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#448068 The VP 10.7 beta thread

Posted by fuzzel on 20 April 2020 - 11:02 AM

Hi everyone and welcome to a new beta phase.

 

Here is the changelog:

 

FEATURES:

- reworked UI
   o layer handling is now in a seperate window. Uncheck the checkbox to hide a complete layer or single elements
   o support added to add unlimit amount of layers
   o layers with no elements will be automaticaly deleted
   o fast double-click a layer will select all elements of this layer and double-click one element will select it
   o with a slow double-click on a layer or element let you rename it
   o toolbar, properties and layers are now dockable windows without the need to restart VP
   o Add context menu item to assign selected elements to the current selected layer.

- add MP3 and OGG support (via the BASS library) to the sound manager and the 'standard' sound commands
  these new file types are now also saved directly into the VPX file, unlike the music commands (which still use the 'music' folder for legacy reasons)
  Going forward, tables should only use the sound commands and not the music commands anymore

- optimize table loading/pre-processing time

- add table save date and revision to table info and also show in the pause info/menu

- add new plunger option: Enable 1s retract
  The plunger will move forth and back between the maximum and minimum position, allowing for a retry, if the desired firing position has been missed.
  Useful for button/key plunging and is now the new default.

FIXES:

- replace dithering code with blue noise, fixes flickering patterns (especially in darker table areas)

- tweak minimum physics cycle time, which mainly influences kickers
  also update default kicker physics (Hit height 0.35 and Hit accuracy 0.5)

- fix slightly wrong flipper mesh (visible for very short flippers)

- fix some broken insert lights if playfield reflections are disabled

- fix OBJ-exported names for all ramp types
- fix missing wire thickness for triggers on OBJ export

- fix crash on (at least) one pre-forsyth-mesh-reorder table

- fix crash on loading older tables with too long collection names

- fix hangs on loading/playing older tables due to invalid shapes

- update BASS library to 2.4.15

- see core scripts (header of core.vbs) for the respective changelog (version 3.58)
- see CommandReference.txt for the changelog of all the scripting properties/interface changes

- add Clang (via Visual Studio 2019) support, still has a linking prob with 32bit though

- updated to latest FreeImage.dll (3.18.0) (currently disabled)
- DirectX 8 port for input handling (currently disabled)

 

Have fun and stay healthy.

/fuzzel
 

Attached Files




#256944 The VPM alpha/beta thread

Posted by toxie on 28 February 2014 - 08:11 AM

Find the official and final VPM 3.5 release here, as this thread is only about the new beta 3.6:

http://www.vpforums....&showfile=11571

 

So in the tradition of the VP(X) alpha/beta thread, here is a beta version of what is (hopefully) to become the next VPM 3.6 release:

 

It includes all kinds of ROM clones adds, bugfixes, etcetc that happened since the last official VPinMAME release by the VPM team.

(see https://github.com/v.../commits/master for a raw 'changelist' of what they did, or the accompanying .txt files for a not so cluttered one)

 

Please test this, and give feedback on the new things (if they work or not), cause then there can be an official release soon (i hope).

 

 

Copy the files into your VPM directory, and run setup.exe again. There, press the Install button (with each new build) and remember to Setup the Defaults again!

 

In case you have an external DMD connected that you want to use with VPM, please move the dlls from the respective subdirectory (Pin 2 DMD or PinDMD1 or PinDMD2 or PinDMD3) directly into your VPM directory!

Same goes for DMDext that is a unified DMD engine.

 

For the adventurous pro users that know what they are doing: Find the very latest builds (incl. potentially buggy/WIP improvements!): https://github.com/v...pinmame/actions

Attached Files




#295318 VP10 is here (beta)

Posted by fuzzel on 30 January 2015 - 08:00 AM

The wait is over! From now on Visual Pinball 10.0 is officially in the beta phase and you all can work/play with it and report issues if found. VP10 is different not only how it plays but also how create tables. We not only changed the graphics engine and the VP own elements but tried to improve VP in a way that it should be easier to build tables with it. Don't expect a brand new editor you won't see any big difference at first but there are subtle changes. Take a look at the changelog for more information what changed. Also we added some useful informations to the changelog how to use the changed or new elements and check out the new default table.

JPsalas created a nice original table (Papa Smurf) which you can also use as a reference for your table builds.

Again keep in mind that VP8/9 tables are loadable but not playable with VP10!

Please update not only the exe and the dlls but also the vbs files otherwise some new features won't work.

I would like to thank our alpha test team UncleWilly, JPsalas, JimmyFingers and Kruge99 for constantly checking new/changed features and for their inputs and ideas. Without you guys we wouldn't be that far!

This first beta version is ready to be used to build new tables so grab it and build tables with it. We couldn't check every combination of features so if you find something strange or buggy let us know.

I will update this post frequently if new stuff is available so it's easier for all to find everything.

Finally some credits for VP10.0
- Graphics engine/shader code - Toxie and Fuzzel
- Editor improvements - Toxie and Fuzzel
- Physics improvements - Mukuste

 

Attached Files




#482457 JP's Deadpool[Visual Pinball X Original]

Posted by jpsalas on 15 July 2021 - 04:47 AM

Posted Image


File Name: JP's Deadpool

File Submitter: jpsalas

File Submitted: 15 Jul 2021

File Category: VPX Originals

Author(s): jpsalas
Permission to MOD?: Yes, without approval


This table is a tribute to the Stern table from 2018. It will be soon 3 years since Stern released Deadpool, so it was time for a little tribute.
 
This is not a 100% replica of Stern's table or a ripoff of it, there are layout differences, graphic & sound differences, and most of all rules differences. Read the included manual, everything about the table is explained there.
 
If you are using a cabinet with an LCD screen for the DMD then there is one option at the top of the script to make it look better:
Const FlexDMDHighQuality = False which you can change to True and FlexDM will display at 256x64
 
Even if this is a very reduced version of Deadpool you may have fun with it, it has 7 battles, a lot of multiballs, combos, things to collect (Ninja Stars, Chimichangas and weapons) that will boost your bonus and when you have enough of them will give you extra goodies :) The table includes about 130 voices from the game, 22 songs and 42 quotes from the first Deadpool movie.
 
During battles you may stack multiballs to help you finish them, and even start other modes and keep collecting goodies.
 
The main layout difference is that the top lanes and right loop are more traditional, and the ball will never return to the plunger, but it will feed to the flipper.
Graphically, only the playfield looks like Stern's table, but the plastics are based on the red leather of Deadpool's suit.
 
Have fun!
JP


Click here to download this file




#519295 The VP 10.8 beta thread

Posted by toxie on 19 May 2023 - 05:37 PM

Finally.. After pretty much almost 4.5 years.. :shok:

 

VPX and VPVR are finally 100% reunited!!

 

Started by the more than fearless Caligula_ as a fork of VPX 10.6, adding full OpenGL and VR support.

Then later-on continued with additional coding help from Rawnei.

Helped to stay alive by DJRobX and me, going through the pain of merging things back and forth between the two projects to have them stay in sync (while fuzzel also redid the whole UI for 10.7 in the meantime!).

Then roughly one year ago, vbousquet jumped in to even more fearlessly turn everything inside out once more while also modernizing the render engine, to be able to finally merge the two together into one unified codebase again (and adding new features on the way :)).

And not to forget jsm174 who helped all over the place during the merge (and he will also have some more spotlight soon with his additional insane coding work on VPX :))

 

While this 10.8 release may seem not THAT spectacular on the outside (unless you use VR, and compared to 10.7), internally at least as much happened as back then when we moved from VP9.2 (DX7) to VP9.9 (DX9) and then to VP9PhysMod.

So we're basically now all set to move forward, like we did with VP10 back then. Some progress you will already be able to see right after the 10.8 final happened.

 

 

So lets get the official beta phase going with https://github.com/v....0-1138-fff5f9d

Changelogs:

https://github.com/v...t/Changelog.txt

https://github.com/v...ndReference.txt

 

 

You may still report bugs in here, but if you're pretty sure that you found a major bug, then it would be much easier for us if you could please directly file an issue on github instead.

 

Thanks for any feedback and enjoy.. .. ..




#443167 WIP: Visual Pinball in Unity

Posted by freezy on 13 February 2020 - 11:55 AM

Update January 2022:

 

Firstly, for those coming from Retroplay's YouTube channel, please be aware that Dave Gilmore has built a business around selling and redistributing what our community provides for free. Despite our vocal feedback and creators even leaving the community, he continues to do so. He is a parasite and you should probably show him the finger instead of giving him money.

 

Secondly, the updated WIP thread is here.

 

 

Hi!

A few months ago we were discussing among devs how a next-generation pinball simulator would look. We all love Visual Pinball, so it was clear from the beginning that it should plug into the existing ecosystem, rather than re-invent everything from scratch.

I wrote a protocol here. There's a summary at the bottom. You should probably go read it before continuing here, since it contains a lot of info. :)

Since I've spent the better part of last year working on a JavaScript port of Visual Pinball (which, by the way, is nearly finished), I have a good idea of the effort it would take to port Visual Pinball to C#.

So I couple of weeks ago I started with the data layer and with the help of @shaderbytes managed to convert the geometry, materials and textures into Unity's asset format. It's called Visual Pinball Engine, or VPE. All is entirely static and completely unplayable, but we thought that now would be a good moment to involve the community. :)

Because we can not only read VPX files, we can also write them. And I think table authors will like this, because it will allow you to edit your builds in real-time in a quite sophisticated editor:



As you can see, the editor knows what a flipper is. Unity's editor allows a wide range of customizations. For example, in the 3D view port, we could render the drag point handles of the splines when a rubber or ramp is selected, and make them editable directly in 3D.

The values you see in the inspector are all accessible and editable while running the game, which should be useful when tweaking physics parameters.

Then, importing models should be much more streamlined with Unity. You basically model your stuff in Blender (or whatever modelling tool you're comfortable with), save, switch to Unity, and it will automatically re-import your changes. This is a common workflow in game development.

So we think that this would be a big improvement for authors. But there's also a few things for players. :)

Firstly, Unity's High Definition Render Pipeline just became stable in the latest release. Here's a demo with me playing around with a flasher.



Remember this is a very naive conversion of Visual Pinball's materials. Authors will have a full PBR renderer at their disposal, allowing to tweak many parameters to make the materials look more realistic.

HDRP also comes with experimental ray tracing support. Here's a demo of me playing with ray traced real-time shadows:



Probably not something for day one, but still fun to play with. :)

Oh, and I didn't make a demo, but obviously Unity comes with VR support out of the box.

By now you're probably wondering how this is supposed to stay backwards-compatible with Visual Pinball. Well, it won't entirely. If you create or tweak materials with parameters that don't exist in VP, well, we can't port them back. But the goal is to piggyback the Unity-specific stuff in the .vpx file as separate data while keeping the properties that exist in both engines in sync.

So, to conclude: Table authors, if you have specific pain points you'd like us to address with the editor, let us know! If you have an opinion about a new scripting engine, let us know as well. While in order to keep backwards compatibility, VBScript will be supported, a big part of table scripts deal with limitations of VP, so we'd like to know which parts an engine could adopt, and if rewriting your scripts with a clean and smart API is an option for you at all.

Developers, if you want to contribute and are comfortable with C#, ping me, we have a Discord channel. These are our next tasks.

One important thing to mention: VPE is a library, and its core is game-engine agnostic. This means everything Unity-related is in a separate project, allowing other game engines like Godot to plug into the core the same way.

And last but not least, here's the repo:

https://github.com/f...lPinball.Engine

Cheers!

    -freezy.


Update 2020-02-19:

 

Flippers are moving.

 

 

 

Update 2020-03-22

 

Quick test with VPM:

 

 

 

Update 2020-05-28

 

First port of VPX physics:

 

 

Update 2020-06-08

 

Gates, spinners and bumpers ported.

 

https://www.youtube.com/watch?v=veadt9vaTRM

 

 

Update 2020-08-03

 

I've created a Wiki to collect screenshots in Unity. LINK

 

Update 2020-10-03

 

Various updates

 

Update 2021-03-16

 

First MPF integration.

 

https://www.youtube.com/watch?v=cdzvMUpdDgs




#440440 Whirlwind VPX full graphics rebuild WIP

Posted by flupper1 on 02 January 2020 - 04:51 PM

ww_logo_10.gif

 

After finishing Tales of the Arabian nights, I spent quite some time looking & deciding what table to do next. The main criteria for me are:

1. There is no up to date prerendered version yet

2. There have to be high quality playfield and plastics available

3. I really have to like the table, since I will be looking at it a lot the coming period (tables usually take a year...)

 

What really decided me on Whirlwind is the amount of flasher effects at about the 8 minute mark in this video:

https://youtu.be/kNOWXKKNqRw

 

In my posts I will try to fully cover all the aspects when building whirlwind, including all the steps I take to prepare and recreate it, including the (maybe) less spectacular non-super-extravagant-3d-rendered chapters. 

 

Chapter 1: bring your friends...

So the first step when starting on Whirlwind for me, was finding some old & new friends who share the interest in recreating it. Clark Kent is my go-to guy when it comes to high resolution artwork scans, if he does not have it, it will be probably be hard to get. He gave me a crazy resolution playfield for Whirlwind (12136 x 27569 pixels, so the equivalent of 24k resolution). He had some plastics, but not many and the internet provided a lot of decent stuff. But I thought, I can at least try and see what the authors of an older version of Whirlwind have. So I contacted Herweh on his VP9 version, who referred me to Blackmoor, who did scans of all the plastics some years back. With the help of a friend of Herweh (Robert aka cosmic80) they dug up for me the original scans. Blackmoor also offered to do testing in the future and I will sure ask him to when we get to that. As I really liked the cooperation with Rothbauerw on Totan, I also asked him again to work with me on Whirlwind and he generously agreed. He will be doing physics and most/all of the non-graphics related scripting. So now I have a complete set of graphics material to start with and the all the help I think I will need during the build.

 

Chapter 2: cleaning pixels

During my earlier builds I have learned that the preparation of the playfield and plastics textures is really important when generating clean VPX graphics. Even though I have high resolution scans, there still are things to improve on. The playfield for instance is a very nice high res scan with correct aspect ratio, but for some reason they scanned a dirty playfield (Clark got it like that). Next to that, the playfield is used and has a lot of scratches. So I did a lot of photoshop work on the playfield to do the following:

- uniforming the colors with a strict color palette (a lot of the magic wand tool and fill)

- removing color halftone; I learned the hard way that that generates blurry/dirty looking textures in VPX

- cutting out all the insert decals (prerendered inserts and their decals will be another chapter)

Color correction on the colors I will probably do in Blender, since it is easy to tweak there and I can interactively see the effect of it during render preview.

This is for instance a cropped piece of the playfield (original scan resolution), where you can see on the left the original scan with the color halftone effects (the dots), dirt on the playfield and some scratches:

wip002_t.jpg

On the right side you can see the cleaned version.

The central compass in the playfield I even had to redraw fully, since the photoshop tools did not pickup the outlines (at least I could not get it to). On the right is the original scan, left is the cleaned one:

wip001_t.jpg

The scanned plastics had less scratches, but are somewhat blurred. So I essentially followed the same process on all the plastics (left is original, right is cleaned):

wip003_t.jpg

And to give an indication of the time involved: I spent about 10 evenings during several weeks to clean the playfield and all the plastics. 

 

Next chapter on pre-rendered inserts:

https://www.vpforums...430#entry442026




#261239 VP physics overhaul

Posted by mukuste on 09 April 2014 - 01:29 AM

Time to let the cat out of the bag on this one! For over a month now, I've been hard at work on an overhaul of the VP physics engine, and my hiatus from the DX9 port has allowed me to make much better progress on this recently. What started with some simple tweaks and bugfixes has developed into an extensive modification, with several crucial parts completely rewritten. I'm very excited to present this to the world since I'm convinced that this will be a huge step forward for VP in terms of realism.

Here are the main changes from mainline VP:

  • Physics framerate raised from 100 Hz to 1000 Hz. This may seem excessive, but performance is still surprisingly good, and further optimizations are possible in the future. After experiencing the smoothness and precision that this affords, I didn't really want to go back.
  • Physics now always use a fixed timestep. This eliminates all FPS dependence of the physics code. In particular, gameplay with vsync at 60fps seems very smooth now for the first time.
  • Proper simulation of ball spin. VP9 had some rudimentary ball spin code, but it was only for visual effect and had no effect on ball behavior. Now, rotational effects are fully simulated: the ball will properly pick up spin from moving over the playfield and other objects, and collisions with playfield objects will take the spin into account to deflect the ball properly.
  • Simulation of friction on contact and collisions. This goes hand in hand with the previous point since friction with the playfield is the main source of ball spin, and frictional effects during collisions cause the ball to deflect according to spin. VP9 has a pretty simplistic friction model which simply slows down the ball, but this is way more realistic now. In particular, the ball will now properly transition from sliding over the playfield to rolling on it. This means that it will first convert some translational kinetic energy into rotational energy until it enters a natural roll, at which point friction doesn't do much anymore and the ball is free to roll. The stored up rotational energy has the effect that the ball needs a bit more force put into it to get it to move or stop it again, which is exactly the effect that JF has been trying to emulate with his BMPR routine. You'll see that with this physics mod, BMPR is not needed anymore.
  • Flippers have been pretty much rewritten from scratch. They are now simulated as true dynamic rigid bodies which have forces from the solenoid, the return spring and the ball acting on them and accelerate accordingly. They will also properly bounce off their stoppers instead of just moving to maximum extension and then stopping. In practice, this means that flipper/ball interaction is now much more realistic and less binary. Post passes, light taps, cradle separations, drop and live catches: those are now all possible, and without any special scripting hacks. Another real eye opener was the addition of friction to flippers: aiming is greatly improved, and all shots on the playfield (including center shots and backhands) are immediately attainable without any oblique correction!

There's still quite a bit of stuff to do (better nudging is a big one), but the gain in realism and nuance is already huge at this point in my humble opinion. After playing some tables with this mod for a while, going back to vanilla VP physics feels floaty, slippery and generally a bit wonky.

Unfortunately, with so many drastic changes, this new physics engine is not completely backwards compatible with old tables. Several physics parameters have to be retuned for these new features to work. I'll however shortly post a test build with which you can play around a bit.

 

Latest version download: Physmod5

Test table CFTBL (Melon/UncleWilly): http://www.vpforums....=27#entry264695

General information and parameter tuning guide: https://github.com/c...ki/VP10-Physics




#492391 Whirlwind 4K [Visual Pinball X]

Posted by flupper1 on 19 December 2021 - 09:41 PM

Posted Image


File Name: Whirlwind 4K

File Submitter: flupper1

File Submitted: 19 Dec 2021

File Category: VPX/VPinMAME Recreations

Author(s): Flupper
Rothbauerw
Fleep
Rawd & 3rdaxis
Leojreimroc
Manufacturer: Williams
Year: 1990
ROM: Link to ROM
Permission to MOD?: Yes, with approval


Full rebuild of WhirlWind, all prerendered for 4K resolution and VR.
warning: some flashing lights sequences may affect photosensitive viewers
 
Base version VP9 of Herweh used and some bits and pieces from Walamab's Whirlwind for VPX
Flupper: 3d models, 3d inserts, new flipper bats, photoshop work, rendering, lighting, all scripting related to visuals (except VR)
Rothbauerw: all the physics coding and objects
Fleep: sound engineering, sound scripting
Clark Kent: scanned playfield
Blackmoor: owns actual machine, sound recordings, scanned plastics, reference images, reference videos for the lighting, testing
Cosmic80 for cleaning plastics textures for previous vp9 version
Wrd1972: reference photos for ramps placement
Leojreimroc: scoring displays and backglass lighting in VR
Rawd & 3rdaxis: VR room, cabinet, backbox, topper and VR script added
VPW: testing the prerelease beta
 
For best performance use these settings:
- use 10.6.2 or later
- no brute-force 4x SSAA (is not necessary), but quality SMAA
- exclusive full screen with 1 for FPS limiter and 1 for maximum prerendered frames
- Ambient occlusion, ball trails, screen space reflections all off
Other remarks:
- the magnasave buttons change the LUT, see script options
- it is advised to keep the POV settings as they are in the download for the full screen mode; all textures have been prerendered for this POV
- don't use day/night slider (leave on table default), it does not do much, use LUT to change contrast/brightness
- If you are experiencing thick lines around the inserts in VR, make sure to have the latest VPVR Shaders from November 2021


Click here to download this file




#446788 Theatre of Magic (Bally 1995) 2.4 [Visual Pinball X]

Posted by Fleep on 08 April 2020 - 06:44 AM

Posted Image


File Name: Theatre of Magic (Bally 1995) 2.4

File Submitter: Fleep

File Submitted: 08 Apr 2020

File Category: VPX/VPinMAME Recreations

Author(s): Fleep, Rothbauerw, 3rdaxis, Skitso
Manufacturer: Bally
Year: 1995
ROM: Link to ROM
Permission to MOD?: Yes, with approval


Theatre of Magic 2.4
 
Original VPX recreation by ninuzzu & Tom Tower
New 2.x version made by team Fleep, Rothbauerw, 3rdaxis, Skitso
 
Physics redesign, flashers and many logic scripts redesign by Rothbauerw
Completely new sound system and sound files by Fleep
Visuals redesign - GI, Inserts, Flasher, and partial playfield redraw by Skitso
LUT sets by Skitso, 3rdaxis, Fleep, CalleV
Advice, Support and Various adjustments, fixes, blade art editing, gold saw mod and script additions by 3rdaxis
 
Thanks to ninuzzu & Tom Tower for their VPX recreation
Thanks to bord for new primitive playfield
Thanks to G5K for his primitive flippers
Thanks to flupper for his flasher dome and texture
Thanks to nickbuol and CalleV for their support and advice regarding TOM real table
Thanks to CalleV for high res blade art scans
 
 
Special thanks to:
nickbuol, CalleV, Amazaley1, Jon Osborne - for assisting with pinball recordings of videos and sounds for this big sound project
 
 
Features:
- Completely new sound system for mechanical sounds; Full SSF/DOF support in script
- Meticulous, redesigned physics including FastFlips
- Modular Flashers (Disable/Enable in script)
- VR Support (Disable/Enable in script)
- Outlane Difficulty options (Disable/Enable in script)
- Tiger Saw Mod allows for golden saw blades instead of silver
- Blade selection - original wood (Default) or blade art (Defined in script)
- LUT selection is done using left/right CTRL keys to toggle between LUTs, toggling can be disabled in script
 
 
Other Remarks:
- VPX 10.6 or higher with updated VBS scripts folder is required to run this table
- By default modulated flashers are disabled for better performance; Enable them for more realistic Flasher effects
- Modulated flashers will cause performance issues if you do not have windows real-time protection disabled
- Tiger Saw motor enabled in this table (requires rom tom_14hb)
- For sharp blade arts, Brute-force 4x SSAA must be enabled or go to the editor and check static rendering
- It is advised to keep Night/Day Scale, Light Emission Scale and Environment Emission Scale settings as they are in order to allow best compatibility for the LUTs selection 
- VolumeDial - Global volume multiplier for the mechanical sounds in script
- All sounds are scripted, volumes can be modified down below in the script
- In rare cases restarting VPM will reset the switches without properly reinitialize the them. As result - the trunk does not function properly or the table has a missing ball. In such case delete NVRAM and cfg file and restart the game.
 
 
Changelog:
 
Version 2.0:
- Initial release with new visuals, physics, sounds and many fixes
 
Version 2.1
- Fixed left side of back wall GI lighting and flashers (Skitso)
- Adjusted the trajectory correction near the base of the flippers (Rothbauerw)
- Changed the start of stroke coil ramp up to 2.5 (Rothbauerw)
- Added walls to help prevent stuck balls (Rothbauerw)
- Fixed a bump in the right ramp that could cause stuck balls (Rothbauerw)
- Adjusted the left outer loop wall to feed properly to the right flipper (Rothbauerw)
- Plastic ramps friction adjustment (Rothbauerw/Fleep)
- Added few completely new visible bulbs with reflections (Skitso)
- Adjusted inlane flashers (Skitso)
- Adjusted LUT by 3rdaxis (3rdaxis)
- Adjusted trap door flashers (Skitso)
- Improved trapdoor texture (Skitso)
- Added two missing gate actuator scripts and sounds (Rothbauerw/Fleep)
- Adjusted catwalk ramp speed (Fleep)
- Adjusted sounds timing for trunk front and rear entrances (Fleep)
- Adjusted sounds timing for ball drop to playfield from right wire ramp and left plastic ramp (Fleep)
- Adjusted volume for various sounds (Fleep)
- Adjusted plastic ramps speed (Fleep/Rothbauerw)
- Additional new lut (Skitso)
- Re-scripted and re-edited vanish lock and solenoid kickout sounds (Fleep)
- Redone back wall lights from ground up (Skitso)
- Redone back wall flashers from ground up (Skitso)
- Remade ALL GI lights from ground up (perfect accurate shadows) (Skitso)
 
Version 2.2
- Added DOF scripting for undercab RGB (Rothbauerw/arngrim)
 
Version 2.3
- Fixed a false flipper down sound sub call upon a drain (Rothbauerw)
- Gold Rails and Lockdown Bar mod option (In script) (3rdaxis)
- LUT toggle sound effect for front/rear channels (Can be disabled/enabled in script) (Fleep)
- Minor sound level tweaks for vanish lock (Fleep)
 
Version 2.4
- Slightly improvement on physics for better flick control (Rothbauerw)
- Improvement on physics  live catches (Rothbauerw)
- Cleaned up trajectory correction to fix an occasional odd angle (Rothbauerw)
- Reduced the diameter and the elasticity of loop post and vanish post to prevent a possibility of ball rejection by the posts (Rothbauerw)
- Commented out a debug statement in the flasher code (Rothbauerw)
- Easy tweak (FlipperCoilRampupMode) for Coil-Ramp up behaviour in script (Fleep/Rothbauerw)
- Catwalk ramp sound sometimes would not trigger sound; Fixed now (Rothbauerw)
 
 
For anyone who struggle with error U22 here's what to do:
Press F1 to bring up the ROM options menu, and then select "Skip ROM startup tests"
 
This table requires Theatre of Magic (1.4H Coin Play) - rom "tom_14hb" which is a clone of - Theatre of Magic (1.3X) - rom "tom_13"
You will need both to be in your roms folder
Also - Using PinMame32 - ensure your roms shown as valid and not corrupted


Click here to download this file




#433202 Tales of the Arabian Nights 4k [Visual Pinball X]

Posted by flupper1 on 16 August 2019 - 02:03 PM

Posted Image


File Name: Tales of the Arabian Nights 4k

File Submitter: flupper1

File Submitted: 16 Aug 2019

File Category: VPX/VPinMAME Recreations

Author(s): Flupper
Rothbauerw
Manufacturer: Williams
Year: 1996
ROM: Link to ROM
Permission to MOD?: Yes, with approval


Full rebuild of Totan in Blender, all prerendered for 4K resolution. Thanks to:
Original build by JPSalas in 2015
High res playfield and plastics - Clark Kent
Beta Testing and Table Reference - Randr
DOF - Arngrim
Special thanks: 
Knorr, for sounds from his soundpack
nFozzy, for physics techniques
G5K, for rendering advice
 
For best performance use these settings:
- use 10.7.3 or higher
- no brute-force 4x SSAA (is not necessary), but quality SMAA
- exclusive full screen with 1 for FPS limiter and 1 for maximum prerendered frames
- Ambient occlusion, ball trails, screen space reflections all off
Other remarks:
- magnasave buttons changes the LUT, see script options
- it is advised to keep the POV settings as they are in the download for the full screen mode; all textures have been prerendered for this POV
- day/night slider does not do much (only on lamp and playfield), use LUT to change contrast/brightness


Click here to download this file




#446656 Baywatch (Sega 1995) [Visual Pinball X]

Posted by kiwi on 06 April 2020 - 04:46 PM

Posted Image


File Name: Baywatch (Sega 1995)

File Submitter: kiwi

File Submitted: 06 Apr 2020

File Category: VPX/VPinMAME Recreations

Author(s): Kiwi
Manufacturer: Sega
Year: 1995
ROM: Link to ROM
Permission to MOD?: Yes, with approval


Baywatch by Sega 1995 desktop, full screen and full single screen.
 
 
Specials Thanks to:
 
bmiki75, for providing me with excellent photographic material
Akiles50000 and Rampa, for providing me with excellent photographic material, tested the table
Noah Fentz, I benefited from the images of his photobucket site
Vodweb, who provided me great images, tested the table
JpSalas, the main codes of the table is based on its tables
Ninuzzu, shadow ball code
Arngrim, DOF, tested the table
DJRobX, sound playback functions code
Rothbauerw, sound playback functions code
Cyberpez, for the rolling sound I based on the code of the table "The adventures of Rocky and ..."
Flupper1, for the tutorial on how to make textures ramps
Suds, tested the table
The VP and VPinMame Development Team.
 
Some options in the first hundred lines of the scripts:
 
Volume
Ball shadow
Cab rails visible
Lut enabled
Backglass working in DT mode (BackG), set 1 for VR
Slingshots made with flippers (SlingM)
 
JP's LUT brightness control: hold down the LeftMagnaSave and pressing the RightMagnaSave change the brightness of the table.
 


Click here to download this file




#413674 Totan VPX full graphics rebuild WIP

Posted by flupper1 on 08 September 2018 - 07:15 PM

talesarabiannights_t.png

 

I have started working on a full graphics rebuild of Tales of the Arabian Nights and want to share the updates with you. Triggered by the work of G5K I want to try the following:

- all graphics (all) will be prerendered; all the physics will be (invisible) VPX objects

- all rendering will be done with "project from view". Recently I finally figured out how to get the exact same camera point of view as in VPX. This enables perfect transparent ramps (Diner was more sort of the same viewpoint). This means that the FS and DT view will be sort of fixed to the settings I set them to. Diner has this as well, White Water not so much.

- all objects will get prerendered GI and Flasher lighting (including posts, plastics, metal rails, etc).

My other tables have prerendered graphics, but I have not yet made a full prerendered table, so this is partly a new journey as well. And since I do not have access to a fullblown renderfarm like G5K, I have to optimize everything otherwise rendering will take forever. 

 

Contributors so far:

- Clark Kent: a perfect new playfield in the crazy resolution of 6301x14086 pixels (almost 16K resolution!!); I will use it at 4K level in the rebuild in VPX

- Clark Kent: almost all of the plastics in pristine scanned quality

- JPSalas: for the original VPX table

- Rothbauerw: he offered to implement the spinning lamp code, which is similar to the disc in Safecracker. Also working on material based physics, a real trough and subway, and surround sound

- Randr: graciously provided new images of the genie in order to make a better texture of the genie. Also working on 3d scanning the genie for me to have a highpoly model to do lighting tricks.

- My brother: he works professionally in the 3d scanning business (scanning people). He is helping me converting the genie images into a good texture.

 

Work done up to now:

- remade all the inserts with prerendered on/off textures. I have a new way in VPX to still have fading lights but with proper on/off textures.

- partly converted all objects into a full Blender model of the table.

- remodeled the ramps and did the first test of a project-from-view rendered ramps. Blender 2.8 has a new feature which makes it easier to implement these ramps.

- remade the lamp, see the post below.

- made some new fireball pinball bats

 

As usual I will update this thread with pictures, but I thought to do a longer post on specific items, explaining how I create them. This first one will be on the lamp, coming right up after the break. To start with, some first images of the WIP:

 

Blender:

screenshot0401_t.jpg

 

screenshot0411_t.jpg

 

VPX:

screenshot0500_t.jpg




#417292 Rollercoaster Tycoon (Stern 2002) [Visual Pinball X]

Posted by jpsalas on 10 November 2018 - 06:36 PM

Posted Image


File Name: Rollercoaster Tycoon (Stern 2002)

File Submitter: jpsalas

File Submitted: 10 Nov 2018

File Category: VPX/VPinMAME Recreations

Author(s): jpsalas
Manufacturer: Stern
Year: 2002
ROM: Link to ROM
Permission to MOD?: Yes, without approval


Based on the Stern table from 2002.
This time was a solo project, so no others to blame than me if something is wrong :)
The playfield isn't 100% perfect, but it is good enough. Playfield and plastics are 4k in size.
 
**spoiler** There is a surprise for you in October :D
 
 


Click here to download this file




#397433 The VP 10.5 beta thread

Posted by fuzzel on 09 January 2018 - 11:26 PM

A new year and a new beta phase is starting again :)

Attached Files




#363869 JP's Ghostbusters Slimer[Visual Pinball X Original]

Posted by jpsalas on 26 November 2016 - 05:17 PM

Posted Image


File Name: JP's Ghostbusters Slimer

File Submitter: jpsalas

File Submitted: 26 Nov 2016

File Category: VPX Originals

Author(s): jpsalas
Permission to MOD?: Yes, with approval


This is an original table, with everything included in the vpx file, and it doesn't need any external program to run. It can be run in desktop mode and in FS mode. The DMD will rotate accordingly.

I have used the less 3d meshes as possible and used what vpx has to offer of build inn objects, Resulting is a very responsive table. I have used vpx ramps to build the ramps, and vpx walls to build some objects like the Firestation and the Storage Facility.
The big size of the table is due to the sounds and music being stored uncompressed in the vpx file.

The layout is based on the Ghostbusters table by Stern, but there are some differences in the layout, like 2 captive balls, gates at the top lanes, holographic Slimer, wire ramps, etc. The graphics were done by me using photoshop with images found on the internet.

Read the included manual for rules, and there are a lot of rules :) The rules are based on Stern's table, but with many differences, mostly because I have never played Stern's table and I also wanted to add my own ideas :)

Tips for playing? You can go for catching ghosts, you can go for completing modes & ladders, you can go for collecting gear, or all them at the same time. There are plenty of extra modes and multiballs, with a lot of jackpots and superjackpots. And when I say multiballs I mean crazy multiballs :)

Have fun!
JP


Click here to download this file




#327742 Visual Pinball X (Standalone EXE)

Posted by toxie on 24 December 2015 - 08:49 AM

File Name: Visual Pinball X (Standalone EXE)

File Submitter: toxie

File Submitted: 24 Dec 2015

File Category: Essential Visual Pinball Files

Author(s): Randy Davis
Noah Fentz
Chris Leathley
Mark Parris
Jerry Rice
Rolle Cruz
Brian Smith
Toxie
Shagendo
Maddes
Wizard's Hat
Poiuyterry
Fuzzel
Cupid
Koadic
Mukuste
mjr
Brandrew
DJRobX
Caligula
nkissebe
jsm174
vbousquet


Note: Pick VPinballX73_Minimal.zip if you're not sure which one to download, as this is the latest version.
 
Standalone EXE, all needed DLLs, changelog, command reference and registry keys for Visual Pinball X 10.7.3
 
Installation:
Simply copy all of the files in the ZIP into your already existing Visual Pinball directory. Overwrite already existing files there when asked. If you already had the core.vbs script package in your 'Tables' sub-directory previously, either delete these, or move all files contained in the 'Scripts' sub-directory to 'Tables'.
 
 
For all the changes regarding the core vbs script file package look into core.vbs for the full changelog, and CommandReference.txt for all changes in the script interface


Click here to download this file




#484479 Whirlwind VPX full graphics rebuild WIP

Posted by flupper1 on 09 August 2021 - 07:47 PM

Chapter 8: exporting to VPX
 
It has again been some time since my latest update, but here it is; I am now exporting to VPX, this is a current WIP screenshot:
vpxshot1_t.jpg
 
What I have been doing on Whirlwind since the last update:
 
after modelling the whole table, a big reshuffle starts:
 
First all objects need to be on separate layers in such a way, that objects are not rendered on top of each other. In the end I ended up with 15 collections, which are rendered separately. This is one of the collections after rendering (rendered at 8k / 4320x7680 and scaled down to 25% for this blog):
 
render002small_t.png
 
This is necessary, because I use project-from-view UV mapping for all objects in Blender when moving to VPX. This means that every 3d object has a texture which is the rendered view in Blender. I used this method in Totan as well.
 
Next step is creating primitives for VPX based on the Blender meshes. I anticipated on this by creating rather lowpoly meshes, which look good due to modifiers while rendering in Blender (which raise the polycount for instance).
 
The step after that is repacking the textures from the 15 collections to 2 textures (excluding the ramps). For that the texture UV's need to be transformed from 15 collections (widely spaced textures) to a very dense texture. I used a tool called UV packmaster pro for this, which I got for free during a promotion (not free now anymore I believe). After the UV packing with UV packmaster, I needed to bake the new dense texture based on the 15 collections. Baking in this case means reading from a texture in one of the 15 collections textures (see above) and putting it in the new texture based on the UV created by packmaster. I used Blender Octane for this, it gave me the best results. The end result looks like this (scaled down to 50%):
 
texgion1small_t.png
 
The texture for the playfield, sidewalls, side wood and apron cards I could use as they are rendered. That looks like this (again scaled down 50%):
 
texgion0small_t.png
 
After that I made the ramp textures, more or less like in my recent tutorial update, which you can find here:
 
And to make matters (even more) complicated, I did all of this for 4 GI states: GI on, GI off, Upper GI on, Lower GI on. As the 2 ramps each have their own texture, you have 4 textures per GI state. Small advantage is that the upper ramp only needs 2 GI states, since it is fully in one GI zone. So in total I now have 14 textures in 4K resolution (2160x3840) which are switched in script, depending on the GI state. For now I do not fade between GI states, I just switch textures on the table objects. One of the reasons for choosing to recreate Whirlwind, is that Whirlwind has a real lightshow when all flashers go off, I think I can only pull that off by just switching textures on/off. Time will tell if I have made the right choice for this.
 
The basics of the view in VPX are now done; next task is getting all the flashers up and running (and adding nice flipper bats, animating ramp entrance/divider/droptargets/etc, tweaking the script, adding some LUT options for brightness/contrast and more).
 



#251591 Unity3D Pinball Pre-Alpha Released

Posted by arngrim on 19 January 2014 - 04:00 AM

About integrating DOF, in VP it is a plugin of B2S.Server.
So if you can integrate db2s support, you will open DOF gate as well, 2 shots with one stone! :)
That way you make hundreds of backglasses available for unity tables and it will help you by focusing on the most important thing, strenghtening and improving playfield emulation.

Raise your likes if you like the idea :)

Hope it helps

Arngrim


#439539 JP's Taito do Brasil collection

Posted by jpsalas on 13 December 2019 - 04:23 AM

Hi!

 

I have updated all my Taito tables, and I'll be uploading them now.

There are 34 tables in total, with one still in the making, Volley, which will be uploaded when ready :)

These are the changes in this version 2.0.0 of the tables:

- Added SSF sound and exchanged some mechanical sounds.
- Added new fading lights routine which uses less cpu for the flash objects.
- Added the NVram patch for Taito do Brasil tables by Pmax65, which fixes possible rom errors when quitting the tables during play.
- Enabled fastflips
- New environment image for better looking metals and for better adjustment of the Night -> Day cycle.
- New material settings to suit the new environment image.
- added 3 colorgradeLUT images for normal, saturated and half saturated to better fit your monitor. The default is the normal color.
- New VPX physics (jp's arcade physics with lower friction and heavier flippers). Changed all the objects in contact with the ball: playfield, rubbers, plastics, metals, flippers, slingshots, bumpers...
- Extra decorations like a subtle ball shadow and flipper decorations, also new backdrop, side rails, side shadows (using now a flasher to remove a border that could be seen on some tables), transparent plastic borders.
- Some tables have new playfield and/or plastics images.
- And... I'm sure I forgot something :)

Some tables are new, rebuilt from scratch. These are:

- Apache (1978). The older version was based on Fast Draw by Loserman, but to add my arcade physics and my script changes was easier to rebuild the table from scratch than to destroy Loserman's table.

- Lucky Strike (1978) same as Apache. New table from scratch.

- Football (1979) This table has a new script without using the volley rom. which didn't fit the table, even if the layout of both table were the same. The table has new sounds and STAT made a new direcb2s, as the old one used the Volley ROM and it doesn't work with this version.

- Sure Shot (1981) This one was already made by BORD, an excellent table. But, again, instead of me destroying his table to add my physics and graphics, so I found out it was better to make a new table.

- Hot Ball (1979) This is also a new table, based on my Eight Ball table using editoy graphics. I made new bells for the table. I don't think Taito used those kind of bells (I have not seen any video of the real Hot Ball table), but at least they sound different from the ones I used in Bally's Eight Ball. It still uses the Bally ROM. I could have rewritten the script without using the rom, but the rules are identical to Bally's table, so I used the rom, this way the rules will be 100% right :)


I have not made two tables of the Taito collection: Black Hole (1981) and Volcano (1981), as they are the same as the original tables.

And the rest of the tables are:

- Cavaleiro Negro (1980)
- Check Mate (1977)
- Cosmic (1980)
- Criterium 77 (1977)
- Drakor (1979)
- Fire Action (1980)
- Fire Action Deluxe (1983)
- Gemini 2000 (1982)
- Gork (1982)
- Hawkman (1983) New playfield
- Lady Luck (1980)
- Lunelle (1982) New plastics
- Meteor (1979)
- Mr. Black (1984)
- Oba Oba (1979) New plastics.
- Polar Explorer (1983)
- Rally (1982) New playfield
- Roman Victory (1978)
- Shark (1982)
- Shock (1979)
- Snake Machine (1981)
- Space Patrol (1978)
- Space Shuttle (1984)
- Speed Test (1982)
- Sultan (1979)
- Titan (1981) New playfield and plastics
- Vegas (1980)
- Vortex (1981)
- Zarza (1982)

And Volley (1981) will be uploaded when finished, still needs some graphics work.

Now I'll start uploading all the tables.

Greetings
JP