- This topic has 146 replies, 1 voice, and was last updated 3 years, 10 months ago by Galahad.
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September 30, 2016 at 7:53 pm #37677
I am proud to announce the re-publication of the VPX version of Whirlwind. This is a beta release because, quite frankly, I am not as familiar as I should be with how the real pin works and will need feedback.
This VPX conversion would not have been possible without the fantastic resources provided by ICPjuggla, Cosmic80 and Herweh in the VP9 version of the table. The graphics, concepts for the clear ramps and the core of the wheel animation scripting are at the heart of this VPX version. I would also not have been able to figure out the strange solenoid numbering for VPinMAME without their efforts. Thanks guys!
A special thanks goes to ICPjuggla for coordinating the permission for the use of the resources. Thanks for the second chance and an opportunity to learn a bit more about how best to interact in this community.
Additional thanks go to Dark for the plastic ramp meshes and to 32assassin who really made the table what it is. Hauntfreaks color corrected the table and wheel graphics. I’m sure there are others since this truly turned into a “community” build.
Thanks everyone!
Walamab
Table Developer Wannabe and general arcade geek!You need to login in order to like this post: click here
September 30, 2016 at 8:19 pm #37684Congrats on the re-release! thanks to everyone.
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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September 30, 2016 at 11:08 pm #37690Thanks walamab. This is off to a great start.Â
A couple of things I noticed. Are the flippers just a bit too long? Also the lower playfield looks clear as can be but the upper playfield looks slightly hazy. I noticed something similar on javier’s Last Action Hero table.
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October 1, 2016 at 5:42 am #37729that’s due to the playfield material.
Go to the material editor, select the playfield material, change clearcoat to RGB (0,0,0) —->this will “disable” the clearcoat layer
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October 1, 2016 at 9:06 am #37739Thanks for all the work you’ve put into this. I had the ball blow right through the right lane guide last night. Might want to increase the wall height.
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October 1, 2016 at 9:29 am #37741Thanks ninuzzu.
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October 1, 2016 at 9:33 am #37742time to test tonight! Thanks walamab for this beta
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October 1, 2016 at 9:49 am #37743Thanks for the testing and inputs. I think I’ve got the spinners and cellar worked out. I shortened the flippers a bit (good catch TNT2) and I made the clear coat adjustment noted by ninuzzo. I’ve also “beefed” up the walls (thanks bord)Â to help insure the ball doesn’t go places it not supposed to go.
I’ll post an update after the table has  been out for a couple of days to try and capture as many fixes as I can.
Thanks again
Walamab
Walamab
Table Developer Wannabe and general arcade geek!You need to login in order to like this post: click here
October 1, 2016 at 10:24 am #37745As you said that you need some help, I revised the table a little bit.
Flippers were totally off. You have to place both in the same height. And they need to be a little bit lower than the upper side of the inlanes. Both inlanes should have the same angle. And the end towards the flippers should be smoothed, otherwise the ball suddenly stops, jumps or accelerates. Adjusted flippers. All done in the corrected version.
Also corrected the rubbers. Correct hit height should be 25 for the lower and 34 for the upper rubbers.
Added a new apron.
Most important would be that you work exact.
There is still a lot to do – it feels more version 0.1 than 0.9.
https://www.dropbox.com/s/1sppa8ob6r2b8ou/Whirlwind%200.9.1%20Beta.rar?dl=0
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October 1, 2016 at 10:29 am #37747Thanks for the tips and the adjustments. Do you mind if I work from your version? I’m not really a software guy so to me 0.9.0 was just something prior to v1.0 :).
Thanks again,
Walamab
Walamab
Table Developer Wannabe and general arcade geek!You need to login in order to like this post: click here
October 1, 2016 at 11:06 am #37751Yes, of course. That was the plan. :)
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October 1, 2016 at 11:17 am #37752Walamab, for a second table (is that right?) this is looking really nice. Â Really great progress that you are making. Â Thanks for re-releasing the table.
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October 1, 2016 at 11:18 am #37753You need to login in order to like this post: click here
October 1, 2016 at 12:24 pm #37754I’m going to whip up some 3D mesh ramps for you.
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October 1, 2016 at 12:30 pm #37755I’m going to whip up some 3D mesh ramps for you.
This guy is a machine lately. Â Â
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October 1, 2016 at 2:11 pm #37757I started with the harder ramp, here’s a look:
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October 1, 2016 at 2:29 pm #37760Dark you are good. I take back everything I said before :) very. Ice work!
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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October 1, 2016 at 3:42 pm #37761Why what did you say before? lol
Any ways here’s the other ramp done now too:
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October 1, 2016 at 4:07 pm #37764SOOOOOO cool…! And yes this is my second table (ever) :).
Thanks!
Walamab
Walamab
Table Developer Wannabe and general arcade geek!You need to login in order to like this post: click here
October 1, 2016 at 4:30 pm #37765Okay here we go! Â All new shiny plastic ramps for ya:
I changed the environment map and imported my plastic ramp material, custom texture baked ramp textures.
http://www.mediafire.com/file/wch3vuug567zsdv/Whirlwind+0.9.1+Beta_DarkAdditions.rar
[Edit] You’re going to have to disable collision in the primitive physics options for the ramps….I forgot to do it (again sigh).
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