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Yet another Cactus Canyon


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#1 Shoopity

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Posted 11 September 2014 - 02:42 PM

So, I'm making my own version of Cactus Canyon.  This might be considered the first table I've ever done that's a recreation... although, technically Bill Paxton Pinball is a recreation, but since there's no ROM, I don't know if it should be considered a recreation.

 

Anywhose, as much as I love the versions that are out there (mostly Sheltemke's mod of Lord Hiryu's (I think) table), the more videos I watch of it, the more I'm not pleased with it from a recreation stand-point.  There's also some other things I would do differently, or even "new".  If there's a newer version of this table somewhere, someone please let me know.

 

The two big things that stuck out to me were the orbit entrance/exits.  When the ball comes out of the right orbit, it's suppose to hit the right flipper, or at least when it pops out of the saloon; in Sheltemke's table it always goes to the left flipper, and if I were skilled enough I could hit Bart all day long since all I have to do is hold the left flipper because it'll just roll up the inlane and I can shoot Bart again.  When the ball comes out of the left orbit, it's usually suppose to hit the left flipper; currently there's a chance it could fly across the table to the right flipper or even the right sling.

 

Now you might be saying, Shoopity, just adjust the walls.  Well I started to and that's when I noticed the walls don't line up with the table graphic.  That, coupled with some other things such as trying to make this a little easier to convert to physmod or vp10, is what made me finally decide to do my first recreation.  Here are some other things I'm doing differently:

  • The Beer Mug is now a primitive.
  • I am putting a kicker off to the side of the table (BeerBall) that only fires a ball straight up in the air; I then tie in the Z of the beer mug to always match the Z of that ball.  When a regular ball hits the beer mug target, BeerBall fires the ball at the same strength as the velocity that hit the target.  Now we have a beer mug that has real physics and reacts differently depending on how hard you hit it (that is how the real table works isn't it? It's like the leapers in Scared Stiff right?).
  • The Mine is now a full on primitive (not just a box with the picture of the mine on it), but better texture work needs to be done.
  • The Train is now a full on primitive, but better texture work needs to be done.
  • Bart is now a primitive.  I would like some help on how he moves in real life.  Is it straight left/right; does he always return to the same spot or random; does the game do something different depending on whether you hit him or just enter the saloon; how much can his hat shift left/right on his head?
  • The table size is better matched to the table graphic (previous version was a little squished wasn't it?).
  • Walls are better matched to the graphic (other than the table pics in the manual, does anyone have an actual schematic of the table?).
  • Table is raised so going into the saloon actually goes below the table (does doing this decrease performance, or make the ball act differently?).
  • Saloon kickout is actually to the left of Bart and below the table, not in the orbit.
  • Mine kickout is behind the bottom bumper/sling and shoots over said bumper/sling at more of an up-table angle as opposed to straight left.
  • Skill bowl is now an oval instead of a perfect circle
  • Left ramp reaches its height prior to the U-turn
  • Right ramp is flat once it reaches its height
  • Bumpers will be primitives
  • Saloon entrance is only raised by 10 units; should this be more?  The previous version was 25, is it really half the height of a ball?
  • Slingshots have animated rubbers.  Started with UW's half rubber; adjusted its Point of Origin in Blender; rotate it with a timer; a circular rubber in between the two half rubbers that moves too so there's no gap.  Only 3 primitives used (well, 4 including the kicker thingy).

 

*****Edit******

Here's a link to the WIP table, so you don't have to dig through the thread to find it.  It should always point to the most recent version.


Edited by Shoopity, 02 October 2014 - 10:46 PM.


#2 agent321

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Posted 11 September 2014 - 03:05 PM

Sounds like this is gonna turn out super nice, just like your Star Wars redux.



#3 BobAlbright

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Posted 11 September 2014 - 03:47 PM

Great table. Will look forward to it

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#4 ClarkKent

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Posted 11 September 2014 - 04:24 PM

I have a scan of the real playfield. Do you need it?

#5 LoadedWeapon

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Posted 11 September 2014 - 04:43 PM

Sounds great shoopity. . Cant wait.. if you need a tester or some help with the lights I will be glad to help out..

#6 Sheltemke

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Posted 11 September 2014 - 05:00 PM

Sounds great. :) More version better.

 

If you need any picture(playfield, plastics, etc etc.) don't hesitate to msg me.

 

To be honest VP is much more today than my VP knowledge is.

So i did everything i could.

However i am happy with the existing mod i will play your version too :)


Edited by Sheltemke, 11 September 2014 - 05:01 PM.


#7 nomorestalker

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Posted 11 September 2014 - 05:10 PM

I fully endorse this. It's my favorite table and glad to see people always looking to improve the vp tables 



#8 Shoopity

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Posted 11 September 2014 - 05:47 PM

I was in no way knocking you Shelte, nor anything anyone did to help you, or whatever work was done on the table prior to your modding.  It was your table that made me fall in love with CC in the first place.

 

Please, anyone, send whatever you feel my way.  Since I'm not a paying member, I can only have 10 PMs at a time; so if you try to send them that way, you might get blocked.  Just let me know and I'll try to clear out my inbox.  You can also just post a link to a dropbox/GDrive/whatever cloud service here.

 

Also, I need as much feedback about how the real table plays/acts as possible.  When I get back to my pinball PC, I'll post a GDrive link to the table I have now.  It's SUPER ugly, but at least 90% functional (if not 100%); maybe missing peg here or there for physic's sake.



#9 Shoopity

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Posted 11 September 2014 - 10:04 PM

OK, here's a link to my table as it is right now.  Please note, Bart is not in this table, but I have him on my other CC table, so he's easy to move over.

 

A few things about tables that I work on:

I try to keep things as simple as possible.  I realize older version of VP required authors to "hack" effects, but as VP has increased in its built-in ability to do stuff, I wonder if some of the old tricks have unnecessarily stuck around.  So I'm probably going to end up doing something from scratch that's already been done, but hopefully it'll be less tricky to work with.  One example is that I'm trying to do some GI lighting using only alphas, and only as many alphas as there are strings.

 

In the table you can download, I only have string 1 implemented (the slings and lane lighting); they do use 8 step GI even though I don't think CC utilizes that.  You can see it in the Test menu however.  It's just one alpha whose alpha setting is changed based on the level of GI the ROM sets.  But like I said, I'm not sure if I'm happy with it.  I don't know if that's because the effect is poor to begin with, or if it's because my skill with creating light is poor (or both).

 

How I did this I created a plane in Blender, put the table texture on it so I could see where all the lights and posts are.  I put real lights where they're suppose to be, and real posts to create shadows.  I then baked out just the specular lighting and made that the alpha.  So, I don't know if using an alpha in this way is just a bad idea to begin with, or if the way I did the lights in Blender is bad.

 

Anyone have any suggestions or thoughts on this?



#10 unclewilly

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Posted 11 September 2014 - 11:04 PM

I won't have a pc to check this out on for a few days. My dev pc is packed for the move. Could you post a ss.
I'm curious to see how the lights came out

Edited by unclewilly, 11 September 2014 - 11:04 PM.

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Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#11 Shoopity

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Posted 11 September 2014 - 11:37 PM

ccgion.png

 

ccgioff.png

 

ccgi2.gif



#12 unclewilly

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Posted 12 September 2014 - 12:00 AM

I think that gi looks pretty good..
What did you do it with an alpha ramp or flasher object.

Really nice

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#13 Shoopity

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Posted 12 September 2014 - 01:35 AM

Flasher object.  It's the size of the table.  I'm going to have 3 flashers, all the exact same size, just different images.  And the code is just something like

Sub UpdateGI(stringnumber, state)

  Select Case stringnumber

    Case 0: FlasherGI1.Alpha = State * 31

    Case 1: FlasherGI2.Alpha = State * 31

    '... however many strings you need

End Sub

 

I'd be interested in getting Dark involved in trying to get the lighting better/more realistic.  I know this isn't exactly 3D modeling, but it's lighting which is still a very useful skill in modeling.



#14 ClarkKent

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Posted 12 September 2014 - 03:27 PM

I corrected the plastics:

https://www.dropbox....astics.psd?dl=0

 

I do not know where this belongs to:

https://www.dropbox....r_left.jpg?dl=0


Edited by ClarkKent, 12 September 2014 - 03:28 PM.


#15 ClarkKent

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Posted 12 September 2014 - 04:17 PM

I have also a nice scanned apron:

 

https://www.dropbox.... Apron.psd?dl=0



#16 Shoopity

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Posted 12 September 2014 - 05:02 PM

Ya got just the playfield?  I want to make sure everything is lined up.



#17 dark

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Posted 12 September 2014 - 05:07 PM

I'd love to help on this project, particularly in making models for the train and 'bart the bad guy' and his hat.   As I've mentioned before if my calling wasn't in the 3D modeling department I'd love to be doing lighting for tables, which is why I'm really grateful to see LoadedWeapon taking the time to do such a good job updating so many tables.  I had a good time doing the lighting on Last Action Hero, and having learned so much from that experience I think I could do an even better job on a next attempt at trying to reproduce more realistic lighting effects/reflections/shadows/highlights with custom flasher images....however...

 

...I'm just not currently in a position where I can take on another active project, hopefully this is something I can visit in the not too distant future though as it is a table I'd been meaning to give some attention to.



#18 Shoopity

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Posted 12 September 2014 - 05:10 PM

I do not know where this belongs to:

https://www.dropbox....r_left.jpg?dl=0

It goes below the left bumper

http://robertwinter....teardown/18.jpg



#19 ClarkKent

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Posted 12 September 2014 - 06:47 PM

I have a complete scan of the playfield but it's split up in several parts. I have to put them together first. I think this will take at least several days as I'm also fixing some problems on the original playfield...



#20 Shoopity

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Posted 12 September 2014 - 07:54 PM

Whenever you get around to it dude.