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  • Download Info

    • Author: Vpin Workshop
    • Version: 1.17.0
    • Views: 3315
    • File size: 130.76 MB
    • Downloads: 2074
    • File Author: Tomate, iaakki, Sixtoe, Benji, VPW, Darth Marino
    • IPDB link:: http://www.ipdb.org/machine.cgi?id=4023
    • Updated: January 12, 2021
    • Categories:
  • When Tomate joined VPW he brought Darth Marino's NBA Fastbreak with him and hit the ground running! A veteran of Sketchup, he learned Blender surprisingly fast and baked out new textures for pretty much everything. There is only handful of objects that hasn't been redone in past 4 months. A thousand stuck balls later with much debugging, lighting and miscellaneous other contributions from iaakki and Sixtoe and we had shot and scored a decent tune-up for this table: Nfozzy physics, Fleep sounds, 3D inserts, flupper domes, VR room and more!

    • Includes Desktop, Cab and VR versions in one VPX.
    • Plastics, Ramps, Nuts, Bolts: Tomate
    • Wires: Tomate, Mr_H
    • Playfield: EBisLit, iaakki
    • Physics: RothbauerW, Benji, iaakki
    • Inserts: iaakki
    • Lights: iaakki, Sixtoe
    • VR Room: Sixtoe
    • Miscellaneous tweaks: iaakki, Sixtoe, Benji, Oqqsan
    • Testing: VPin Workshop Discord, Rik Laubach

    This release wouldn't have been possible without the legacy of those who came before us including Darth Marino, DJRobX, CarnyPriest, MaX, Aurich, bmiki75, JPSalas

    Thank you to Flupper for 3D insert techniques & domes. Thank you to Rothbauerw for nFozzy physics.

    'Make flipper solenoid to alter active ball behavior

    Const FlipSolNudge = 1


    Const slackyFlips = 1


    'Live catch window size. Higher value will make live catching easier. 8-32

    Const LiveCatch = 16


    '///////////////////////-----General Sound Options-----///////////////////////

    '// VolumeDial:

    '// VolumeDial is the actual global volume multiplier for the mechanical sounds.

    '// Values smaller than 1 will decrease mechanical sounds volume.

    '// Recommended values should be no greater than 1.

    Const VolumeDial = 0.8



    '***********CABINET MODE**************

    'Cabinet mode - Will hide the rails and scale the side panels higher

    Const CabinetMode = 0




    '**************VR ROOM****************

    '****Turns on VR Room and Cabinet****

    '0 - VR Room off, 1 - Minimal Room, 2 - Ultra Minimal

    VRRoom = 0




    '*******FAST FLIPS OPTION*************

    '***REQUIRES PINMAME SAMupdate r4614 OR NEWER!!!!!!!!!!!!!!!!!!

    '*** http://vpuniverse.com/forums/topic/3651-sambuild32-beta-thread/


    '       1 = OFF     2 = ON

    Const UseSolenoids = 2




    '*********RED SHOT CLOCK MOD**********

    '       0 = OFF     1 = ON



    ' 005 - iaakki - PF and insert images, first inserts added. All lights moved to different layers

    ' 006 - iaakki - PF material fixed. Adding more inserts, right ramp invisible for now

    ' 007 - tomate - All the new geometry inside. Layer 1:Non-colidables primitives Layer 2:Colidables LowPoly primitives Layer 3:original VPX objetcs aligned. Added new rubber stuff.

    ' 008 - iaakki - fixed missing wall diverters

    ' 009 - tomate - Fixed issue with bumpers, remove collidable wall in position of diverter1, fixed plastics texture problems, added a collidable wall on shot clock, fixed geometry of the RRamp

    ' 010 - tomate - Added some new geometries, aligned rubbers and addded new POV

    ' 011 - iaakki - combined inserts and graphics from separate version

    ' 012 - tomate - New textures

    ' 013 - tomate - Improve plastic textures, shadows on PF, new apron

    ' 014 - tomate - More work on textures

    ' 015 - tomate - Work on file weight, fixed wall problem in player #3, new apron texture, some additional fixes

    ' 016 - Benji - Added nfozzy physics to flippers, rubber dampening is in script but not assigned to any objects yet.Physics material assigned to collidable ramp primitives

    ' 017 - Benji - Added darkening/contrast LUT and DL to ramps_laterl primitive (can be disabled in options below). Added collidable rubber sleeves primitives on layer 10 and assigned physics material and nfozzy dampening event

    ' 018 - tomate - New lighting and color correction with LUTs, new PF with color correction, shadow layer added

    ' 019 - tomate - Diverter added, fix on collideable walls to prevent ball from getting stuck, new flippers added, triggers fixed, some minor adjustments in textures, clock numbers fixed

    ' 020 - Benji - Added physics to rubber bands

    ' 021 - iaakki - flupper domes partially done

    ' 022 - tomate - Added PF mesh, values of sides passes fixed, force value for sw25 fixed, color correction to PF

    ' 023 - iaakki - flasher domes done

    ' 024 - iaakki - GI redone and connected, PF GI missing from strings 2 and 3, gInsertLevel const added to reduce insert brightness globally

    ' 025 - tomate - Clean script flippers williams logo, blenddisablelighting to Ramp_central added, new water level added, new transparent textures for plastic ramps added

    ' 026 - tomate - fix the height of the bulbs under Jam & Slam ramps, new siderails and sidewalls added, GlobalFlasher added on PF at layer10

    ' 027 - Benji - Added Fleep sound package and DJRobX wire/plastic/metal ramp bumps.

    ' 030 - iaakki - included flipper logos. Flipnudge is having some issues still

    ' 031 - Sixtoe - Added VR Room, fixed flipper shadows, trimmed lights, unified timmers (including removing redundant timers), removed legacy nudging system, fixed numerous VR depth bias issues, replaced flasher for red left turbo bumper flasher and hooked it up to the flasher system

    ' 032 - Benji - Removed extra glosiness from new flippers by creating new material for flippers. Got new Flipper Nudge functionality working

    ' 033 - iaakki - Diverter2, Flipper_collide sub, FlipperSlack&Checklivecatch calls fixed and slackyFlips const added -> Flip tricks works

    ' 034 - tomate - fixed kicker sw66 (player # 3) shooting power, adjustments on collideable walls to prevent ball jamming, adjust DL of new bats

    ' 035 - tomate - Primitives of collidable Ramps fixed, usless old collidable objects removed

    ' 036 - sixtoe/tomate - Shadow ball added, gamma correction to ramps decals

    ' 037.1 - Sixtoe - Updated VR cabinet, corrected ramp materials for VR, added left ramp lid, aligned 3rd basket flasher, corrected blooms for all basket flashers, added new bloom for flasher10

    ' 037.2 - Sixtoe - removed LowPoly_Ramps001 collision primitive as was a duplicate, hid everything visible outside of table limits, created apron "shoot" button and light, corrected apron prim so UV isn't broken, repositioned all slings and sling rubbers, fixed right sling

    ' 037.3 - Sixtoe - added cabinet start light, hooked up existing off cabninet start and shoot lights for desktop mode?, hooked GlobalFlasher to GI system, created sidewall "off" images and hooked up the sidewalls to the GI system for both the normal and VR version (crowd currently not implemented)

    ' 038 - iaakki - fixed POV and some insert light bulb values

    ' 039 - tomate - fixed upper right rubber, new texture for the ball, POV adjusted to show the full apron

    ' 040 - tomate - adjustments to apron and metals textures, tweaks DL on some objects, change ramp materials to look brighter

    ' 041 - iaakki - top area pf gi redone

    ' 042 - iaakki - Some plastic GI light heights retuned

    ' 043 - Sixtoe - changed lamp decal materials so that they work properly, set back to active so they're still see through, fixed some lights, fixed the start button to not show in vr, changed and adjusted the apron walls to show in VR, changed the material of the defender as it was broken in vr, hooked up rollvers to new sound code, removed old sound code and la1-6 walls, droppped playfield hole surrounds, tidied up playfield holes and made a new one for a sw43 target,

    ' 044 - tomate/iaakki - low res for some textures, StandUp targets separation into 3 prims and animation done, modify backwall texture

    ' 045 - tomate/oqq - correct apron wall height plastic under central ramp texture, add movments to bumperRings and separate prims

    ' 046 - tomate - add cabinet mode (working half), removed white things under the ramps, added subtle transparency to the ramp decals, so the lights below can be seen a bit, new yellow targets prims and textures

    ' 046.1 - tomate - yellow targets working

    ' 047 - Sixtoe - VR room settings fixed and tweaked, ultra minimal vr added, fixed desktop mode, fixed ball jumping into plunger lane by adding new cover wall, fixed ramp primitive have a hole in it, removed crowd sides for now, fixed desktop pov, turned flipper strength way down

    ' 048 - iaakki - Desktop POV adjusted, standup target bounces reduced, pf friction increased, Flasherbase1 height fixed

    ' 049 - Sixtoe - Fixed low poly ramp stopping ball going up left ramp, then fixed it getting stuck there!, adjusted right ramp roof again, added new wall on left by food kicker to stop ball trap, repositioned basket loop to fix POV and make sounds appear near top of table, added missing rubbers to outlane pegs, fixed blade/sidewall texture collision in cabinetmode, added wall on slam ramp to stop ball falling off wire ramp back onto slam ramp

    ' 050 - iaakki - Standup targets elasticity reduced. Sw64 surface fixed to 55h, l57 brightness reduced, insert paint layer color adjustment

    ' 051 - tomate - fix Pincab_rails mesh, change material settings and mapped. Fix POV's, now is working in FS and DT mode.

    ' 052 - iaakki - fine tuned flip positions, fixed lamp update functions to reset properly for all lamps.

    ' 053 - iaakki - sw46 and sw63 surface fixed, diverter sounds added

    ' 054 - tomate - Change size and textures of SideBlades, add roof to left plastic, raised the top of the LeftRamp roof to prevent ball hitting, add thickness to PF and mapping

    ' 054.1 - tomate - Restored the old roof of the left ramp as the new one didn´t work

    ' 055 - iaakki- ScSp reflections on by default, cabinetmode raises flasherblooms to 500, flasherlights adjusted and lifted to same level as the plastic.

    ' 056 - Sixtoe - extended collidable wall around the orbit loop to remove ball traps on the top corners, added code to adjust flashbloom height and Y position to cabinet mode, adjusted wire ramp disable lighting to stop lights coming through it in VR, removed rundant ring1/2/3 walls, switched metal post to plastic post under white flasher, adjusted switch 64 height, added bumper1 top wall,

    ' RC1 - tomate - make not visible wall over main bumper, set 100% sound effect Volume, set CabinetMode = 0

    ' RC2 - Sixtoe - Adjusted slam ramp, added kicker primitives to basket shots, added additional wall on slingshot back, tweaked a handful of other things

    ' RC3 - Sixtoe - Adjusted flippers, removed sling added in error, changed height of wireexit1

    ' RC4 - iaakki - Round standup target fixed to feel more natural, redclock script error fixed

    ' RC5 - tomate - red clock numbers added

    ' RC6 - tomate - redclocktimer enabled, add kicker primitive to middle-left hole, some tweaks in decal_ramps textures and Left ramp texture, new textures for laneguides

    ' RC7 - tomate - increase Cabflash.height value to 520, change POV to match cabinet view, add a wall under cnetral ramp to prevent ball jams, separate the primitives from the laneguides and made them non-collideable, add wall on the laneguides to avoid sorcery

    ' 100 - iaakki - flasherbloom default heights checked, ball counts fixed, default options set

    ' 1.01 - Sixtoe - Added option to disable flasherblooms', added wall under slam loop to stop trapped balls, changed colour of top right flasher to white, adjusted flasherlight's heights and turned lights down now they're both working. ' 1.02 - tomate - Corrected size of the upper domes, position of the central left dome slightly modified, added wall in the upper right plastic and sloping walls in the central ramp sector to prevent jamming, new sideblades ON/OFF textures for cabinet mode ' 1.03 - tomate - adds wall behind the basket to avoid jamming when the ball goes slow on the left ramp ' 1.04 - tomate - Adjusted the start angle of the flippers to 120/-120 and reduced the strength to 3200, lowered opacity of ShootbuttonOff and StartButtonOn so they are not visible in DT mode ' 1.05 - benji - adjusted nfozzy physics, sorted out rubbers added right physics materials ect. Sling sounds till broken. See line commmented out near line 600. ' 1.06 - iaakki - adjust rubbers, default to desktop mode, adjust flasher fade speeds, hide emreel basket in desktopmode, adjust top flasher positions, fix flasher lit sizes, reverted flip strength back to 3250 ' 1.07 - Benji - nFozzy physics 'one more time'. Properly separated rubber post meshes from rubberband meshes in 3D application, re-imported non-visible collidable rubber bands + posts assigned to dPosts and rubber bands physics materials ' 1.08 - Sixtoe - Added shoot button option for it to appear in shooter / plunger lane. ' 1.09 - Sixtoe - Went over the flashers and fixed numerous issues, fixed a couple of normal lights and adjusted a few things. Hooked up slacktimer to global timer. ' 1.10 - benji - Divided rubber bands into third segment (center 'stretched' segment'), imported this new invisible collidable mesh, and applied new physics material to it ' 1.11 - iaakki - updated some NF and scripts and parameters that were old, moved triggers sw115 and sw117 slightly ' 1.12 - iaakki - Laneguides and pegs tied to GI. Laneguide material changed. ' 1.13 - iaakki - Minor improvement to lighting dynamics. N/D slider 5 -> 4 and gInsertLevel 0.5 -> 0.9 ' 1.14 - tomate - make the shoot button a little smaller to fit better ' 1.15 - benji - reduced polygons on rubber bands collidable meshes ' 1.16 - iaakki - slingshot adjust ' 1.17 - iaakki - GI shape and insert adjust

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    Viewing 20 posts - 41 through 60 (of 60 total)
    • Author
    • #217549

      Great collaboration. Beautiful piece of art! Thanks!


      all what you do is amazing!!! thanks a lot for this mod wishing your team a prosperous and healthy new year :good:


      Table looks and play great. Not sure why but I have a little sutters (ometimes FPS is about 54, especially when flashers working) even with AA off. I havent any sutters on any another tables. Anybody notice it too? Thanks for that table!

      Wow, what an exceptional release again! :good: :good: :good:

      Too bad, I have the same issue as chokee wrote. Everything AA or screen space refl. disabled or OFF….


      Fantastic table!   It’s gorgeous and plays so well

      I just had this same thing happen as @lembit reported above.  I’m not sure what path the ball was heading when it happened – but it got stuck in the same place:

      Thanks for this great table and hope this feedback helps.


      Cabinet Build:
      - Computer: Intel i7 Processor, 16gb RAM, 512gb SSD, Nvidia 2060 Super
      - Monitors: Playfield: 42" Spectre 4K / DMD: 17" Dell Monitor / Backglass: 32" Hitachi 1366x768
      - Pinscape for Nudge, LedWIZ for lighting (strobe and flippers only, at the moment)


      Getting back with a feedback after running it only a few games. I already know that this one will be one that I’ll be studying the rules for. I have never really been a huge fan of this machine, but, this release will change that. Looks stunning and plays very well. Thank you so much guys ! :good:


      Awesome Job again! Its a really fun table. Thanks!


      Happy New Year everyone!!

      The VPW mods are now my favourite VPX tables. The graphics, sound and gameplay are awesome. Another high quality release. Well done.  Looking forward to what you guys can come up with in 2021.







      When I set Screen Space Refl. off I have no sutters. So it plays as it should now. Thanks.

      I noticed that fleep’s sound package not work 100% as it should. For example sling shots sounds. There are correct sounds in the table but the game use fx_slingshot…. Some bumpers also uses not fleeps sounds. Not sure but I think that there is old and new (fleeps) slingshot and bumpers code in the script. Maybe some other sounds also. That details but maybe u will correct it.


      Table looks and play great. Not sure why but I have a little sutters (ometimes FPS is about 54, especially when flashers working) even with AA off. I havent any sutters on any another tables. Anybody notice it too? Thanks for that table!

      Wow, what an exceptional release again! :good: :good: :good:

      Too bad, I have the same issue as chokee wrote. Everything AA or screen space refl. disabled or OFF….

      Yeah I have slight stutter on multiball when the flashers kick in.  Screen space reflection disabled too.  Still loving this table though, some really nice graphical touches.

      Really hope you can iron out the slight stutter issues on a future release.


      Had a Time to play now … fantastic ! :good:

      I only run in Troubles with the large Images – i hope that 10.7 can maybe handle that better,
      because i have to downsize all the > 2000 / > 3000 Images to 1080, to get a Stutter Free Version,
      i only play at a 1920/1080 Screen … :unsure:

      I did that for a few Tables in the Past … a little bit frustrated, if a new Version will be out, and i have to reimport my “smaller” Images … there isn’t a change to set a Variable for v4k = on, and change higher/smaller Images on the Elements ? :scratch:

      Beside that: Thanks for all to the VPW Guys !


      Same stuck ball here. Beautiful table though. Great work. Thank you


      VPW tables are fantastic. loving your work so much.
      thanks for sharing it


      amazing update guys, this table had a lot of problems with stuck balls , the pass and shot system,etc, this version is a much needed improvement! thanks


      To @l0sts0ul:

      I tryed your mod, it’s better! Thanks :good:

      And you can try to change ->  Const LiveCatch = 8.    B-)  


      This is a very slick production and fun to boot. A lot of work and fantastic that others were will to help you achieve this game. I played an older version that was fun but this takes it to a whole new level. I was stoked to here big Luke Longley get a shout out in the game. Cheers Mate its a fantastic achievement to produce the game with such high quality.


      Thanks VPW! Beautiful version of this great table that plays just as good as it looks.


      Simply amazing!

      i5-4690 - 8Gb - Gigabyte Z97X-SLI-CF - Nvidia GTX1660Ti 6Gb - 256Gb SSD - 60Gb SSD (Win10Pro) /Samsung 49" 4K UHDR -Ledwiz - Teensy - iPac32 - 8 Contactors - 5 flashers - Gear - Shaker - Knocker - Addressable strips and matrix2 Strobes - RGB under cab - RGB buttons - Tiltbob


      Just to say this table is phenomenal. Thanks a lot for updated version it plays much better.


      Thanks to everyone  creating this wonderful table ! Love it! :good:


      Very nice! Thank you!

    Viewing 20 posts - 41 through 60 (of 60 total)
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