Here are some samples of what I got so far.
The Alien from AFM was the latest I started and it's the least developed of them all, still in ZBrush.
One day I'll go back to them.
-Kris
Attached Files
Edited by antropus, 16 April 2014 - 01:47 PM.
Posted 16 April 2014 - 01:27 PM
Edited by antropus, 16 April 2014 - 01:47 PM.
Posted 16 April 2014 - 01:39 PM
Posted 16 April 2014 - 01:54 PM
Posted 16 April 2014 - 02:25 PM
@antropus, WOW! Those look amazing! VP with DX is already an incredible improvment, but without quality 3D models it still doesn't have the same visual appeal as Future Pinball... If we start seeing quality models developed in Zbrush used on VP tables that will change everything! This made my day, thanks!
Posted 16 April 2014 - 02:33 PM
Posted 16 April 2014 - 05:22 PM
Not sure. Are normal maps supported by your version, mukuste?
Posted 16 April 2014 - 05:26 PM
Text decals work now. Another one knocked off the list:
Not sure. Are normal maps supported by your version, mukuste?
No, primitives still have the same features as in VP 9.2.1. That will have to be a VP10 feature.
Edited by mukuste, 16 April 2014 - 05:26 PM.
Posted 16 April 2014 - 06:55 PM
On the 3D models subject, I started a few some time ago, but real life, two kids, teaching and a full time job took over. Still, *one day* I plan to release it to all interested parts, Unit3D, VP and FP table builders. For now I just cannot promise anything since I'm swamped.
Here are some samples of what I got so far.
The Alien from AFM was the latest I started and it's the least developed of them all, still in ZBrush.
One day I'll go back to them.
-Kris
G R E A T !!!
As you already did Rudi, it would be nice if you could add Red and Ted from Roadshow to your list...
Posted 16 April 2014 - 10:21 PM
Text decals work now. Another one knocked off the list:
- fix text reels
fix text decals- fix kickers cutting the ball in half
- add video option for "Max prerendered frames"
- add checkbox to use software vertex processing (fixes rendering on some Intel chipsets)
- disable MSAA until we fix the flickering
- improve GUI for vsync/frame limiting (very unintuitive right now)
- remove true fullscreen options completely?
Not sure. Are normal maps supported by your version, mukuste?
No, primitives still have the same features as in VP 9.2.1. That will have to be a VP10 feature.
Awesome. Is there an update for the text decals someplace?
Posted 16 April 2014 - 10:39 PM
Download VP9_DX9_test14 here:
VP9_DX9_test14.zip 680.75KB
196 downloads (rev993)
Important: instead of fullscreen mode, run in "windowed fullscreen" mode.
If you get flicker, please disable 4xMSAA.
Try the frame limiter, e.g. at 120 fps, for smoother gameplay!
Table compatibility spreadsheet (thanks to gtxjoe): https://docs.google....EPwri8/viewform
Since my other project is now out there, I've gone back to the DX9 port for a bit and put some work towards the to-do list remaining before the official release. It's mostly GUI stuff and the annoying kicker issue left now. There's also some crucial bugfixes. So this should be a good time for a new release.
Be aware that since this version uses its own registry key, you'll have to reset all options!
Changes since Test13:
Known specific table issues:
https://docs.google....p=sharing#gid=0
Edited by mukuste, 18 April 2014 - 07:47 AM.
Posted 17 April 2014 - 01:49 AM
Edited by gtxjoe, 17 April 2014 - 01:55 AM.
Posted 17 April 2014 - 06:09 AM
- (fuzzel) some changes to ramp/wall transparency (he'll have to weigh in here, I didn't follow these changes closely; I think he reverted some of my previous changes too)
The changes belong to the old DX7 color key handling. Since DX8 you have to use alpha blending instead of an extra color key. You tried to make it work with alpha testing but that didn't work all the time (the black line issue on walls/ramps was one example).
I have another wish for the next upcoming test releases, could we please use the SVN revision instead of Test13/14... It's much easier to track down changes to the code if you know which revision was used when a user reported a bug.
Edited by fuzzel, 17 April 2014 - 06:09 AM.
Posted 17 April 2014 - 07:01 AM
- (fuzzel) some changes to ramp/wall transparency (he'll have to weigh in here, I didn't follow these changes closely; I think he reverted some of my previous changes too)
The changes belong to the old DX7 color key handling. Since DX8 you have to use alpha blending instead of an extra color key. You tried to make it work with alpha testing but that didn't work all the time (the black line issue on walls/ramps was one example).
I have another wish for the next upcoming test releases, could we please use the SVN revision instead of Test13/14... It's much easier to track down changes to the code if you know which revision was used when a user reported a bug.
People got a bit confused when you switched from the TestXX numbering to revXXX numbering, so I went back to the familiar scheme for this release. For knowing which revision a release corresponds to, I always used git tags, it's very convenient. Anyway we are now close to the final release, so it shouldn't be an issue for much longer. For reference, Test14 is rev993.
Would you consider helping out with some of the remaining items on the todo list?
Since I had these problems on my laptop, I wasted some time trying the belowTest14 looks good. Worked fine for me when ran as admin or not. Table played fine for me. I used the steps below that caused crashes for me
Thanks for the comprehensive test! Note that there is a second version of the physmod now too which has the latest fixes for admin/non-admin mode.
Edited by mukuste, 17 April 2014 - 06:59 AM.