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    • Author: Scottacus
    • Version: 1.1
    • Views: 5390
    • File size: 49.87 MB
    • Downloads: 1930
    • File Author: Scottacus
    • IPDB link:: https://www.ipdb.org/machine.cgi?id=935
    • Updated: July 21, 2018
    • Categories:
  • Thanks to Bord for his excellent Blender magic that really makes these tables look photo-realistic.  Some of the renders took over 24 hours of processor time to complete so be sure to thank him for his work on this table.

    Also thanks to Slydog43 who actually owns a 4MBC and scanned his plastics for us.  He also play tested the table to make 4MBC play as close to the real thing as possible.   Lastly thanks to KDS70 for testing the table out, I always feel like most all of the bugs are found once he's put a table through the paces.

    Four Million BC features a "Volcano" saucer that can trap a ball and release it with the right side mushroom bumper as well as a three stage "Tar Pit" that can be advanced with the center mushroom.  The top of the playfield features a "Bird Ramp" (really a reptile ramp) that lights the three Thumper Bumpers as well as scores 1000 points per roll over if the topmost rollover is hit and the ball doesn't touch a 10 point scoring rubber.

    The game also has "Zipper Flippers" and the lower roll over buttons activate either the left outlane kicker or open the shooter lane gate.

    The table has my usual "Options Menu" that can be accessed when the game is in standby mode by holding down the left flipper button.  Please be aware that the "Chimes On" and "Chimes Off" selection refers to real DOF controlled chime units.  If you don't have one of these please select "Chimes Off" for the recorded chime sounds.

    Lastly, this table incorporates some new sound handling routines for under playfield speakers.  The various "Active Ball" controlled sounds have been tweaked to make them as realistic as possible in terms of pan/fade location as well as volume.  There is also a new PlayFieldSound routine is used to pass objects as the location for large object sounds like bumpers and gates.

    Bord's new B2S is included for ease of installation.  There is a new DOF online config for this table as of 6/16/18.

    "Four Million BC, the table that proves that burlap is the world's oldest fabric."

    V1.1 fixes a problem with Visual Pinball that makes sounds louder in the middle than when panned left or right.  This is because VP sets volumes like this

    Pan    Left Speaker  Right Speaker

    Left             1                        0

    Mid             1                        1

    Right          0                        1

    This new system corrects so that the volume is constant across the pan from left to right.

    I've also added in an option menu item that lets you select Surround 7.1, Stereo Left/Right or Stereo Front/Rear settings for under playfield sounds.  The Stereo settings allow for a second sound card or USB sound device to drive a second set of speakers under the playfield.  This way you can have the speakers in either configuration and the sounds will pan between them right to left or top to bottom.

    --------------------------------------------------------------------------------------------------------

    Added a ramp to prevent balls from cutting through the metal ramp cover

    New code to prevent starting a game with the options menu open

    Fixed the desktop reel and image

    Added code for turning off bumper overlays on game over

    Ball Shadow fixed

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    Viewing 4 posts - 41 through 44 (of 44 total)
    • Author
      Posts
    • #161399
      bord
      Moderator
      @bord
      MembervipContributorModerator

      @bord what rendering took over 24 hours?

      I honestly don’t remember – it would have been something that I baked. At the time in my workflow I was using an old graphics card and baking a bunch of stuff with GI lighting. In order to get it clean enough to use I would set the thing up at 24,000 samples and let it go for a day. Even then some metals would come out noisy.

      Different workflow and computer these days. I recently re-modeled and re-rendered everything for 4MBC and the overall render time for every single thing couldn’t have been more than a couple hours (thankfully).

      #161439
      LTA
      Participant
      @luvthatapex
      Member

      Love this game. What a great EM!

      #161441
      Scottacus
      Participant
      @scottacus
      MembervipContributor

      @Bord does such an awesome job at Blender renderings that he has really pushed the state of the art to a high level in terms of VP!  He redid the graphics for a new version of 4MBC that should be out in the next month or so that are really stunning.  The overall look of the table is fantastic in terms of light and shadow but what is really cool is when you look at all of the subtle details like playfield reflections off of metal walls.  Very nice!

      #161448
      Dark
      Moderator
      @dark
      vipMemberContributor

      @bord what rendering took over 24 hours?

      I honestly don’t remember – it would have been something that I baked. At the time in my workflow I was using an old graphics card and baking a bunch of stuff with GI lighting. In order to get it clean enough to use I would set the thing up at 24,000 samples and let it go for a day. Even then some metals would come out noisy.

      Different workflow and computer these days. I recently re-modeled and re-rendered everything for 4MBC and the overall render time for every single thing couldn’t have been more than a couple hours (thankfully).

      Curiosity satisfied, thanks, you did a great job. :)

      I bought a new work station a while back with ryzen thread ripper (16 cores 32 threads) and it sped up render times by at least 5x compared to my older quad core i7 set up, which I still use.  It also made it possible to render single frames at top quality without causing 3dsmax to lock up and die, but it’s rare I need to render anything at that high of quality.  I know the BOP helmet renders took around an hour per frame, maybe a bit longer and I’m pretty sure that was still on my older PC,  I rendered that at almost max quality off a fairly high poly model.  The longest time I’ve spent rendering was for animations.  Once in a while I’m ambitious enough to do some animating,  my imperial walker-walk cycle video (5mins then loops) took about 5 days of rendering.  As I mentioned in the ‘cabinet connected to internet’ thread I have my arcade pc’s and workstations all networked so they can double as a render farm, so at some points I would have as many as 4 pc’s rendering at once.  A bunch of the sequences I had to re-render because there would be some tiny detail or something that was off that I wouldn’t notice until half way through the render or even worse, not until it was finished.  I also did a few camera-match videos with the AT-AT, and those took really long to render since I was trying to match them to the real life scene lighting, so it required high quality rendering but then also a bunch of post effects to make it match the scene without looking unnaturally too sharp in the scene.  Physics based motion blurs are brutal on render time but are absolutely necessary for realism.

      3dcreation

      1 user thanked author for this post.
      JR
    Viewing 4 posts - 41 through 44 (of 44 total)
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