- This topic has 70 replies, 32 voices, and was last updated 7 years ago by Mark70.
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March 12, 2017 at 10:25 am #50415
Thanks Rich, may I ask you also some pics of the lower playfield plastics? Top view would be great,thanks.
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March 12, 2017 at 2:00 pm #50421Thanks Rich, may I ask you also some pics of the lower playfield plastics? Top view would be great,thanks.
No problem, I’ll probably be visiting in the next few days, will get them then.
This is a lucy edition so I don’t know if they changed the plastics from the normal LE?
Rich
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March 13, 2017 at 2:33 am #50479I think they changed the cabinet decals , backglass, apron and the spinner in the Luci version.
Can you also take a shot at the apron and spinner so I can compare?
Probably I’ll make both versions if I have good resources. Thanks
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March 15, 2017 at 8:37 am #50605First test of the working mech:
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March 15, 2017 at 8:57 am #50606That looks cool
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March 15, 2017 at 10:03 am #50607So many great games lately, and still more to come … Nice work Ninuzzu.
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March 16, 2017 at 9:06 pm #50740Ninuzzu,
I took some more pics as requested, tried with a flash with game off. got some glare..
If you need better I’ll try with the game on and no flash next time
Rich
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March 18, 2017 at 4:52 pm #50825Here are a few with the flash off
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March 21, 2017 at 10:28 am #51015Corrected the “duck walk”. Created the cannon toy and animated the plunger (with spring) in blender. I then imported the plunger animation using the VPX built-in function. Animation is made by 20 frames, using 2 objects for less than 1K triangulated faces. This is a preview:
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March 21, 2017 at 10:39 am #51016@ninuzzu that canon looks about as real as it can! great work. WOW
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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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March 21, 2017 at 7:47 pm #51034You need to login in order to like this post: click here
March 21, 2017 at 8:35 pm #51035Couple of notes on VPX animations. You’ll have to count frame time in order to get primitive animations to play back properly at different framerates.
Also although there’s interpolation between frames, frames cannot be used as keyframes via PlayAnim, if there are any missing frames it just shuffles them all down on import. If you follow Fuzzel’s series of posts about this here he advises using ShowFrame on a timer to control of the animation rather than use PlayAnim.
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March 22, 2017 at 6:15 am #51052Yes that’s correct, you need ShowFrame if you want to control the speed. But since I made the animation speed in blender, I simply used PlayAnim 0,1 so it’s at the same speed of the animation made in blender ( a very simple animation though, but I needed it to compress the spring ).
Anyway (I hope this is the last request) I need a video of the cannon motor test, similar to this, made by Pinbill for Dozer’s TWD LE:
I need to know the switches states when the cannon motor is running. A video showing both the DMD and the cannon would be perfect.
Thanks in advance ;)
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March 22, 2017 at 12:03 pm #51058You’ll still need to adjust the speed or else a 60fps animation will play at 2x speed at 120fps, 4x speed at 240fps, etc
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March 26, 2017 at 12:31 pm #51305I remade the bell and the TNT toys. The bell was originally provided by @dark: I sculpted it a bit, added some details and created the bell support (the steel thing that attaches to the pf); the TNT toy was completely done from scratch. Here a preview:
And this is a comparison of the “not sculpted” model versus the sculpted one:
Once imported:
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March 26, 2017 at 2:43 pm #51313Beautiful !
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March 26, 2017 at 4:29 pm #51316Fantastic.
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March 26, 2017 at 4:41 pm #51318Lovely work – thank you for Champions league that will tide me over until this is finished !
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March 27, 2017 at 3:32 am #51347Ninuzzu, I salute youÂ
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March 27, 2017 at 3:52 am #51348Fantastic work!
I can’t wait for the IRONMANÂ Helmet Mod on the lower playfield!
….just putting it out there ;) lol
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