File Name: Tales of the Arabian Nights VP99
File Submitter: jpsalas
File Submitted: 10 Nov 2013
File Category: VPinMAME 9.x Recreations
Author(s): jpsalasManufacturer: Williams
Year: 1996
Permission to MOD?: Yes, without approval
This is still a beta of how TOTAN can be made using the new options available in VP916.
What have I used in this table:
- Fading Lightmaps (no need for full screen images for each step in the fading)
- 8 steps Gi (also no need for 8 full screen playfield images)
- fading flashers using alpha ramps
- the lamp using a primitive for a better rotating movement (thanks to Michael Gallo for the 3D lamp and the texture). Actually this is the main reason I release this table, so you can see this lamp in action ![]()
- the rubber posts and screws are also made with primitives (takes from FP), but I haven't learned yet how to properly add a image to the mesh. But for now they are a good example of static primitives.
Still it is a long way before it is finished, since I should like to use more 3D objects, for the genie and the magnet, and the targets. But that's something I still have to learn
. But for now maybe some authors should like to see the fading lightmaps in action, and maybe some of you should like to play with a different TOTAN
. The images of the playfield and apron are still the ones made by Grizz (from the "classical" version)
Some general notes about this VP916 version:
- this table does not use any extra refresh for the alpha ramps, since by turning off the Region Updates, the alpha ramps refresh quite well and there is no need for extra refresh lights. So turn off Region Updates, and turn on Hardware Rendering and the Region Optimization. I have included a small image shouwing you the option I use in VP916.
- the plastics light up by using alpha ramps, this saves a lot of work in photoshop and a lot of work adding the VP lights on top to make the fading effect. It also saves video memory. I still feel that the old way to make those plastics can look much better than simply adding an alpha ramp, but it is much easier to make it this way for newer authors, and the results are nor bad ![]()
- the flasher textures are the same as the gi textures and the lightmap textures. But the gi textures are made with 8 steps, and the lightmaps have a black bacground. I guess better textures will make better lights ![]()
- the table's size is adjusted to my monitor (a 16x10) so you may need to change the XScale on the backdrop settings. So if you have a...
4x3 monitor then change the XScale to be the same as the YScale
16x9 monitor then make the XScale to be the YScale multiplied by 0.83
in my monitor (16x10) the XScale is the YScale multiplied by 0.75
And yes, I'm still retired (as a VP author
) and I still have very little free time, but I always will find some free time for VP ![]()
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