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VP10 is here (beta)

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#1921 randr

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Posted 15 May 2015 - 10:54 PM

I can't model a box :(

Me either! Couldn't model my way out of a paper bag! ;)

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#1922 randr

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Posted 15 May 2015 - 11:12 PM

Attached File  ImageUploadedByTapatalk1431731556.945257.jpg   21.89KB   20 downloads

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#1923 dark

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Posted 15 May 2015 - 11:33 PM

 

It seems VP is nearing the point where you need to be a 3D artist to create tables on the current level people are expecting.
That would mean i either have to take lessons in blender or i'm out of the game.


Exactly what I was just thinking.

 

Most of the common parts are already available, it doesn't hurt to try to learn some basics, but if you need something special/complicated I'm here to help. :)



#1924 Shockman

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Posted 16 May 2015 - 01:07 AM

I can't model a box either, but I use to be able to model a pinball game.



#1925 The Loafer

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Posted 16 May 2015 - 02:14 AM

It seems VP is nearing the point where you need to be a 3D artist to create tables on the current level people are expecting.
That would mean i either have to take lessons in blender or i'm out of the game.
I had a similar feeling with VP9.1.6, when primitives become populare, but now 3D is everywhere.



I don't understand. Can you no longer keep doing tables as you currently do? It's not like they are removing the ability, just adding a different way of handling models and with that specific skillset helpful to all because of the many who help in this community, I don't see how this new ability prevents anyone from moving forward.

#1926 Shockman

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Posted 16 May 2015 - 03:36 AM

The ring assembly part of a pop bumper has no visual attributes settings, Would giving them for example a darker texture in one of those exports to blender stick?



#1927 freneticamnesic

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Posted 16 May 2015 - 03:57 AM

no then you'd have to script the ring as a primitive. You can do that just fine, you'd have to hide the base of the bumper though, import the base and ring from the obj and you could apply your own textures. Then you'd have to script the movement when it hits like we did in VP9



#1928 hauntfreaks

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Posted 16 May 2015 - 06:20 AM

The ring assembly part of a pop bumper has no visual attributes settings, Would giving them for example a darker texture in one of those exports to blender stick?

 

I've very interested in what your talking about, can you show what you mean in a table you have made in the past where you were able to do it?


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#1929 kiwi

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Posted 16 May 2015 - 06:20 AM

To me, it does not always work the export of the mesh, when I click on Export OBJ Mesh, nothing happens.
The mesh that I can save, blender don't open, and it gives me this error.

 

blerror.png

 
The only test that I made yesterday with the previous revision, seemed to work all right.

 

Thanks

 

Max



#1930 fuzzel

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Posted 16 May 2015 - 06:46 AM

That's a bug. Can you PM me the table so I can have a look at it?

#1931 hmueck

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Posted 16 May 2015 - 06:51 AM

I don't understand. Can you no longer keep doing tables as you currently do?



Of course you can. But you also want your tables to be played. That's the "on the level people expect " part.
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1932 fuzzel

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Posted 16 May 2015 - 07:10 AM

But you don't need to be a great 3d artist to make great tables. There are a lot of base pinball primitives available you can just use in your tables. The thing is that if you want to build realistic looking tables you need 3d objects and we can't change VP into a full featured 3d editor but we can add features to import/export data from and to real 3d editors.

#1933 hmueck

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Posted 16 May 2015 - 07:22 AM

But you don't need to be a great 3d artist to make great tables. There are a lot of base pinball primitives available you can just use in your tables. The thing is that if you want to build realistic looking tables you need 3d objects and we can't change VP into a full featured 3d editor but we can add features to import/export data from and to real 3d editors.


I know and it's great to have all these possibilities!
Just as i said: people will expect realistic looking tables but i can't provide the 3D stuff for that. Yes, i will use the FP primitives that have been collected, but my ramps will be VP ramps, my plastics will be VP walls, my Space Station UFO is a picture that's being rotated, not a 3D UFO...
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1934 baloo42

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Posted 16 May 2015 - 07:39 AM

 

Greetings Fuzzel. Well, i believe there are two ways two getting tables looking realistic. There is of course the more modern and well-received method, which is using 3d-graphics through-out. But then there are also the methods which were used in past, such as those used by famed authors like Scapino and Gottlieb. i myself am venturing into that avenue, using extensive photo-stitching with Photoshop as my only medium, and have enjoyed good results. After all, pinball is only ever played from one-angle, unless you want to jump on-top of the table and do the shuffle :)

 

Back on topic, i can see the logic of integrating 3D graphics with the upcoming VP10 and i understand that software development is no small task, especially with something of the scope of VP.

However, i do strongly feel that the user-interface would need a good work-over before making that an enjoyable environment for table-builders. To me, VP feels like an Autocad interface, but with many features which could be added which make Autocad as user-friendly and powerful as it is. Features such as a good 'layer-control/group control', better mouse handling, and perhaps even a 'hotkey' functionality. From experience with using 4D Cinema, i think that these added features would go a long way into assisting builders with the 3d-modelling/importing process. VP has a good basis, and many great thoughts have gone into its development, it just needs a little more refining.

 

That's my 2-cents :tup:


Edited by baloo42, 16 May 2015 - 08:20 AM.

lotr_leftside1.jpglotr_rightside0.jpg

~ Real Metal ~ Real Pinball

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

#1935 kiwi

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Posted 16 May 2015 - 08:07 AM

That's a bug. Can you PM me the table so I can have a look at it?

It happens with all VPX tables, sometimes I can export the mesh, but then the error of Blender stops me.

Of course, the tables that I try coming from here http://www.vpforums....ic=30784&page=1.

 

Thanks

 

Max



#1936 fuzzel

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Posted 16 May 2015 - 08:37 AM

 

That's a bug. Can you PM me the table so I can have a look at it?

It happens with all VPX tables, sometimes I can export the mesh, but then the error of Blender stops me.

Of course, the tables that I try coming from here http://www.vpforums....ic=30784&page=1.

 

Thanks

 

Max

 

Ah I see that comes from the fact that ramps have so many different options you take into account when exporting the mesh. Fix it later. As workaround you can open the .obj file with a text editor and search for "qnan". For an object a line starts with v=vertex , vt=vertex texture map, vn=vertex normal. Scroll up until you see a line starting with "o <element name>" and move this element to an inactive layer. Export the table again and check if it's better. Or just wait for a fix ;)



#1937 kiwi

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Posted 16 May 2015 - 09:29 AM

 

 

That's a bug. Can you PM me the table so I can have a look at it?

It happens with all VPX tables, sometimes I can export the mesh, but then the error of Blender stops me.

Of course, the tables that I try coming from here http://www.vpforums....ic=30784&page=1.

 

Thanks

 

Max

 

Ah I see that comes from the fact that ramps have so many different options you take into account when exporting the mesh. Fix it later. As workaround you can open the .obj file with a text editor and search for "qnan". For an object a line starts with v=vertex , vt=vertex texture map, vn=vertex normal. Scroll up until you see a line starting with "o <element name>" and move this element to an inactive layer. Export the table again and check if it's better. Or just wait for a fix ;)

 

What :stunned:?

I wait for the fixing :D.

 

Max



#1938 The Loafer

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Posted 16 May 2015 - 09:43 AM

I don't understand. Can you no longer keep doing tables as you currently do?


Of course you can. But you also want your tables to be played. That's the "on the level people expect " part.

Extremely correct comment ;) but that is also why guys like zany/dark/randy and others have offered assistance to others who don't have that ability presently. This is but a guess of course but with support for blender and other tools via this obj export/import option, there may be some new and current members who can't fathom scripting or table building but have that modeling experience that will start to come forward to offer assistance to those who can't. This community seems to have evolve this way in the past, hopefully it still does

#1939 gtxjoe

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Posted 16 May 2015 - 10:15 AM

But you don't need to be a great 3d artist to make great tables. There are a lot of base pinball primitives available you can just use in your tables. The thing is that if you want to build realistic looking tables you need 3d objects and we can't change VP into a full featured 3d editor but we can add features to import/export data from and to real 3d editors.

I know and it's great to have all these possibilities!
Just as i said: people will expect realistic looking tables but i can't provide the 3D stuff for that. Yes, i will use the FP primitives that have been collected, but my ramps will be VP ramps, my plastics will be VP walls, my Space Station UFO is a picture that's being rotated, not a 3D UFO...


#1940 freneticamnesic

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Posted 16 May 2015 - 10:16 AM

good morning joe







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