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April 10, 2019 at 7:22 am #123596
Would love to have a section for this!
1. Â While creating walls in VPX, if you add a point and then right click it gives you the options to smooth or slingshot, what does that do
2.  Is there a better way to create a thin metal   Vertical Ball guide wall than using a wall and trying to manually put the points as close as possible .  A single wire ramp is easy to build, seems like there should be an option to build a thin metal vertical ramp
3.  Is there a way to make those thin metal vertical walls mirror like. I seem to remember a table that has one at the top that is very reflective but I can’t remember which one it is
***Sliderpoint’s Comet.. uses a flasher with the opposite image. Interesting
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April 10, 2019 at 7:33 am #123601Smooth makes a smooth curve around the point and slingshot makes the point sharply angulated like a corner of a square or triangle.
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April 10, 2019 at 7:35 am #123602Does it default to one if you don’t select it
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April 10, 2019 at 8:43 am #123605Not sure about that but if you right click on a node you can select either option at that time to customize the shape to your needs.
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April 10, 2019 at 10:21 am #1236123. Is there a way to make those thin metal vertical walls mirror like. I seem to remember a table that has one at the top that is very reflective but I can’t remember which one it is
***Sliderpoint’s Comet.. uses a flasher with the opposite image. Interesting
I’ll field this one. No reflections in VP engine, but turning ScreenSpace on can sometimes give you a little something with mixed accuracy. Any visible reflections you see in VP have been pre-rendered in a raytracing program or fudged by doctoring an image in PS (flipped, blurred whatever) and applying it to a wall.
Best practice on this might be to build a game, finish it to 100% – no more changing elements or lights, gameplay fully working – and then find someone that does 3D work to render reflections for you.
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April 10, 2019 at 12:30 pm #1236492.  Is there a better way to create a thin metal   Vertical Ball guide wall than using a wall and trying to manually put the points as close as possible .  A single wire ramp is easy to build, seems like there should be an option to build a thin metal vertical ramp
You can use a ramp object, set width as something really small like 2, set upper and lower height to 0 or 5 or 10 or however high you want it off the playfield, set visible wall height at what you need. if you look really really close on a 4k screen you can see that it is open at the top, but it is definitely a lot easier to create the shapes you want.
Smooth makes a smooth curve around the point and slingshot makes the point sharply angulated like a corner of a square or triangle.
smooth is a toggle on or off and has nothing to do with slingshot. slingshot marks a section of the wall (seen as bold line) that has a separate _slingshot event with extra force and even a crude animation (I hope no one actually uses this animation anymore), usually only used on actual slingshot objects.
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April 10, 2019 at 1:40 pm #123655You can use a ramp object, set width as something really small like 2, set upper and lower height to 0 or 5 or 10 or however high you want it off the playfield, set visible wall height at what you need. if you look really really close on a 4k screen you can see that it is open at the top, but it is definitely a lot easier to create the shapes you want.
That worked great. This is the stuff that needs to be in a developers section. Thanks BD
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April 10, 2019 at 1:44 pm #123656I was playing around with reverse images on the walls or flashers like in Comet. Is there a way to make the balls reflect on the walls.
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April 10, 2019 at 1:56 pm #123657I was playing around with reverse images on the walls or flashers like in Comet. Is there a way to make the balls reflect on the walls.
Only with ScreenSpace or some awfully fancy animation and ball tracking.
Fingers crossed VP11 happens someday.
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April 10, 2019 at 2:23 pm #123661there is reflection on the pf for the balls isn’t there?
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April 10, 2019 at 2:29 pm #123663Yes, balls and other elements but only on the PF. Nothing on walls, meshes, ramps etc.
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April 10, 2019 at 3:04 pm #1236642. Is there a better way to create a thin metal Vertical Ball guide wall than using a wall and trying to manually put the points as close as possible . A single wire ramp is easy to build, seems like there should be an option to build a thin metal vertical ramp
You can use a ramp object, set width as something really small like 2, set upper and lower height to 0 or 5 or 10 or however high you want it off the playfield, set visible wall height at what you need. if you look really really close on a 4k screen you can see that it is open at the top, but it is definitely a lot easier to create the shapes you want
I did this for most of my VP 10.1 tables. but any image you apply to the ramp will be first applied to the floor of the ramp and it will then be extended to the walls.
the walls you see will never have a detailed image. this is why when I rebuild any of my early tables on the latest VP editor. I always replace the ramps with walls.
their are multiple walls you can use from the example table . you don’t have to manually add 20-30 points to build a thin wall when you can copy and past one from the example table.
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
April 10, 2019 at 3:15 pm #123667I guesss most of the walls I have done were metal material, never applied an image but that is good info
32, I had a question about the PF primitive you added to HOT Hand for the saucers on the top. It took on the image of the PF but it distorted it. Is that supposed to do that?
on the example table I see the pf mesh primitive, what is that
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April 10, 2019 at 3:44 pm #123670I’m having issues with how i build my PF primitives, it needs to be fixed; or a new one needs to be made.
the pf mesh primitive (playfield_mesh) in layer 5?  its the same primitive I added to your WIP, I just rebuilt it to match the kicker cut outs on Hot Hand.
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
April 10, 2019 at 8:05 pm #123686If the image gets distorted it is probably from the UV map getting pulled in different directions when you clean up your mesh. You can remap it by viewing the playfield precisely from top down, then UV/Project From View (bounds)
In UV view you can rotate the UV 180 degrees if it projects upside down (which it did in the pictured example). Then save as usual and it should map cleanly with the PF image.
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April 11, 2019 at 4:34 am #123730Sometimes it’s also necessary to refill the PF prim with new triangles (Blender –> Select boundary loop –> Face – Fill) after you have cut some holes. Remapping UV doesen’t help in some cases!
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April 12, 2019 at 3:14 pm #123875I’m also going to check this to me not knowing how the primitive PF works,
I was importing the default primitive making new holes but I was not updating the UV map.
I figured;Â why bother when I’m hiding the primitive.
but it turns out that the primitive is still visible when you hide it
the check for visible, static rendering and reflection enabled is off and the primitive is still visible
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
April 12, 2019 at 4:25 pm #123890If i remember it right Toxie said that all the options for the prim are not working. The PF prim is handeled like the regular PF. The visible checkbox won’t work. The physics are also taken from the standard PF no matter what you set them in the prim options.
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