Enhancement request:
- The ability to export and Obj mesh without the playfield being included. This would work great for grouping pegs, posts, screws and other items for those of us the are 3D illiterate.
Posted 01 February 2018 - 09:49 PM
Posted 01 February 2018 - 10:16 PM
No I could check that just when exporting is active. But I don't see how this behavior can help you. Even without a playfield you have to scale, rotate, move your meshes. The idea was to use the playfield together with the playfield texture as reference to place meshes on it.Yes, deleting is easy. Exporting not so much. I've run into issues with scaling, pivot points, and losing detail on my meshes.
Hard coding the playfield to layer 1 sounds like a great idea. Would that impact the ability to view the backdrop/playfield on other layers when layer 1 is disabled? That might be a problem.
Posted 01 February 2018 - 10:53 PM
Posted 01 February 2018 - 11:21 PM
Here's how I would use it and have used it ... I just have an extra playfield mesh attached. I place all my posts on the table. Export just the posts and reimport as a single mesh. No 3d editor required. I also usually save a copy of the individual posts in cases I need to adjust one later.
Yeah I do the same Roth.. unless I want textures than its a whole other ballgame.
Posted 01 February 2018 - 11:21 PM
Feature Request:
Many tables flash GI on and off altogether for dramatic effect (Space Shuttle is a great example). When a table "goes dark," it would be wonderful to be able to be able to swap a darkened playfield image temporarily to simulate how it would look lacking any GI at all.
I've currently been experimenting with swapping ColorGrade images to darken the playfield when the GI cuts. This works really well (Thank you, Bord!). The problem is that a substitute ColorGrade image darkens everything: including flashers and insert lighting (reducing contrast and "pop").
Playfield swap could have all sorts of additional uses, for example: substituting an old-school "Photoshop lightened playfield" during intense flasher sequences.
If it's not possible, I totally understand. Thanks for your consideration Toxie and Fuzzel!
nfozzy helped me with all new lighting scripting for my latest DD that should do what your asking. The flashers and inserts and other lights remain the same brightness while everything else darkens. I too would like to see a PF image swap feature sometime down the road. I would love to do a creepy bloody FH PF image.
Edited by wrd1972, 01 February 2018 - 11:22 PM.
My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia GTX 970
40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.
Posted 02 February 2018 - 12:11 AM
I've currently been experimenting with swapping ColorGrade images to darken the playfield when the GI cuts. This works really well (Thank you, Bord!). The problem is that a substitute ColorGrade image darkens everything: including flashers and insert lighting (reducing contrast and "pop").
I think the problem is the brightness correction that's used in some color grade images, which will strip whites from the image. There are probably less destructive ways to darken the image.
The workflow for LUTs is really simple: Take a screenshot (without any color grading), apply adjustments in photoshop or whatever, then apply those adjustments to an unmodified LUT image. What you see is what you get.
Posted 02 February 2018 - 05:50 AM
Well this way you have a totally non optimized mesh at the end. The only optimization is that you reduced the render calls but the mesh structure is the same as if you have separate meshes. To get the best performance for combining meshes you should let a 3d tool sort the combined mesh. This way the rendering is faster because the graphics card can use it's internal caches.Here's how I would use it and have used it ... I just have an extra playfield mesh attached. I place all my posts on the table. Export just the posts and reimport as a single mesh. No 3d editor required. I also usually save a copy of the individual posts in cases I need to adjust one later.
Posted 02 February 2018 - 06:00 AM
This beta, for me, and I haven't tried a few previous betas, works fine for running tables.
I don't get a pointer between exit the table and enter the editor though. That's no big deal. Neither is the exit menu when using a keyboard, but how about putting the highlight on return to editor, instead of return to game. The case for that is not having to hit Esc to exit the game, hit cursor down (twice) to get to 'return to editor', and finally Enter to relent and give you the editor. Another case would be that assumption should be that if the Esc key is pressed, as important as having the option to return to the game is, what we are looking for mostly, is out, not back in. Nomenclature may be as it is though, I don't know. I don't care either, I just get to the point where I verbally abuse menu journeys. Literally.
Posted 02 February 2018 - 07:15 AM
Hey guys... is there any chance of adding xinput support? I was looking over some threads with unanswered questions about setting up controllers for VP... and I thought xinput support would be helpful to some people. Would that be a difficult thing to add in a beta at some point?
Posted 02 February 2018 - 07:59 PM
Well this way you have a totally non optimized mesh at the end. The only optimization is that you reduced the render calls but the mesh structure is the same as if you have separate meshes. To get the best performance for combining meshes you should let a 3d tool sort the combined mesh. This way the rendering is faster because the graphics card can use it's internal caches.Here's how I would use it and have used it ... I just have an extra playfield mesh attached. I place all my posts on the table. Export just the posts and reimport as a single mesh. No 3d editor required. I also usually save a copy of the individual posts in cases I need to adjust one later.
I don't think that really matters though, as the separate meshes are sorted on their own, and after all there is no connectivity between posts (and other separate objects) for example. Only if one has an object that consists of different parts in the 3d editor.
Posted 03 February 2018 - 07:36 AM
Hey guys... is there any chance of adding xinput support? I was looking over some threads with unanswered questions about setting up controllers for VP... and I thought xinput support would be helpful to some people. Would that be a difficult thing to add in a beta at some point?
already on my todo list to try this but very low.. as it would add some additional complexity to the code (as i guess we would have to support both directx/directinput and xinput)..
Posted 03 February 2018 - 09:14 AM
Here it is a crash dump. This time I only had one table and no VP9 table loaded nor did I open the VP9 editor. Only VPX and one table.
This kind of error happened while editing. I was simply checking with the right mouse if a wall belonged to a collection. So I right clicked a wall and vpx crashed.
I have similar crashes very often, but I may have had several tables open, and maybe the vp9 editor too, so I didn't submitted the crash since I know that there are problems having both editors open at the same time.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 03 February 2018 - 05:59 PM
Here you have another crash dump. This time I simply added a gate to the table, adjusted its size, and when I was going to set the type og gate I saw the menu being empty, then I knew it was going to crash, so I saved the table, and hit the close button, and indeed it crashed. I send you the crash since this is another kind of crash I use to see a lot. When I see that the editor doesn't show any line in the objects menu, or there are double lines, or when I set the kind of ramp, I see that the object doesn't change or that value doesn't stick, then I know it is time to quit, since vpx is going to crash. I hope these crash dumps can help to find out what's wrong.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 03 February 2018 - 08:24 PM
I'm also getting many crashes. But this one was the 'cleanest'. Just working on a table and clicked on the script editor and crashed.
https://www.dropbox..../crash.zip?dl=0
-Mike