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Dev thread: Road to DX9


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#1821 antropus

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Posted 16 April 2014 - 01:27 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

Attached Files


Edited by antropus, 16 April 2014 - 01:47 PM.


#1822 freezy

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Posted 16 April 2014 - 01:31 PM

Wow. Did you model those "by hand" or using a photo technique like randr does?



#1823 antropus

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Posted 16 April 2014 - 01:39 PM

All by hand, using photos as reference only, on the second monitor. I used ZBrush.

#1824 freezy

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Posted 16 April 2014 - 01:41 PM

Excellent work!



#1825 Tropi

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Posted 16 April 2014 - 01:47 PM

They are looking absolutely awesome. It's a must to have them build in.

#1826 antropus

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Posted 16 April 2014 - 01:54 PM

Thanks guys. I agree. The photo thing always bothered me because you are stuck to 2D. Those will work from any angle since they are actual 3D sculpts, freeing developers to approach things like head tracking or other ways to interact with them in the virtual space.
No cheats ;)

#1827 mukuste

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Posted 16 April 2014 - 02:18 PM

Those are absolutely fantastic. Are they very high poly though? They certainly look like it.



#1828 aupton

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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!



#1829 antropus

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Posted 16 April 2014 - 02:33 PM

Yes, they are all high poly (millions of polys), reason why normal maps are a must, so I can bake all those details into a fairly light 3D mesh playable in real-time.

#1830 vampirolatino2

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Posted 16 April 2014 - 02:38 PM

I thought you had release them to the builders already... they are too good to make it work with the current VP?


Edited by vampirolatino2, 16 April 2014 - 02:46 PM.


#1831 antropus

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Posted 16 April 2014 - 05:22 PM

Not sure. Are normal maps supported by your version, mukuste?



#1832 mukuste

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Posted 16 April 2014 - 05:26 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.


Edited by mukuste, 16 April 2014 - 05:26 PM.


#1833 ClarkKent

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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... :)



#1834 zany

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Posted 16 April 2014 - 07:50 PM

Those sculpts are FRIGGIN AWESOME!!! :D



#1835 randr

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Posted 16 April 2014 - 08:01 PM

Awesome!


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randr___pinball.png                         


#1836 Arcade4

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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?



#1837 mukuste

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Posted 16 April 2014 - 10:39 PM

Download VP9_DX9_test14 here: Attached File  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:

  • Textboxes work now
  • Text decals work now
  • made a fix which should allow VP to work properly both as non-admin and as admin (hopefully no more weird crashes)
  • removed UAC option from build (you have to choose "Run as administrator" manually if you want it, but in most cases you shouldn't need it anymore)
  • (fuzzel) DX9 version now uses a separate registry key
  • (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)

Known specific table issues:

https://docs.google....p=sharing#gid=0

 
Happy testing!

Edited by mukuste, 18 April 2014 - 07:47 AM.


#1838 gtxjoe

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Posted 17 April 2014 - 01:49 AM

Since I had these problems on my laptop, I wasted some time trying the below ;)
 
Test14 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
 
Test steps:
Open new table.  Confirm Table name is Table1.  Open and Close the Image manager.
 
Test results:
GOOD - 921 triggers UAC so it is always run as admin
GOOD - Test13 not run as admin
CRASH- Test13 run as admin
CRASH- DX9_Rev980 triggers UAC so it is always run as admin
 
GOOD - Test14 not run as admin
GOOD - Test14 run as admin
GOOD - Test13 run as admin
GOOD - DX9_Rev980 triggers UAC so it is always run as admin
 
GOOD - VP_physmod not run as admin
CRASH - VP_physmod run as admin
CRASH- Test13 run as admin
CRASH- DX9_Rev980 triggers UAC so it is always run as admin
 
GOOD - Test14 not run as admin
CRASH- Test13 run as admin
CRASH- DX9_Rev980 triggers UAC so it is always run as admin
 
GOOD - Test14 run as admin
GOOD - Test13 run as admin
GOOD - DX9_Rev980 triggers UAC so it is always run as admin
 
So it looks like running Test13 not as admin or VP_physmod not as admin caused permanent problems for DX9_Rev980 and test13 when run as admin

Edited by gtxjoe, 17 April 2014 - 01:55 AM.


#1839 fuzzel

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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.


#1840 mukuste

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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 below ;)
 
Test14 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.