- This topic has 157 replies, 14 voices, and was last updated 5 years, 6 months ago by
Thalamus.
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October 17, 2017 at 6:20 am #66697
I didn’t plan on re-visiting this. But, fixing my mistakes seems like something I should do. So, shoot … :)
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October 17, 2017 at 6:41 am #66698Ok lets Play some Games …
@Hauntfreaks: sorry for the Grill
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October 17, 2017 at 11:52 am #66712Sorry STAT. I don’t know how I can do that. Probably possible if exporting into blender and doing some stuff there … bla bla bla – export … etc.
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October 17, 2017 at 2:16 pm #66716I exported that primitive and removed the gate cover that was in the plunger lane.
the easy way to do this is to
export primitive
import obj into blender
Tab –> switch to edit mode
Border Select –> select all the vertices that build the Gate cover
Delete key –> delete vertices
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0see a table you like help me find the resources so that I can finish it
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October 17, 2017 at 2:54 pm #66717Thank you 32assassin for explaining. I’ll give it a try.
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October 17, 2017 at 3:01 pm #66718Thx for the updated table Thalamus
VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, nudging, tilt, plunger, 10 big siemens contactors, Shaker, Strobo, Gear, Beacon, RGB Flasher 5x, Knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10
VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, nudging, tilt, plunger, 10 big siemens contactors, Shaker, Strobo, Gear, Beacon, RGB Flasher 5x, Knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10
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October 17, 2017 at 4:00 pm #66720Don’t know 32. I have to laugh at myself. I manged to actually delete. But, I never exported and imported from blender. I guess I have some scaling issues going on. LOL. This is crazy. I’m feel so lost inside blender.Never mind. Seems I figured it out in the end. Thank you once again 32.
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October 17, 2017 at 9:25 pm #66743@terryred HOLY SHIT are the effects amazing! now the table seems a bit buggy but “playable” multiball balls don’t auto plunge i think auto plunger is broken but the effects with addressable rgb’s are simply the coolest yet! Glass reflections are bad in video but not in person so understand that when watching
Near the end of video (around 7:15)watch when i finally get ARM thingy and hit the ROBOT thingy WOW the effect is great! You guys have to watch the effects! It is our first time seeing them live on cab and really is something else!
Here is video like i said you may want to skip to the 7:00 mark or so
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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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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 17, 2017 at 9:43 pm #66745That looked fantastic eh?, gotta admit it eh? LOL.   I am concerned as your wife said at some point “can’t see anything” but her angle might have been too low, so dealt with more reflections on the playfield glass from that angle?
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October 17, 2017 at 9:46 pm #66746She was looking through camera
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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********************************************************
********************************************************
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 17, 2017 at 10:36 pm #66750@terryred HOLY SHIT are the effects amazing! now the table seems a bit buggy but “playable” multiball balls don’t auto plunge i think auto plunger is broken but the effects with addressable rgb’s are simply the coolest yet! Glass reflections are bad in video but not in person so understand that when watching Near the end of video (around 7:15)watch when i finally get ARM thingy and hit the ROBOT thingy WOW the effect is great! You guys have to watch the effects! It is our first time seeing them live on cab and really is something else! Here is video like i said you may want to skip to the 7:00 mark or so

Haha… I love it! May favorite video by far.
I got a live video demo… a first time reaction… seeing the effects on Mopar Madness… Mrs Randr playing the table AND recording and cracking jokes… seeing randr get the most excited I’ve seen him in videos for a while…. and last but not least…. Coco the puppy! (not sure how its spelled).
I think there are 2 triggers firing Beacon MX effects (I mirrored the original DOF for beacon) when AMP MB is started. That’s why there is so much going on there.
I think I found a bug with the modded table in the video. I noticed the Green Banshee ramp MX effect firing at times when it doesn’t normally. I just tried both the new mod table vs the older table that I used for doing the update. On the new modded table, the right Gate trigger that is for the Banshee ramp (SW52, which is W52 in DOF) is getting triggered from the playfield / ball launch instead of the banshee ramp gate which is the same position, but higher. The original version of the table has this triggering correctly. (when the ball goes down the banshee ramp)
I assume SW52 on the modded table needs to be corrected / raised somehow.
Definitely put a smile on my face.  :)  …but man it kills me how very limited and uncontrolled this MX mod is compared to what I can do with a FP or VP original table (like my upcoming Stranger Things MX mod).
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October 17, 2017 at 10:45 pm #66751well I wil say any table you add effects to I will be reverting to defaults that’s for sure. Thanks Terry for the work your doing!
********************************************************
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********************************************************
********************************************************
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********************************************************
You need to login in order to like this post: click here
October 18, 2017 at 12:58 am #66759Terry. Believe the temporary fix for Banshee is described by 32 a few posts back. Looks like I need to get addressable led strips myself now. Good job Terry. When I saw that video I though to myself that it would be better if I went the other way and use the colors I was planning. Red when shooting mech. This is definitely a complaint but I don’t understand why colors chosen is so different from the tables theme.
… update – mean of course … not a complaint :)
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October 18, 2017 at 5:35 am #66784Terry. Believe the temporary fix for Banshee is described by 32 a few posts back. Looks like I need to get addressable led strips myself now. Good job Terry. When I saw that video I though to myself that it would be better if I went the other way and use the colors I was planning. Red when shooting mech. This is definitely a complaint but I don’t understand why colors chosen is so different from the tables theme.
The colours I use match the table’s game modes / target colours.  This is usually how I do colours for a table, or otherwise I match the table’s colours. Unlike 5 RGB flashers (which will override one flash action with another flash action), MX leds will have EVERY action displayed at the same time all the time. With addressable leds in particular, you want distinct colours, or you will get a big blob of the same colour….especially when things get busy.
The center playfield shows the colours / modes.
Green = Banshee  (Banshee Ramp)
Yellow = AMPÂ (AMP Targets)
Blue = NAVIÂ (Navi Targets)
White / GRAY = LINK
Vaykyrie (can’t remember)
Bumpers = Yellow, Orange, White
The MECH’s big blast effect was actually a small part of the (much cooler) Magnet effect I used for the FP version I did (which I originally tried to use for the magnet on the VP version). I also have a yellow target appear, When I saw the effect appear for hitting the mech instead of a magnet, I had the same reaction as randr. (cool!) Then I saw the target in front of the mech and the mech itself were a similar colour, so I left that in because it matched.
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October 18, 2017 at 11:53 am #66799https://www.dropbox.com/s/zilxhxhjv1vrvan/avatar%20080116a%20mod%201.12.vpx?dl=0Before officially uploading this. Not much QC done. Hopefully I’ve fixed :
- sw52 as reported
- made STAT happy
- Improved the look of the in-lanes ( where all one primitive )
Thanks again 32assassins for the short but valuable blender tip.
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October 18, 2017 at 1:41 pm #66808Thanks Thalamus but what has you done with the DT view?
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October 18, 2017 at 1:54 pm #66809Probably messed it up while flying around and forgot to reset !?
Should be fixed now – thanks for telling me.
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October 18, 2017 at 5:21 pm #66818Thanks, is perfect now.
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October 18, 2017 at 9:48 pm #66846Yup, ramp trigger seems to be working correctly now. Much nicer.
Some nice lighting on the PF compared to the older version I was using.
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October 19, 2017 at 5:50 pm #66910Thanks for the update
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