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Genie - New Build From Scratch

Genie 1979 Gottlieb System 1

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#1 maceman

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Posted 28 February 2013 - 03:53 AM

Hi All,
Just posting my WIP thread to give me incentive. Thanx Rob for the help with the PF and table size. This is set to 2209 X 1257.25 vpus. I am going to plug away at this and start off with a Desktop build. This will be a fun challenge! Now I can use all the components people have sent me that I haven't yet incorporated.
Wish me luck!!
Cheers,
Maceman
genie_fb.png
genie_fb1.png

ps: I said i would upload the other build today. It will have to be tommorow unfortunately as I am zonked :)

Edited by maceman, 28 February 2013 - 03:56 AM.

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#2 blur

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Posted 28 February 2013 - 12:30 PM

Great - one finished MOD of genie and TWO new builds :) - soon we will have 3 genies on our cabs :)

In vp units ratio looks ideal for 16:9 screens - 2209 / 1257.25 = 1.757, 16:9 is 1.7777... assuming LCD pixels are square (are lcd pixels square?)

It looks great already - almost like it is fp :)


Edited by blur, 28 February 2013 - 08:37 PM.


#3 BOOTS

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Posted 28 February 2013 - 02:41 PM

yes maceman...I wishes you the very best of luck!!!!  :otvclap: :tup:  :D



#4 bolt

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Posted 28 February 2013 - 05:18 PM

Great start maceman. :tup:


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#5 javier1515

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Posted 28 February 2013 - 11:39 PM

looks great Maceman :Worship:


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#6 Fulltilt

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Posted 01 March 2013 - 01:51 AM

Nice work, good luck and keep going :D


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#7 hogger42

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Posted 01 March 2013 - 01:36 PM

Yes Maceman Best of luck and thanks for the desktop build :otvclap:  No CAB here!!



#8 maceman

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Posted 01 March 2013 - 03:09 PM

Thanx All!! Plugging away :)

Does anyone have a way to know where the lights go? I am looking in the Genie manual and see nothing in regards to spots. I can see some pics but am guessing.
This has some good pics to try to see: http://home.kooee.co...nap/genie3.html

The problem is on a rebuilt playfield(like Francisco's for example) there is no indication of holes to tell me where the lights go.
If noone can help, i will jusy make an educated guess :)
Cheers,
Maceman

geniesnap15.png

Edited by maceman, 01 March 2013 - 03:11 PM.

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#9 luvthatapex

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Posted 01 March 2013 - 04:17 PM

ok, so you have good source material, well that is the best thing you could ask for. Now you need a guide to put your playfield objects. Thats why we use the manuals. The layouts in the manual are just a guide since sometimes they are off by a few mm's, but its a terrific resource. Here are the pages you need for your build.

 

Here's a few more hints for the lamps:

 

Instead of dropwalls, use image mapped lights.

 

Make a dark and light playfield from your source. The dark playfield will be your base, and the light playfield will be the layer for your lit lamps. You can have gradients for dimming, but keep it simple for your first one with 1 dark and 1 light playfield. If you want you can also do a GI layer as a single lamp.

 

Then just add lights with the dark playfield as OFF and light playfield as ON in the lamp control. Tie it to the lamp ID. Add all the lamps to a collection and insert a call for the vpmmapplighting under your pinmame timer section.

 

 vpmMapLights Collection1

 

 

 

Thanx All!! Plugging away :)

Does anyone have a way to know where the lights go? I am looking in the Genie manual and see nothing in regards to spots. I can see some pics but am guessing.
This has some good pics to try to see: http://home.kooee.co...nap/genie3.html

The problem is on a rebuilt playfield(like Francisco's for example) there is no indication of holes to tell me where the lights go.
If noone can help, i will jusy make an educated guess :)
Cheers,
Maceman

 

Attached Files


Edited by luvthatapex, 01 March 2013 - 04:19 PM.


#10 maceman

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Posted 01 March 2013 - 04:32 PM

Thanx LTA!  If you look at the top most pic, you will see that I imported that exact template for use :) It still doesn't show the lights, but I was able to eyeball them from the link above from that guys PF restoration page- good pics there!
 
I got some extra lights that i will switch out where there is those 'columns/pillars/whatever they are called' between the centre-left ABCD lanes!
 
I am getting some good progress and once i get all the switches and parts names, it should go good with Eala's script!! 
 
btw- I really like the Play on this, from what i can do already. The widebody table gives much more room in the centre parts and i like that!!
 
Thanx for the help!  I will try the PF light method as you mention once i get to that part. Lots of fun!!
Cheers,
Maceman
geniesnap15a.png

Edited by maceman, 01 March 2013 - 04:33 PM.

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#11 maceman

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Posted 04 March 2013 - 07:40 PM

Hi All,
I wanted to do a daily progress report so i can track all the changes over time as well...but i keep getting side-tracked. I am taking my time as i want this to look and play good. I have to do Eala's script justice :) Grizz has sent me some great objects so i am replacing as i go as well...
Here is the latest as of today...it is messy but coming along. I am just about done the build and now can move onto lights and triggers and switches,bumpers, plastics, and....
 
Maceman
geniesnap16.png

*I should mention that i have the plastics set to transparent so i can see through while working, but i am sure you all figured that out!

Edited by maceman, 04 March 2013 - 07:46 PM.

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#12 Pin-Pete

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Posted 04 March 2013 - 07:52 PM

Looks amazing! Can't wait your final product. :)


Greetings:Petri


#13 Grizz

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Posted 04 March 2013 - 07:56 PM

very nice mace!

cannot wait

thanks my brother!


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#14 LoadedWeapon

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Posted 04 March 2013 - 11:20 PM

Yea looks great I cant wait to see it finished.. :otvclap:



#15 maceman

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Posted 06 March 2013 - 02:39 AM

Not much to add picture-wise today folks, but I was able to get Eala's script to now work in the new build, so that is a good days progress as it took me a couple hours to figure out all the errors and mis-namings i did :)
 
Plugin' away. I've ot pretty much everythin in place, and now just need to start on plastics, bumper, aesthetics, etc...:

geniesnap17.png
Cheers,
Maceman
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#16 The Loafer

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Posted 06 March 2013 - 04:22 AM

You are doing a great job, well done, the pic looks great!



#17 maceman

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Posted 12 March 2013 - 01:51 AM

Hi All,
 
I had to take a bit of a break, but started up again earlier today and got TONS done!
geniesnap170.png

Today I did all new rollovers, all new lights, fixed some PF issues etc.. etc... HUGE thanx to Bodydump who has been helping me with that :)

Between BD and Grizz, I am in very good hands!!

What I am on now is trying to figure out how to delete all the old dropwall(lights) and make lights.
If you look at the ABCD at the top in this pic, you will see 4 yellow lights in place as a start. I want to get them working and then I can continue throughout... SO, I also made 2 images called Lights_On and Lights_Off. I have put these images on the 4 lights in the editor in the on/off positions...i just need to script now.

Can someone tell me what i need to do in the script to get these 4 lights to work with the rom. I've never done it with the rom before, just OG. After the lights..I need to do the plastics which should be easy and the Backdrop.
Many Thanx,
Maceman

ps. I understand there is a fading lights routine, but at this point i just want to hit the targets in the lanes and trigger the light.


Edited by maceman, 12 March 2013 - 02:20 AM.

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#18 luvthatapex

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Posted 12 March 2013 - 02:14 AM

Here is the easiest way to get image lights controlled by the rom.

Find the lamp numbers in the manual

Call the light whatever its called in the manual like L16, L25, L13 and L14 for the top rollovers

 

Light L16 would be the A rollover

settings:

Off Image = Lights_Off

On image = Lights_On

Timer Interval = 16

 

setup L15(B rollover), L13(C rollover) and L14(D rollover) the same way with Timer Interval = lamp number

 

Create a collection for the lamps called AllLights.

Add the lamps L16,L15,L13 and L14 to this collection.

 

In the table init section before the end sub put this line

 

vpmmaplights AllLights

 

Start the table and the 4 lamps will be controlled by the rom now.

Add the rest of the lamps and you have your controlled lamps without fade but they turn on and off by the rom.



 

 

 

 

Hi All,
 
I had to take a bit of a break, but started up again earlier today and got TONS done!


Today I did all new rollovers, all new lights, fixed some PF issues etc.. etc... HUGE thanx to Bodydump who has been helping me :)

What I am on now is trying to figure out how to delete all the old dropwall(lights) and make lights.
If you look at the ABCD at the top in this pic, you will see 4 yellow lights in place as a start. I want to get them working and then I can continue throughout... SO, I also made 2 images called Lights_On and Lights_Off.

Can someone tell me what i need to do in the script to get these 4 lights to work with the rom. I've never done it with the rom before, just OG. After the lights..I need to do the plastics which should be easy and the Backdrop.
Many Thanx,
Maceman

ps. I understand there is a fading lights routine, but at this point i just want to hot the targets in the lanes and trigger the light.


#19 maceman

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Posted 12 March 2013 - 02:18 AM

Hey, thanx very much LTA! I will try this!!!

 

btw- I meant to ask you..Can you please send me the Genie Manual you are using. I noticed from your previous post of those pages that the quality was MUCH more legible than what i have here. I am having trouble reading the manual i found online.

Cheers,

Maceman


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#20 maceman

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Posted 12 March 2013 - 03:00 PM

Working on lights today. id the top 4 and they seem to be working to illuminated with the triggers being rolled over. What i don't see however is the on and off images. I just seethe yellow lights. Am i missing something?

Cheers!

Maceman


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