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Blackout (Williams 1980)-S34 mod[Visual Pinball X MOD]

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#1 Schlabber34

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Posted 13 January 2018 - 05:45 PM

Posted Image


File Name: Blackout (Williams 1980)-S34 mod

File Submitter: Schreibi34

File Submitted: 13 Jan 2018

File Category: VPX/VPinMAME - MOD Tables

Author(s): 32assassin
Schreibi34
Manufacturer: Williams
Year: 1980
Permission to MOD?: Unspecified


Big thank you once again to 32assassin for letting me mod this masterpiece! He is the guy who did all the hard work on the original table.

GtxJoe added a fantasy mode to the blackout sequence on the original table.
Blackout achievement only lasts a few seconds,  You can change it so that blackout lasts until the ball in play drains
change the setting in at the top of the script.


Click here to download this file



#2 STAT

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Posted 13 January 2018 - 06:51 PM

Thanks for the Upgrade Man, really nice :tup: :)



#3 Ben Logan

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Posted 13 January 2018 - 07:41 PM

Nice, Schriebi! Any other changes in addition to the blackout achievement mod? Looks like the GI has been enhanced too (?)

EDIT: Just saw the long list of changes in change log on download page. Awesome!

Edited by Ben Logan, 13 January 2018 - 07:42 PM.


#4 vogliadicane

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Posted 13 January 2018 - 07:52 PM

It looks awsome anyways, but I especially dig, how it plays, very grippy and real (not sure, if this was the case in 32's version, I somehow missed it).

 

Anyways, thanks and great job of you both!



#5 hauntfreaks

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Posted 13 January 2018 - 08:38 PM

all the mods are great... just what it needed....
two things:
if your going the use a 3 layer GI I would set it like this, and why
-layer 5 = set halo to .2 because is should be right above a shadow layer .1
-layer 6 = set halo to 15 at this height it will stop cutting objects in half ,also this puts it in the middle of the top and bottom light
-layer 4 = set halo to 28-30 this will help when viewed in DT mode

on layer 2 to select the the kicker, set the type to kickercup2 and the material to playfield, or make a custom material, this should never be set to any metal material 
 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#6 Thalamus

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Posted 13 January 2018 - 09:05 PM

I like :)

 

Thank you !


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#7 Schlabber34

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Posted 14 January 2018 - 10:02 AM

all the mods are great... just what it needed....
two things:
if your going the use a 3 layer GI I would set it like this, and why
-layer 5 = set halo to .2 because is should be right above a shadow layer .1
-layer 6 = set halo to 15 at this height it will stop cutting objects in half ,also this puts it in the middle of the top and bottom light
-layer 4 = set halo to 28-30 this will help when viewed in DT mode

on layer 2 to select the the kicker, set the type to kickercup2 and the material to playfield, or make a custom material, this should never be set to any metal material 
 

You got to help me a little bit. Where do you see things cut in half? Layer6 is on hight 50 which is right under the plastics. 95% of all objects are lower then this and the rest will look like they receive a shadow from the plastic. Thats why i use it that way. For example the left rubber wheel in the arc on the hulk table.
I will move layer 4 to 28! But blinding bulbs are part of the look. Maybe a bit too much?
What is the shadow layer? Layer 5 is on hight 0,1 if i remember it right. It is for sure right above the PF. Otherwise the shadows will be out of position, depending on the perspective.

Ben Logan sees a lot of center drains when he hits the left ramp. Are those comeing from the orbit roundtrip or when the ball is rolling back down the left spinner?

Thanks for the feedback guys!


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#8 Schlabber34

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Posted 14 January 2018 - 02:03 PM

v1.1 should be out in about an hour. Thanks for the feedback:

 

- left spinner had the wrong switch number. Now the orbit thing is working again. Thanks to kirkin2006, nice find.

- changed kickercup to kickercup2 with the correct material. Thanks hauntfreaks

- liftet the layer 4 lights to hight 28 as suggested by hauntfreaks

- the ball coming down from the upper right lane (orbit shot) is dangerous! Take a look at this video at the 6:28 and the 6:55 min. mark.

 

https://www.youtube....h?v=sRt_2dWHnkA

 

- more bounce to the rubbers and flippers. Check the video and you will see what i mean.

- lowered the flipper force. Clean shots have way to much power. Don't worry, i keep it a bit faster as in the gameplayvideo!


Edited by Schreibi34, 16 January 2018 - 04:19 PM.


#9 kds70

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Posted 16 January 2018 - 10:20 AM

Thanks for this table Schreibi. It plays and LOOKS very good ... pinball feeling like a real one  :boxing: 


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VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40″ Iiyama X4071UHSU, backglass: 32″ LG, Pin"2"DMD, Pincontrol1, LEDWiz, leaf switches / buttons, nudging, tilt, plunger, 10 siemens contactors, knocker, shaker, gear, rgb flasher, PC: Intel i5 [email protected], 8 GB Ram, Zotac GTX 1070 Mini, Win10
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#10 hauntfreaks

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Posted 16 January 2018 - 06:14 PM

 

all the mods are great... just what it needed....
two things:
if your going the use a 3 layer GI I would set it like this, and why
-layer 5 = set halo to .2 because is should be right above a shadow layer .1
-layer 6 = set halo to 15 at this height it will stop cutting objects in half ,also this puts it in the middle of the top and bottom light
-layer 4 = set halo to 28-30 this will help when viewed in DT mode

on layer 2 to select the the kicker, set the type to kickercup2 and the material to playfield, or make a custom material, this should never be set to any metal material 
 

You got to help me a little bit. Where do you see things cut in half? Layer6 is on hight 50 which is right under the plastics. 95% of all objects are lower then this and the rest will look like they receive a shadow from the plastic. Thats why i use it that way. For example the left rubber wheel in the arc on the hulk table.
50 units is 20 units higher than the top of the bulb this layer if you feel its needed should be in the center of the bulb VP lights are discs not balls of light these discs have the poswer to cut objects in half, in the case the spinners, but can also do the same to hit targets and drop targets... its the nature of the beast

I will move layer 4 to 28! But blinding bulbs are part of the look. Maybe a bit too much?
28-30 units is the tip of the bulb, the top and  the light that it used to illuminate the plastics... to get the boom your looking for there is a bit of smoke and mirrors that need to be done here... dont place this light on the fulcrum of the other two lights... move it forward a bit to create the desired effect... remember VP is part form and function... so some faking or fantasy needs to be added 


What is the shadow layer? Layer 5 is on hight 0,1 if i remember it right. It is for sure right above the PF. Otherwise the shadows will be out of position, depending on the perspective.
this table does not as of now have one... but if it did it would be at .1  that's why the lowered light layer is .2 its just good table building etiquette 

Ben Logan sees a lot of center drains when he hits the left ramp. Are those comeing from the orbit roundtrip or when the ball is rolling back down the left spinner?

Thanks for the feedback guys!

as for the kicker in this case a saucer.... kickercup2 would be use and because it a saucer its radius is should be 35 and orientation 30
this also really needs a new machine just for itself... I'll include a link

 

Attached File  kicker_material.zip   225bytes   2 downloads  <<<<<<kicker material

top yours
post-73849-0-44570700-1516126267.png

Attached Files


Edited by hauntfreaks, 16 January 2018 - 06:17 PM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#11 Schlabber34

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Posted 16 January 2018 - 07:54 PM

Thanks for the material! Kickercup is already changed in the 1.1 update.

For the spinners being cut:

I prefer it the way i did it. This is personal taste. To me it looks like the plastics are throwing shadows on the spinners. It just depends on the way you look at it. In your picture the posts are cut in half. This is especially visible on the left post of the left spinner. I'm not a huge fan of dark objects when a GI light is near. With a hight of 15 on layer 6 the rubbers stay dark while they should be lit from the front side. I could sure do a bit better and use different materials for individual brightness of each object to mimik the real thing a bit better. But the lighting method i'm using does a lot of things right automaticly.

Lilke you already said a couple of times in other threads there is no wrong or right and everybody can adjust things to their likeing. That is what makes VP so great.

Thanks for your feedback. It's always well apreciated!

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... it's the right post on the left spinner....



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Edited by Schreibi34, 16 January 2018 - 07:55 PM.


#12 roccodimarco

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Posted 14 April 2018 - 06:04 AM

For some reason on this table and gorgar my right nudge button does not register?  My right nudge is button 5 and left is 4.  If I switch them around, then my right nudge will register but the left wont.  Any ideas? 



#13 Schlabber34

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Posted 14 April 2018 - 06:24 AM

Button 5 is for the coin insert. Isn,t that hard coded in VP? I'm not an expert on stuff like this!

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#14 roccodimarco

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Posted 14 April 2018 - 06:53 AM

Button 5 is for the coin insert. Isn,t that hard coded in VP? I'm not an expert on stuff like this!
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Sorry should have been a little more clear. When I say button 5, I mean the usb controller I use is labeled button five and not the keyboard key 5.

#15 Schlabber34

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Posted 14 April 2018 - 06:57 AM

I will have a look at my settings as soon as i'm on my cab!

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#16 Schlabber34

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Posted 15 April 2018 - 07:16 AM

It looks like that i can't help you here. I'm useing a keybord emulating controler in my tabletop cab. I tried a gamepad card first but had lots of trouble with it. If i understood you right you have a controller that is more or less emulating a game controller with buttons. Maybe someone else could post his button setup?

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#17 kiwi

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Posted 15 April 2018 - 08:02 AM

For some reason on this table and gorgar my right nudge button does not register?  My right nudge is button 5 and left is 4.  If I switch them around, then my right nudge will register but the left wont.  Any ideas? 

It may be because the nudge code is missing, to be added in "Sub Table1_KeyDown"

If keyCode = LeftTiltKey Then Nudge 90, 4
If keyCode = RightTiltKey Then Nudge 270, 4
If keyCode = CenterTiltKey Then Nudge 0, 4






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