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Capcom Kingpin WIP


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#161 ICPjuggla

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Posted 27 March 2015 - 09:56 PM

@IPCjuggla: Are the pics of the hotel / textures of the hotel good enough? I could redraw them if you want. 
 
I'm not that good / experienced with drawing but this table style is simply enough for me :)

 
The hotel has good (HD) images for the front view, and now we have a good image for the top view, but not so much for the sides.  The sides are barely visible but it would be nice to have a complete model for future use in emulations where you can move the camera around.

The new images I found has pretty good photos of the right side, top and front. Did you not see the new photos I found? We don't need the left side at all it's againts the wall and open in the real world table for maintenance purposes.

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


#162 dark

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Posted 27 March 2015 - 10:04 PM

I looked through the images, I didn't see anything new showing the right side?



#163 Talantyyr

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Posted 27 March 2015 - 10:07 PM

There's a great top down view on the right side. I can work with that, just give me some time :)

Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/


#164 dark

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Posted 27 March 2015 - 10:09 PM

@Fren: I think 4 step is best too, I probably should of provided 4 steps for the Maverick boat.  The one issue with doing this with large ramps is they can be illuminated by multiple flashers in different sequences, so a texture needs to be rendered out for each combination, this is the only reason I'd maybe want to simplify it.  Really we could go crazy by even having it be illuminated and or reflect table insert lights but the more variables we add the more frames we need and you can see how it can start to get hairy.



#165 vampirolatino2

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Posted 27 March 2015 - 10:13 PM

I looked through the images, I didn't see anything new showing the right side?

 

Yes there is, is better because it have less coloration because of the flasher. But don't worry Talan will help me on the model picture while I keep drawing the PF. Will try the ramps stickers/decals next week too. Maybe Talan can help me there too, if he have the time. The backpanel is a problem through.


As soon is done I will send them directly to you dark. So you can play with them :D


@Fren: I think 4 step is best too, I probably should of provided 4 steps for the Maverick boat.  The one issue with doing this with large ramps is they can be illuminated by multiple flashers in different sequences, so a texture needs to be rendered out for each combination, this is the only reason I'd maybe want to simplify it.  Really we could go crazy by even having it be illuminated and or reflect table insert lights but the more variables we add the more frames we need and you can see how it can start to get hairy.

 

dark you can go crazy in this table, IMO it dosn't have to many toys and stuff, it's "relative simple" compared to others tables. The model could use some of your lighting touches indeed! It have 2 or 3 red flashers around them. There is a video of the gameplay in the box, in hd.



#166 dark

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Posted 27 March 2015 - 10:45 PM

Yea I think you're right, this table is a good candidate to go crazy on texture swapping.  One thing that has crossed my mind is 3D wire ramps....we typically use ones made and imported from FP, and while they are great they are super high face count so they are always rendered static.   What I was thinking was to cut up the wire ramps into pieces, areas where the wires are straight and not curved I could replace with lower poly versions that should look the same and then texture bake wire reflections.



#167 vampirolatino2

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Posted 27 March 2015 - 10:49 PM

You have one vote. Do it :)



#168 ICPjuggla

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Posted 27 March 2015 - 11:23 PM

There really is no flashers or lights near the metal rail ramps and I've already made them.

I'm all for this cool stuff but as it stands there are only 2 VP10 tables I can play so far on my cab without stutter. Witch to be honest is quite depressing.. So if this stuff can be implemented and optimized I'm all for it but I'd really like to be able to play the table I'm helping to create.

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


#169 dark

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Posted 27 March 2015 - 11:47 PM

We got 1 flasher in the middle of the main plastic ramp, that's what I was referring to for potential texture swapping....try to make it have the light hit the ramp and refract light.

I really don't think this will be hard on performance even if we go all out on it as discussed above.  The wire ramps on this table are wavy and have a lot of bends so they aren't good candidates for the idea I had for chopping it up for wire reflections...but it's not out of the question.

 

If you look at the pics we got you can see how Hotel lex and the ramp can have so many different looks based on what lights are on, I'd like to try to mimic that as best I can without making it too complicated.

Like this:

img_0140%5B2%5D.jpg

 

 

I also think if we plan ahead one of the script gurus can organize it so these effects could be disabled.  ;)



#170 freneticamnesic

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Posted 28 March 2015 - 03:01 AM

Well we can have a "sad pc edition" I guess if it's unplayable, just change a line in the script and you don't have any of the fun image swapping ...............


yea like dark said, it's an easy addition, don't need to worry about it



#171 Shadowsclassic

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Posted 28 March 2015 - 03:13 AM

If you guys build tables that my system can't run that will just be the incentive for me to build a better system! :)

Go wild and build away!



#172 vampirolatino2

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Posted 28 March 2015 - 03:24 AM

lol I love Fren sarcastic posts ... Sad PC edition ™ :dblthumb:

 

No, but seriously, we are lucky, this table doesn't have too much going on. We could be or better yet, should runs wild in making one of the best looking tables. Remember guys, this table is one in a million. It needed to be treated this way :otvclap:

 

Dark go crazy my friend, ICPjuggla and Fren flow with the changes. Welcome to VPX baby! lol :tongue3:



#173 freneticamnesic

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Posted 29 March 2015 - 06:13 AM

dark what format do you want for the ramps? is an obj fine?



#174 dark

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Posted 29 March 2015 - 01:24 PM

objs are fine.



#175 vampirolatino2

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Posted 10 April 2015 - 10:48 PM

Just a quick update to the community: Table is on track and looking/shappe to be one of the finest tables around here. Team PIMPS are working hard and doing an awesome work. Coming Soon. ;)

Long live the KingPin!

Hold your machine guns!!



#176 freneticamnesic

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Posted 11 April 2015 - 05:05 AM

team pimps?????????  :juggle:



#177 vampirolatino2

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Posted 11 April 2015 - 05:53 AM

Shut up, you ARE a PIMP :P


I was just having fun lol, Team Fire, Tem Pimp, you know ... lol we change names each time, just for giggles.



#178 dark

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Posted 11 April 2015 - 07:30 PM

Plastic ramps done:

rampsdone.jpg



#179 zany

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Posted 11 April 2015 - 07:39 PM

Looks really nice, but should be way more transparent in my opinion! :)



#180 dark

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Posted 12 April 2015 - 12:08 AM

kingpinramps0.jpg