetal Catmull-Rom splines. This helps to avoid cusps and self-intersections in the splines and makes things a bit smoother overall. Probably a minor thing, but good to have, especially once ramp height is also controlled by a spline.

 

See below for before/after shots.

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#172 unclewilly

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Posted 01 June 2014 - 06:52 PM

Very nice

"it will all be ok in the end, if it's not ok, it's not the end"
 
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uw2.gif


#173 fuzzel

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Posted 02 June 2014 - 10:08 AM

Just a short note: I added bulb lights to VP. I have to improve the editor to make it easier to scale and modify them but the core functionality is there. Just create a light and check the "Bulb" option and you are set. The on/off state with the fading speed also apply to bulb lights.

Also the mesh ball rendering is fixed now. I removed the reflection on the ball until I have a better solution. The ball is sphere mapped but you don't need a typical sphere map at all. Just keep in mind that the middle of an image is mapped in a way that it will always face towards the viewer/player.

I will post a demo video later...



#174 Mitchell

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Posted 02 June 2014 - 11:39 AM

Reflection on the ball does look weird and cool at the same time.


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#175 unclewilly

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Posted 02 June 2014 - 04:01 PM

A pic of the bulb

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#176 javier1515

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Posted 02 June 2014 - 04:28 PM

Yes, a pic of the bulb  :lusty: Please..


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Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#177 fuzzel

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Posted 02 June 2014 - 08:01 PM

Always at your service ;)

 

Nearly all lights on the screenshot are bulbs. You can color them as you like. In the trough you see the new mesh ball.

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Edited by fuzzel, 02 June 2014 - 08:02 PM.


#178 javier1515

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Posted 02 June 2014 - 08:14 PM

Thanks Fuzzel! you're the best :love39: , now you expect more developments such as "primitives colidable"   :D


Edited by javier1515, 02 June 2014 - 08:15 PM.

"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#179 ICPjuggla

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Posted 02 June 2014 - 08:27 PM

Always at your service ;)
 
Nearly all lights on the screenshot are bulbs. You can color them as you like. In the trough you see the new mesh ball.


Will object shadows still be acheavable with the new bulbs?

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


#180 Shoopity

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Posted 02 June 2014 - 08:56 PM

Thanks Fuzzel! you're the best :love39: , now you expect more developments such as "primitives colidable"   :D

 

They're collidable currently (at least in 9.9).  However, it seems you have to load a mesh first, and also turn off "Is Toy".  I haven't been successful in dropping down a primitive, making it collidable, turning off the is a toy, and it being a wall; however, once I load a mesh into it, then it's collidable (sounds to me like the default primitive doesn't have... normals?)  Admittedly it's not 100%, but it's there somewhat.