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Road Kings WIP


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#1 sliderpoint

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Posted 11 September 2014 - 03:14 PM

Thought I would try my hand at building a table.  It's coming along pretty well and I'm learning quite a bit along the way.

 

First thanks for destruk for the bits of script that I pulled from his table; Tab for the playfield image; Zany and Dark for the prims so far; and Jim5Six for all the resources.

 

I'll be heading over to the 3D requests thread to request some cool ramps.

 

Other things left to do:

The rest of the plastics

GI adjustments

Insert lights

Sounds

and tuning

 

-Mike

 

VP%20RK%20WIP.png



#2 LoadedWeapon

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Posted 11 September 2014 - 05:51 PM

Looks great! Can't wait to check it out :)

#3 akiles50000

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Posted 11 September 2014 - 07:29 PM

Very Nice Sliderpoint.



#4 dark

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Posted 14 September 2014 - 03:56 PM

Thought I would try my hand at building a table.  It's coming along pretty well and I'm learning quite a bit along the way.

 

First thanks for destruk for the bits of script that I pulled from his table; Tab for the playfield image; Zany and Dark for the prims so far; and Jim5Six for all the resources.

 

I'll be heading over to the 3D requests thread to request some cool ramps.

 

Other things left to do:

The rest of the plastics

GI adjustments

Insert lights

Sounds

and tuning

 

-Mike

 

VP%20RK%20WIP.png

 

send me a pm about the ramp, though I'm a bit back logged at the moment so it may take some time to get to.



#5 gigalula

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Posted 14 September 2014 - 08:17 PM

Nice...Will follow the topic to watch your progress.  ;)



#6 sliderpoint

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Posted 14 September 2014 - 10:34 PM

Hey guys, I could use some help trying to figure out a piece of this table.

 

There is a diverter in the middle of the ramp that is just free-floating.  In destruk's table he used a two walls and dropped them back and forth, but you always end up with it going to one side and then the other.  On the real table it's possible with all the table movement and different variables that the diverter could send the ball down the same side multiple times in a row.

 

Anyone have any idea's on how to make this work more realistically?

 

2014-08-31%2015.53.29.jpg



#7 Practicedummy

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Posted 15 September 2014 - 02:26 AM

I have never seen that happen in real life. I played this game several times and never seen that happen.


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#8 sliderpoint

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Posted 15 September 2014 - 07:39 AM

I have never seen that happen in real life. I played this game several times and never seen that happen.

 

 

Seen here  within the first minute also verified with Jim5Six who owns one although he described  it as a whole lot rarer than what this video shows.

 

 

-Mike


Edited by sliderpoint, 15 September 2014 - 07:44 AM.


#9 dark

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Posted 16 September 2014 - 03:50 AM

Nice shiny new 3D modeled black ramp for you:

 

blackramppreview.jpg2014-08-0813.22.09.jpg

 

Will try to get the plastic Y ramp done some time soon for ya.


Edited by dark, 16 September 2014 - 03:51 AM.


#10 dark

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Posted 16 September 2014 - 05:21 PM

Y ramp just about done:

y_ramppreview.jpg

This one was a more challenging ramp to do.



#11 sliderpoint

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Posted 17 September 2014 - 02:54 AM

Welp, since Dark busted out those first ramps so quick, I'll post an updated screenshot.

 

Still have:

metal ramp

loop back ramp

light inserts

sound

then test/tune.

 

-Mike

 

VP%20RK%20WIP2.png



#12 Slydog43

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Posted 17 September 2014 - 03:32 AM

Looking great!  Maybe a new VUK?



#13 sliderpoint

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Posted 17 September 2014 - 02:56 PM

Looking great!  Maybe a new VUK?

 

I just pulled that one from someones table (sorry can't remember which).  Do you know a table or resource I could pull a nicer VUK primitive from?

 

-Mike



#14 gtxjoe

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Posted 17 September 2014 - 03:53 PM

The ramps look awesome!



#15 dark

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Posted 17 September 2014 - 04:21 PM

The ramps look awesome!

They both have custom texture baked textures, I sent Mike an alternate one for the Y ramp that has less highlight on the right side after I'd seen his screen shot.  It can be a bit of a PITA to get texture baked textures for transparent ramps but if you can pull it off they end up looking more realistic than just normal sphere mapped plastics.  Both zany and I have been experimenting with this trying to get better results out of our plastics.  What I would really like to accomplish is having blurry refractions/reflections of the table in the plastics but so far my attempts at it haven't been good enough....it's hard to fake that.



#16 jim5six

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Posted 18 September 2014 - 06:15 PM

Looks great so far Mike! Can't wait to test side by side. Dark... The ramps look great!


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#17 dark

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Posted 18 September 2014 - 07:35 PM

Got the metal pivot ramp modeled up and ready to animate, should work nicely.

metalpivotramp.jpg



#18 gigalula

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Posted 18 September 2014 - 09:19 PM

Wow ...Super nice on  Dark



#19 Shadowsclassic

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Posted 18 September 2014 - 11:33 PM

Don't know if you figured out the diverter yet, but I had a thought. This is just off the top of my head but couldn't you just use a random number generator to determine which way it lets the ball go? I mean if the game or like nudging has nothing to do with it seems you could just fake it with a coin toss so to speak.



#20 gtxjoe

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Posted 19 September 2014 - 01:01 PM

You could put a trigger just before the diverter. When it is hit check the activeball.x value. If it is less than some value go left else go right using the drop walls to steer it. You also add some random +/- value to it if needed