Gilligan’s Island (Bally 1991) VPX

56 Ratings
Screenshot

Gilligan’s Island  (Bally 1991) VPX:

[Physics Update 1.0] (Aug, 2019)

See change log for list of changes.

Very little has changed visually on the table, this was primarily a physics update.  The physics should be a bit more realistic now and be somewhat consistent to what you’re used to in recent tables that have had physics done by rothbauerw

I made a new primitive PF with all the holes cut out, added new wood sides for all the holes.  Updated the kicker saucer (top right of PF) to be more accurate to the real thing as well as the VUK saucer (mid right).  Both saucers physics are driven by 3D mesh object/primitive physics.  The kicker saucer in particular should be more realistic now but with that said, it will reject more balls than previous versions making the table harder as it’s a main way to progress through scoring objectives and reaching the Kona jackpot.  This table was updated on a recent beta so it should be played on vpx 10.6 or higher.  The table can have ScSp reflect enabled with no adverse side effects besides maybe a slight performance drop.

Please note option at the top of script to switch from regular lighting to ‘LED color’ mod.

 

For full documentation of the progress of this build please visit:

https://vpinball.com/bb_project/gilligans-island-3d-vpx-wip/

 

Ben Logan: Graphics clean ups

Dark: 3D models/graphics

ICPJuggla: Table building/lighting/physics

mfuegemann:  Coding

John90803:  Resources

Arngrim: DOF additions.

epthegeek: Resources from old VP9 table (with his permission).

Additional thanks to: Fren and LoadedWeapon for some graphics clean ups.

 

 

 

Elaborating on what was done in this update:

 

This was a from scratch build, we salvaged what resources we could from the VP9 version and got tons of HD photos of all the plastics from John.  John was awesome, he tore down his Gilligan’s just for us and even took some videos for us.  We also got lots of resource photos from zany which made the table really accurate to the real thing.  All the HD plastics photos had to be cut out and cleaned up for transparency which Ben Logan was our main man for. I(Dark) did some clean ups/graphics and we had some out side help as well to speed things up but it was mainly Ben.

 

Zany took a lot of photos of his table with measurements and really helped fill in the blanks on what ever we might be missing.  Also having owned the game he provides great input.

 

mfuegemann was our master of code, he hooked up the Jungle Run turn table, mechanical ramp, autokickers, VUK, habitrail system, vp ramps,gates,switches, and just pretty much solved any problem this table could throw at him.

 

ICPjuggla was our guy when it came to table building, lighting and the bulk of the physics input on this table.  What can I say, I like working with this guy because he’s about as obsessive over details as I am.  There are so many small things on this table that add up to a great table here, some aspects that may get overlooked or ignored by someone not paying attention.  However for someone with a keen eye you’ll see how much love was put into this table by the team and especially ICP.  He worked so hard to get the subtle Kona GI illumination looking right.  We nearly lost our minds trying to mimic the real life look of the bumper caps and the final result for the lighting it  is down to ICP.  Always catching me screw something up on the table right away (lol).  Wire reflections, metal wall reflections, ramp sounds, insert bulb effects and so much more we could write a short story.

 

I modelled pretty much the entire table in 3DS max.  I made the high poly Kona sculpt in ZBrush and optimised and generated normal maps for it in 3ds max.  I custom texture baked all the plastics to include raytraced edges and some custom reflections/highlights all of which are pretty subtle effects.  I have a bunch of texture swaps on some plastics and Kona that really enhance the realism of the lighting.  I tried to include every model detail I could, even some stuff that would never be visible while playing.  I spent a long time getting the plastic ramp as close to perfect as I could thanks to John’s super video’s showing me the ramp disassembled.  I modelled the entire ramp even though a portion of it is hidden under Kona, but for those areas I use lower poly count.  In the end I optimised all the plastics into single meshs to give the table a small performance boost as per fuzzel’s advice.  I also customised a lot of the materials myself for this build since fuzzel added the material debugger I can actually tell what I’m doing now! :P

 

 

 

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