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gate and spinner rotation angles


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#1 unclewilly

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Posted 25 June 2014 - 02:31 AM

Is it possible to read the rotation angles for gates and spinners.

Asking as I'd like to use primitives gates and spinners and control them as we do primitive flipper and flipper logos, from the script by reading the angles from the vp objects

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#2 freneticamnesic

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Posted 25 June 2014 - 02:39 AM

It at least measures speed... I think you can get something there, even if it doesn't give you rotation angle. I'd like to know as well, I'm sick of the current gate options by now



#3 unclewilly

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Posted 25 June 2014 - 03:56 AM

I'm dumb.  was looking at an old version of the command reference text.

you can do spinners and gates

 

spinnerName/gateName.currentangle  reads the angle of the gate/spinner.  just tested on a primitive and it works perfectly.

Just make a time with 1 as the interval

Sub timer_Timer()

     Primitive.ObjRotxyz = spinner1.currentangle  'where objrot x y or z depending on the model axis to rotate on  same command for gates

End Sub


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#4 freneticamnesic

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Posted 25 June 2014 - 08:23 PM

Shout it from the rooftops!

I never even thought to do this. VP never ceases to amaze me (by first making things seem impossible then having clever workarounds)



#5 faralos

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Posted 26 June 2014 - 12:57 PM

in the vp program itself there are options to have the gate opening at a different angle than 90

or swinging at a different one also

same goes with spinners... no need for primitives

since many of us can't handle primitives on our older systems (me!)


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#6 unclewilly

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Posted 26 June 2014 - 01:20 PM

The vp gates. Especially wire gates. Look very flat and fake.
If you've seen any of my recent tables they are almost solely built using primitives. I don't think I should skimp on the gates.
With dx9 almost any graphics card can handle the tables.

What are your system specs farlos

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#7 unclewilly

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Posted 26 June 2014 - 02:06 PM

You have a pci express slot on your motherboard

Edited by unclewilly, 26 June 2014 - 02:07 PM.

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#8 freneticamnesic

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Posted 26 June 2014 - 06:16 PM

Don't encourage him to make outdated tables, faralos! You can still stick with the old, graphically outdated tables to run on your system, you're not being deprived of anything since graphics don't matter to you... right? A gate with probably 300 faces max isn't going to cause a noticeable decrease in performance.



#9 randr

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Posted 26 June 2014 - 07:00 PM

.

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#10 freneticamnesic

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Posted 26 June 2014 - 09:04 PM

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#11 mukuste

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Posted 27 June 2014 - 08:48 AM

Don't encourage him to make outdated tables, faralos! You can still stick with the old, graphically outdated tables to run on your system, you're not being deprived of anything since graphics don't matter to you... right? A gate with probably 300 faces max isn't going to cause a noticeable decrease in performance.

 

Yeah this is true. With the DX9 renderer, the performance difference between the built-in gates and a small mesh like you describe will be negligible. Things were different in the DX7 versions, where primitives just weren't well integrated into the rendering pipeline and could cause huge slowdowns.


Edited by mukuste, 27 June 2014 - 09:31 AM.


#12 STAT

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Posted 22 April 2015 - 09:56 AM

Sorry, have a Question about this. I have a Primitive, example named: LS, and basicly in Editor is ObjRotZ - 0

At any Tableaction i will do this rotate to 20, but "LS.ObjRotZ = 20" doesnt work ... Prim still stay on 0

= solved, i think Static Rendering was the Problem

 

Others, how can i make a Prim in / visible ?


Edited by STAT, 22 April 2015 - 12:50 PM.


#13 Slydog43

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Posted 22 April 2015 - 11:31 AM

oh I got excited and thought Mukuste posted today, good luck with you answer Stat.  I hope Mukuste has played with VPX



#14 hmueck

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Posted 22 April 2015 - 01:05 PM

Others, how can i make a Prim in / visible ?

 

Primitive.visible=0 :)


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#15 STAT

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Posted 22 April 2015 - 01:27 PM

hm ok ;) thanks !