This topic contains 154 replies, has 45 voices, and was last updated by  visualpinballfan 1 month, 3 weeks ago.

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  • #36639
     32assassin 
    Participant
    Member

    first of big thank you to Coindropper,  this is part 2 of his work.

    Simpsons Pinball Party FP to VPX WIP – help if interested

    so far I have

    -copied and pasted all the components on his table and pasted them on a VPX 10.1 blank table.

    -re did all the materials

    -re did all the sounds

    -deleted all the unused images.

    -updated friction and elasticity on most components.

    -updated script

    -other updates I forgot.

    New Link added 10-24-2016

    https://www.dropbox.com/s/3o0f2tvvdnx0lmz/Simpsons%20Pinball%20Party%2C%20The%20%28Stern%202003%29.vpx?dl=0

     

     

    aside from the GI the table should be done but I’m sure more than a few people  will find some things I missed or want to add their physics tweaks.

    if yo do please post them.  And more importantly.  If anyone would like to add the GI lights,  it will be a big help.

    I still don’t know what controls the GI circuit,  the VP 9 table had the GI lights tied to lamp ID 8.

    I doubt that set up is correct.

    The GI lights are controlled by an Aux Rom Controlled board.  The Aux board is connected to a relay that cuts the power to the GI lights.

    the default PinMAME does not emulate the GI Aux board for the Sega/Stern tables.

    You need to install DJRobX modfied version of the PinMAME  DLL in order to enable the GI controller.

    http://vpuniverse.com/forums/forums/topic/2687-code-change-to-enable-sam-le-driver-board-support/?page=12#comment-31456


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    #36643
     TNT2 
    Participant
    Member

    Great work Assassin!  :good:

     

    The playfield looks great. One thing I noticed on several play throughs is that after the ball comes down from the monorail, once it got stuck between “party” and the right flipper, and a couple of times the ball just dropped straight through after exiting the ramp.

    #36648
     Dark 
    Participant
    vipMemberContributor

    It’s great to see this table being updated, it has so many 3D elements made by myself and other contributors that a majority of the table is 3D.

    I’m just wondering why you aren’t using the ramps I had made,  I know when I made them initially I had some issues with the guides that were provided for me so perhaps you found them too inaccurate?  I could adjust/update them if you need, just provide me with the VP ramps exported as objs for guides.

    Another thing is the Homer head,  I’m not sure what your plans are exactly but I think the lighting texture swaps are probably more realistic than any effect VP could provide so with that being said I think it would probably be best to still utilise all the swaps and use ‘disable lighting’ so they look correct OR use a material that has very little effect on the lighting of the model.  The swaps combined with a subtle VP light effect to add glows around the head would be ideal.

    Let me know if you need anything.

    -Dark

    3dcreation

    #36651
     Coindropper 
    Participant

    Didn’t even see this, thank you for taking on this one! I’m definitely not very accomplished at table building, but if I can help with anything, let me know. I haven’t had a chance to mess with this in 6 months or so and am ready to dive back in!

    #36663
     randr 
    Keymaster
    ModeratorMember

    WOW looks like a great start. Dang you really can get stuff done. Takes me forever to do a build/conversion or anything!  :wacko:

    #36664
     Ben Logan2 
    Participant
    Member

    32a, you are on a major roll. Thank you very much, sir!

    :D

    #36665
     32assassin 
    Participant
    Member

    It’s great to see this table being updated, it has so many 3D elements made by myself and other contributors that a majority of the table is 3D. I’m just wondering why you aren’t using the ramps I had made, I know when I made them initially I had some issues with the guides that were provided for me so perhaps you found them too inaccurate? I could adjust/update them if you need, just provide me with the VP ramps exported as objs for guides. Another thing is the Homer head, I’m not sure what your plans are exactly but I think the lighting texture swaps are probably more realistic than any effect VP could provide so with that being said I think it would probably be best to still utilise all the swaps and use ‘disable lighting’ so they look correct OR use a material that has very little effect on the lighting of the model. The swaps combined with a subtle VP light effect to add glows around the head would be ideal. Let me know if you need anything. -Dark

    I will look into your ramps,  even though someone did such a great job on the current primitives,  they did not scale them down.

    the default primitive size is 100,  most of the primitives on this table are between 1-3.  I would call them XXL  but they are really King Kong size compared to everything else.  Their might not be a problem with having a few over-sized  primitives,  when you have this many over sized primitives,  it could have an effect in the table performance.

    Homer Head

    I’m not 100% sure what to do with the lighting on the head.

    for starters,  I’m using JPs VPX fading Lamps Code,  and he combined the Lights and flashes routine.

    the code that starts on line 378 no longer works. (I had to modify the Case statements or the code would remove the texture from the primitive)

    Sub CheckLamps() (Code on Coindroppers table is set to CheckFlashers)

    I was going to updated it,  but then again I might get rid of it,  the Cooling towers also had an OFF/ON  image,  but I think they look better with the

    VPX lighting.  the Homer Head might get the same treatment.

     

    for now I’m only concerned in getting the table to be fully playable,  lighting changes can be made later.


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    #36666
     Dark 
    Participant
    vipMemberContributor

    If you look at the VP9 or physmod version, Unclewilly coded the head so that it would swap the appropriate textures depending on which flashers were going off so it would appear that the flasher’s light was actually hitting a 3D object (compelling).  Currently on the VPX wip there’s still the swaps for the head glow effect but not the others I’m guessing this is what you refer to that “no longer works”.  Perhaps consulting with Unclewilly could give some insight into fixing the texture swap issue since he was the one who put it together.  What I tried on your wip that gave good results was I gave the homer head the ‘rubber white’ material and disabled lighting and it looks really good to me, it just needs a vpx light added on top to give it a glow.  Previously a flasher object was stacked to achieve the glow.

    As far as over sized primitives, I’m going to guess those might be the ones from FP?  Like the itchy and scratchy, comic guy etc?   The models I did were, the homer head, the couch, the ramps + all parts associated with the ramps (gates/wires, covers, helpers), the silos and some other odds and ends.  So most of those bonus toys I’m not entirely sure of their origin I just know that Javier acquired them.  Resizing primitives isn’t difficult so we can do that if need be.  I wasn’t aware that an over sized primitive scaled down could effect performance?  You can use several decimal places in the scale values of primitives in VP so it’s very versatile, also most of those characters should be rendered static no?

    The pics below show the head with ‘glow-on’ and glow off with disabled lighting enabled and rubber white material.

    3dcreation

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    #36672
     Scotty VH 
    Moderator
    ModeratorMember

    I love SPP, and am so happy to see you taking this on!

    In case it isn’t clear, here’s a pic of the issue that TNT2 reported:

     

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    #36681
     32assassin 
    Participant
    Member

    added new version to top post

    fixed ball getting stuck

    edited code for homer head image swapping

    deleted most custom toys, except for Moe I think the table looks better with the figure as to just a plain flat clear plastic.


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    #36686
     walamab 
    Participant
    MemberContributor

    If you haven’t already finished the GI on this I’ll take a stab at it. It may take me a while because I’m trying to finish up my own table. But I think collaboration is a good next step.

    Walamab
    Table Developer Wannabe and general arcade geek!

    #36691
     STAT 
    Participant
    MemberContributor

    last week i was exactly on this machine at “wiener Prater” in vienna,
    i am very happy about your build, thanks 32assassin :bye:

    wiener_prater

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    #36696
     Dark 
    Participant
    vipMemberContributor

    added new version to top post fixed ball getting stuck edited code for homer head image swapping deleted most custom toys, except for Moe I think the table looks better with the figure as to just a plain flat clear plastic.

    Sounds good, I’ll check it out soon as I can!  Personally I like tabled in their production format un-modded.  In my VP9 primitive mod I chose not to use that Bart model because it’s not the right Bart, he’s supposed to be wearing the stuntman outfit so I stuck with the animated 2D photo as I never got around to making a new model for Bart.  Perhaps this time around I could make the Bart model.

    3dcreation


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    #37251
     32assassin 
    Participant
    Member

    new table added to top post, its now a Beta since most of the components have been rebuilt.

    after I fixed the problem with the ball getting stuck, I decided to rebuild the non toy objects.

    I doubt many people will noticed but

    – most of the objects on layer one have been rebuilt to match the PF image

    -all the primitives in layer one where either scaled down or replaced with standard size primitives.

    -Homer now has VPX lighting,  I think it looks pretty good in FS,  not so good in DT.

     

    I played  a few games,  and the only thing I was not able to test is

    -wire ramp next to the couch

    -lock ball under TV


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    #37262
     Drybonz 
    Participant
    Member

    Hey 32a… table is looking nice.  You have quite the library of titles under your belt.  Thanks for the tables.

    #37273
     randr 
    Keymaster
    ModeratorMember

    yeah impressive 32assasin. very nice

    #37278
     Jesperpark 
    Participant
    Member

    Looking Good 32assasin, oh how the more realistic physics make tables so much harder than the vp9 versions  :good:

    1 thing i noticed is the left and right slings are not firing in my DOF, everything else seems fine. Anyone else have this?

    #39317
     OptimusPin 
    Participant

    YES!! This is awesome!!!

    #39553
     32assassin 
    Participant
    Member

    new version added to the top Post.

    table now needs DJRobX modified version of PinMAME.

    You need  version 102416 (with whitestar support) or later.


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    #39557
     Drybonz 
    Participant
    Member

    Thanks, 32a… this uses the new GI controller?

    For anyone needing the newest (DJRobX) VPM check this page:  http://vpuniverse.com/forums/forums/topic/2687-code-change-to-enable-sam-le-driver-board-support/?page=12


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