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FP to VP table conversion


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#1 chepas

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Posted 11 August 2014 - 01:58 PM

Started converting a third Rom table (Jaws) and thought it may help some people to capture this build for when / if they want to convert themselves.

 

On the size 1.88 VP units to a mm? I'm not sure if that is completely accurate but it's more than close enough for me when you match up.

 

Note: I'd only recommend these sizing for original tables, real table sizes are out there and should be used instead. If you take notice, some recreations have just used the default FP size.

 

Tools & Apps used:

FP Companion tools.

http://www.vpforums....?showtopic=7411

 

Gimp. Blender with FP table import plugin.

 

FP to VP every step. (Forgot to turn music off on Video 3, use volume or brok out to the Jungle, up to you :))

 

http://www.youtube.c...P1oeyYYIZ_tX4ox

 

VP10:

https://www.youtube....Lad5w6Jh-W8OPB4


Edited by chepas, 30 January 2015 - 11:24 PM.

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#2 chepas

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Posted 28 January 2015 - 04:25 PM

Bump for the update.


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#3 freneticamnesic

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Posted 28 January 2015 - 08:11 PM

Cool tutorial. Never thought to export FP cabinet walls........ now I've got ideas.... look what you've done



#4 STAT

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Posted 28 January 2015 - 08:28 PM

Very nice to learn something, thanks chepas.



#5 chepas

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Posted 28 January 2015 - 10:39 PM

Cool tutorial. Never thought to export FP cabinet walls........ now I've got ideas.... look what you've done

 

Lol. They do fit nice too. Might be worth trying to do some reflection of the table in the UV.

 

 

Very nice to learn something, thanks chepas.

 

You're welcome, hope it helps.


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#6 freneticamnesic

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Posted 28 January 2015 - 10:43 PM

 

Cool tutorial. Never thought to export FP cabinet walls........ now I've got ideas.... look what you've done

 

Lol. They do fit nice too. Might be worth trying to do some reflection of the table in the UV.

 

 

Very nice to learn something, thanks chepas.

 

You're welcome, hope it helps.

 

 

re: reflections.... Jolly Park has a mirror-finish metal backdrop that reflects most of the playfield. The issue will be getting the angle of the reflection right for that!



#7 chepas

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Posted 28 January 2015 - 10:55 PM

Yes, they look really nice. Spot on!

 

One little tip I'd forgotten before I did those vids is, it's worth removing all unused bits inside FP (load table & remove unused) before grabbing asset & importing table to blender. Same goes for Unit3D imports.


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#8 lodger

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Posted 30 January 2015 - 01:57 AM

I just started in on this tutorial series...seems like it could be really helpful. My biggest question right now is for the first video, what is going on with the calculator/conversion rates? thanks


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#9 chepas

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Posted 30 January 2015 - 02:23 AM

 

It may not be completely accurate but 1mm is around 1.88 VP units. So if the top of a plastic is 29mm you times that by 1.88 which will give you the VP units to enter in.

 

You'll see it all fits and looks decent enough in the end. A lot may become redundant with objects inside VP10 or sizing, unless you want to go through the road to VP10 and find out what's been changed I don't have that much of an idea myself. This is just how I've worked on a few games, just thought I'd capture the process.

 

If you bring in objects from FP you scale to 0.019.

I am finding once imported to VP these are best scaled to 98.9, they match up to the blueprints anyway.

 

Bring objects down to the red line in Blender. Use the Numpad 1 Key for that front view.


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#10 chepas

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Posted 30 January 2015 - 08:14 PM

I've put together another playlist for VP10. https://www.youtube....Lad5w6Jh-W8OPB4

 

With this build I left a lot out purposely like walls & rubbers to start with and what I had in this table is pretty much all been adjusted for VP10 now, it didn't take long.


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#11 freneticamnesic

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Posted 30 January 2015 - 08:37 PM

Well my experiment didn't work so well. Using the outside walls as you did I attempted to give a table the sort of "pin blades" look, with an image on the sides. At that angle it's unfortunately too blurry



#12 chepas

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Posted 30 January 2015 - 09:01 PM

Yeah, I'd like to see it anyway!

 

All I had in mind for that is to take a snapshot, reverse\flip it and merge with like a mirror blade.

 

Just a cheap trick like with Box Art reflections on the base, never attempted to do it yet though! I would imagine it's pretty difficult to get it looking amazing.


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#13 freneticamnesic

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Posted 30 January 2015 - 09:10 PM

I ended up widening the top...hard to explain, but then the walls sit at an angle, you can see the side walls more. I'll take a screenshot of one this evening. It worked better when I did the angle (less blurry) but may not look great in desktop mode



#14 PinballShawn

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Posted 30 January 2015 - 11:07 PM

Out of curiosity,  how does one transfer the script from Fp to Vp? Or is the script completely rewritten?



#15 chepas

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Posted 30 January 2015 - 11:20 PM

It would be possible to do a straight script conversion with VBS, you will be missing some of the game structure like all the balls in play etc? From what I can remember a lot of that is built into the engine for FP.

 

When I first tried converting my Evil Dead from FP a long time ago to VP, that wasn't too much trouble. I will dig that out and try and give some insight how I had some base code for all the multiplayer etc if you need it.

 

This will be a P-ROC build though. I will provide a blank table template now VP10 is here for other games but I did plan to show every step of this build. You're not really going to need to watch me write code for the game but I will make it really easy for you to get started and setup.


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#16 PinballShawn

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Posted 31 January 2015 - 12:02 AM

I appreciate it, but I'll tell you I'm not a coding kind of guy. I'm just intrigued on how it's done. There are a bunch of FP games that would be great on VP's physics. It's would also be a way to get those Stern tables on VP since it uses an original code. 



#17 chepas

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Posted 31 January 2015 - 12:23 AM

Ah I see :) Hopefully I explained it well enough!


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#18 freneticamnesic

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Posted 31 January 2015 - 12:48 AM

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#19 chepas

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Posted 31 January 2015 - 12:52 AM

I see, that's just textured though and not reflection from playfield?


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#20 freneticamnesic

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Posted 31 January 2015 - 01:16 AM

Well a reflection would be ridiculously hard to do, just a image