Double width full table images so they are pushed to the right
Translate table objects to the right by the table width so they show up on the right side
change table width to 2X
Reimport all new full table graphics
Change all kickers of type "Hidden" to type "Invisible"
Check the enable mechanical plunger box when necessary
Ensure Hardware Rendering is set to preferred value
Change the backdrop table options Inclination 45, FOV 0, XY Rotation 270
The scaling values will vary - for a good starting point set X Scale to 2.4 and Y Scale to 1.4
The offset values will vary - for a good starting point set X Offset to -800, Y Offset to 800
The scaling and offset values will vary due to different playfield object heights, table width, height, and depth. If you have identical dimensions, then they will be the same between identical dimensioned tables.
Import preferred ball image - I like shinyfix.bmp - and I like consistency. Feel free to use whatever images you like of course.
If your game is a newer model Stern, like Austin Powers, there is nothing to change on the backglass at all - grab their backglass image from their website, and use a decal. Approximate values for the decal size and location are:
X=304
Y=562.5
Width=375
Height=606
Rotation=270
If your backglass is an older machine with backglass indicator lights you can do the same thing, with EMReels for the Game Over/High Score/Shoot Again/etc lamps - and if it's a BMP image you can allow for transparency to use actual light segments for the score displays. Or you can put the decal on the table view area, or use a full table image with the backglass image merged and sized appropriately. There are over 70 tables with different backglass examples publicly available to look over for this. You have lots of options and it can take a bit of time to incorporate.
Playability/Flippers - You can spend a lot of time on this as well. My basic flipper preferences are Speed .06-.075, strength 6, elasticity .45, length 120, rubber thickness 3-6, offset height 8, width 34. I try to keep the flipper tip radius at half the base radius. Of course these options will vary a bit depending on what your table needs.
Left Flipper start angle should be 120, end angle 67, right start is 240 and end 293.
Lower glass height to within 55 of the highest place the ball will reach - ie, 55+ the highest point of the highest ramp.
Remove as many activeball modification triggers as possible in the script - the physics engine shouldn't need many of those.
Playtest table for balls jumping off ramps, getting stuck through passages, etc etc - for ramps you can change the physical ramp side wall heights even if they extend through the playfield glass - it won't make a difference in rendering. Ensure the ramp ends line up as close as possible when joining ramps together. Ramp elasticity should be 0.3. Some ramps have a bottom height <0 - reset to 0.
Remove 'collidable' property from necessary walls/ramp rings.
Disable the 'casts shadow' box for drop targets -- this is because when a target is dropped, the shadow remains when the box is checked.
For DMD games, add this to table init
Controller.Games("romname").Settings.Value("dmd_pos_x")=974
Controller.Games("romname").Settings.Value("dmd_pos_y")=770
Controller.Games("romname").Settings.Value("dmd_width")=290
Controller.Games("romname").Settings.Value("dmd_height")=763
Controller.Games("romname").Settings.Value("rol")=1
For Segmented display games, simply add Controller.Hidden=1 to table_init - this will allow you to use the segmented templates to merge into the backglass display.
To use templates, rename all the objects in the table that have a name "LightX" where X is a number - to something else. Then open the required template file, group select all the lights, copy, and paste them into your table. Then you can change the segment colors, scale/resize the segments, drag and position them where you need them to be. Then you can copy the full segment display script and paste it into your table so it'll work practically out of the box with little effort required.
Be sure you rename the copied timer to "DisplayTimer" - and ensure that the light segments are set to the necessary surface.
More work may be required for tables that already have the segment displays handled by VP - ie you might need to remove that routine and those objects first, or you might want to rework the existing system for your own purposes. That is A-OK too.
For playfield lights, you can map images to light objects now - so dropwall lights could be changed out for light objects, fading lights could be reworked if desired, with more effort. EMReels can be changed to dropwalls with flipbook animation if needed, moving ramps can be redone using the ramp collidable property and rescripting...etc etc
EMReel images will need to be exported, resequenced and rotated for the new orientation of the 16:9 playfield, and will need to be moved on the backglass view to show correctly. Some images may need to be rerendered.
Backglass decals will also need to be rotated and resized to take up half the new backglass area.
You may want to add or modify more of the graphics - or make other changes to the table itself.
And if you're feeling especially up to it, you could rescript the table to make it more compact, easier to read and easier to modify in the future.
Segment display templates attached:
Bally 32 digit 16 segment sidebyside - see http://ipdb.org/show...cno=6509&zoom=1
Bally 6803 -- see http://ipdb.org/show...no=18739&zoom=1
Data East 14 digit 16 segment 14 digit 8 segment -- see http://ipdb.org/show...c...4255&zoom=1
Early Stern 28 digit 7 segment -- also works for Early Bally -- see http://ipdb.org/show...c...0551&zoom=1 and http://ipdb.org/show...c...7069&zoom=1
Gottlieb 28 Digit 8 Segment
Gottlieb 40 Digit 15 Segment
Gottlieb 40 Digit 16 Segment
Gottlieb System 80
Inder 28 Digit 7 Segment
Older Bally 32 Digit 8 Split Segment
Older Stern Commas
Williams 32 Digit 16 Segment Vertical





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