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Dev thread: Road to DX9
Started By
mukuste
, Jan 24 2014 11:24 AM
2087 replies to this topic
#1801
Posted 12 April 2014 - 10:35 AM
True. But most of the fp authors have given permission at least when I've asked, to use there models.
Also would allow some other people with modeling experience to step up and help out in the community. I'm working on learning blender in my spare time.
Also would allow some other people with modeling experience to step up and help out in the community. I'm working on learning blender in my spare time.
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#1803
Posted 12 April 2014 - 12:48 PM
The Rudy head in fp could be easily retextured for rs. And I would almost bet a million I could find a free hard hat model online.
I think the meshes are the future of vp.
I think the meshes are the future of vp.
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#1806
Posted 12 April 2014 - 03:59 PM
3d models will get made eventually and should not hold vp's development back in my opinion just because a few tables could not quickly be converted... either authors will learn how to create them over time or will team up with someone that can help them out. real 3d meshes are the only way towards angle independant tables that will eventually allow one version to fit fs/4:3/cab.
#1807
Posted 12 April 2014 - 05:52 PM
I too strongly believe that meshes are the future for VP. I can see that it will be quite a change of mind- and toolset for many people, but of course the old way will be supported for the foreseeable future, so no worries, the transition will happen very gradually.
Actually, how are all those animated 2D sprites in current VP tables even created? It seems to me that modeling a single textured model which the engine can then rotate, translate and light by itself might actually be a lot less work than preanimating a 3D object in all possible viewing angles and lighting situations; especially with how intuitive some of the available 3D modeling software has gotten these days. (Check the awesome zbrush videos in the Unit3D thread, it's basically like modeling with clay.) Then there's also the time you save in DT/FS conversions.
#1808
Posted 12 April 2014 - 06:15 PM
I finally got around to reimplementing textboxes for DX9, so that's one of the more tricky todos before the official release off the list:
fix textboxes- fix text reels
- fix text decals
- fix kickers cutting the ball in half
- add video option for "Max prerendered frames" (currently hardcoded to 2, see m_limiter in player.cpp; best to default to 2)
- add checkbox to use software vertex processing (fixes rendering on some Intel chipsets)
- disable MSAA until we fix the flickering
- improve GUI for vsync/frame limiting (very unintuitive right now)
- remove true fullscreen options completely?
#1809
Posted 12 April 2014 - 06:25 PM
I finally got around to reimplementing textboxes for DX9, so that's one of the more tricky todos before the official release off the list:
fix textboxes- fix text reels
- fix text decals
- fix kickers cutting the ball in half
- add video option for "Max prerendered frames" (currently hardcoded to 2, see m_limiter in player.cpp; best to default to 2)
- add checkbox to use software vertex processing (fixes rendering on some Intel chipsets)
- disable MSAA until we fix the flickering
- improve GUI for vsync/frame limiting (very unintuitive right now)
- remove true fullscreen options completely?
Awesome.
only 8 more to go. ![]()
#1810
Posted 12 April 2014 - 09:20 PM
In all actuality. You would be surprised at how much of the actual look of the model is actually in the texture and not the model itself.
I'm willing to wager with the limited blender experience I have I could use the Rudy head from fp and get a fairly nice red and or Ted model. The hardest part would be the hair.
But that is besides the point.
If we eventually have dynamic lighting system and free moving camera support. The current hacks will no longer look as spectacular as they do now.
I'm willing to wager with the limited blender experience I have I could use the Rudy head from fp and get a fairly nice red and or Ted model. The hardest part would be the hair.
But that is besides the point.
If we eventually have dynamic lighting system and free moving camera support. The current hacks will no longer look as spectacular as they do now.
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#1812
Posted 13 April 2014 - 02:53 AM
Why would you want max prerendered frames set at anything other than 1? All this does is add input lag. I have it forcibly set globally in driver control panel.
In my experience, the setting in the NV control panel has no effect in VP.
Also, if you lower the prerendered frames, you get lower framerate.
#1813
Posted 13 April 2014 - 08:26 AM
I agree with BigBoss - I have also set the MaxPrerender Limit to 1 in the nv driver panel - it certainly makes FP and Zen play better... fps is not everything, there's no point in having piled up prerendered frames that take away from more directly processed input.
Edited by lio, 13 April 2014 - 08:29 AM.
#1815
Posted 13 April 2014 - 04:15 PM
Just want to report a problem i found with whrilwind vp9.2+ fs
If u lock the ball left in the hole it disapears
Sent from my iPad using Tapatalk HD
If u lock the ball left in the hole it disapears
Sent from my iPad using Tapatalk HD
Attached Files
Cabinet Bally Radical - setup 40'' Sony Led for playfield, 32''Led LG for Backglass, LCD screen for DMD, running LEDwiz32 12v setup with DOF and boosterboard to power toys 2x Siemens contactors for flipper feedback -2e audiocard + subwoofer setup to emulate VP flippersounds and vibration in cab (sounds fantastic) 1x red police light flasher.Lots of 5050 RGB Ledstrips bottom,back,top. 1x HUD-G for digital nudge all
Check my Visual Pinball cabinet highscores: HERE
#1816
Posted 14 April 2014 - 12:02 AM
Yea. Pinball at 60hz vsync a single frame is a lot of lag. I suggest hard coding the default of max prerendered to 1 and letting users adjust it if they want. We should expect rigs to be powerful enough to handle the frame rate I think. VP has always had a flipper lag problem. My system had globally overridden the max prerendered option in control panel. I didn't play VP until physics mod came out (I considered it unplayable before that) and with the control panel and physics mod tables, I'm not noticing any lag. So I can't say whether or not the nv setting helped I guess. It is a huge difference on every other pinball simulator.
Edited by BigBoss, 14 April 2014 - 12:05 AM.
#1817
Posted 14 April 2014 - 01:58 AM
Yea. Pinball at 60hz vsync a single frame is a lot of lag. I suggest hard coding the default of max prerendered to 1 and letting users adjust it if they want.
There is no such thing. Either it is hardcoded, or it's adjustable by the user. You can't have both.
Defaulting to 2 is reasonable since that is what every DX9 version in the last weeks has used, and nobody has ever noticed any flipper lag with that. People who want even more control should then be able to adjust it to 1 via the options, but it comes at a significant FPS cost and shouldn't be the default.
#1818
Posted 14 April 2014 - 03:40 AM
Although I agree the latest physics are unbelievablely good, very close to a real pin and there is no going back (I didn't play VP until physics mod came out (I considered it unplayable before that) and with the control panel and physics mod tables, I'm not noticing any lag
Edited by atarian, 14 April 2014 - 03:44 AM.
#1819
Posted 14 April 2014 - 03:44 PM
Although I agree the latest physics are unbelievablely good, very close to a real pin and there is no going back (I didn't play VP until physics mod came out (I considered it unplayable before that) and with the control panel and physics mod tables, I'm not noticing any lag
), I am surprised you found the old VP really that unplayable, but at the same time you have posted before you find the Pinball FX2 physics good. In my opinion the old VP physics were (on a well tuned table) way way better than the Zen physics which I really find atrocious.
Well its all about the flippers. The new flipper physics are fantastic and really behave close to real flippers. The old ones were inconsistent, you couldn't make aimed shots consistently, and played nothing like a real pinball. Zen physics have excellent flippers implementing ball roll and all sorts of great stuff. You can aim consistently. They're very close to how the new VP phsmod feels in regards to the flipper. The things that people might consider bad on zen physics arent a problem with their physics engine. It's how they decided to implement their tables. Things like flippers close together, very weak slings, etc. They don't have real tables they're trying to copy and all those things could be like that in real life on a given table. So, I'd argue Zen's physics are top notch, fantastic.



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