This topic contains 21 replies, has 5 voices, and was last updated by  Tom 1 month, 2 weeks ago.

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  • #122164
     Tom 
    Participant
    Member

    Starting  new project and need some help.  I am trying to take a vp9 table and update it to VPX.  I found this table and the resources are pretty good so I figure this would be a good chance to learn how to modify the script.  This is purely a learning tool and if a nice table comes out of it then great.  I know the resources could be “better”  but that not the point, its about learning!

    So heres what I have.  I have a semi working table now.  Started from a blank table and added most of the PF pieces to where they roughly go.  Still need to add primitives.  The dimensions need to be checked , the PF image needs to be adjusted because the holes are not round.  I modified the script to add the targets and drop targets, the bumpers are not working now and the slings.  Migrated the top flipper assembly but its not functioning, script help I think. The ball comes right out instead of after coins and start button so I guess script needs modified.  I went through the script and got rid of what I could , commented out some stuff  but didn’t delete incase it was not right.  basically need some guidance on if I am doing it right and where to go from here.

    Lights, plastics, primitives, can be done later, just want to get a functioning table for now before I get too much time invested.  Thanks

     

    oh and I do need to find the right apron  if anyone has it

    pic

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    #122166
     Tom 
    Participant
    Member

    btw purple wall is just for plastic reference on post placement!

     

    #122339
     Tom 
    Participant
    Member

    visual basic is not so basic..

    #122425
     roccodimarco 
    Participant
    Member

    Here are some apron shots I came up with.  That last one is a vp table on reddit by someone name supersonic.

     

    a193d22bbc182203dcbe84a3184e1b58e90aba3ca27663bf624d1c5767f31363bf2974f880892834d5595e5d6e9bfdfcfb79d63d1de96abe086f0edadsfiles_img-40879-1326481294

    #122426
     randr 
    Keymaster
    ModeratorMember

    Nice!!!

    ********************************************************
    Messing with the VPinball app and push notifications.
    So if you haven't downloaded app yet what are you waiting for!?
    *******************************************************

    #122427
     32assassin 
    Participant
    Member

    I redrew that apron for Catacomb,  copy and past the primitives from that table

    and change the color scheme on the PSD file to match your table

    and don’t forget to download the HQ instruction cards from Inkochnitos site

    http://www.pinballrebel.com/pinball/cards/

    see a table you like help me find the resources so that I can finish it
    https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

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    1 user thanked author for this post.
    Tom
    #122437
     roccodimarco 
    Participant
    Member

    I redrew that apron for Catacomb, copy and past the primitives from that table

    and change the color scheme on the PSD file to match your table

    and don’t forget to download the HQ instruction cards from Inkochnitos site

    http://www.pinballrebel.com/pinball/cards/

    Is there anything you haven’t done?  It seems like every WIP around you have something ready, built or done for it!

    #122597
     Tom 
    Participant
    Member

    Great I will add that when I get home.  Did anyone get a chance to look at the script to see how bad it is?

    #122605
     Thalamus 
    Moderator
    ContributorMemberModerator

    Tom. It will be very confusing if 10 guys started to add and fix stuff without some kind of control. I’ve experienced it a few times where 2-3 guys gave me different changes. It was very hard to figure out what was done from each other. You really don’t want that – believe me :whistle:

    #122610
     32assassin 
    Participant
    Member

    Great I will add that when I get home. Did anyone get a chance to look at the script to see how bad it is?

     

    you have allot of duplicate calls along calls you no longer need,

    you have 2 drain calls, 2 flipper calls, 2 slignshot calls

    Plunger reel animation calls

    you might not need the magnets around the kickers (use the VP10.6 primitive PF with kicker cut outs)

    not sure if you need the check speed triggers either

    you don’t need the ball control script in the key down/up  given that VP10.6 has a built in ball control call

    your script can be simplified to this

    note that I don’t use generic switch names  if you want to use this code you will have to rename all the switches AND lights

    or your code will error out.   I suggest you just copy and past the names from my rebuild to your table.

    and delete all the lights from your table and copy and past mine

    https://www.dropbox.com/s/8q3txi9vm4ankaj/Hot%20Hand%20WS%201.2%20Strip.vpt?dl=0

    feel free to rebuild it if you like,  or if you want me to steal your fun,  I will be more then happy to do it

    see a table you like help me find the resources so that I can finish it
    https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

    1 user thanked author for this post.
    Tom
    #122631
     Tom 
    Participant
    Member

    Thanks 32. I will check it out.

    #122663
     32assassin 
    Participant
    Member

    you should firts concentrate on building the table, once you have the table built you can worry about the script.

    I downloaded a few table images and noticed allot of stuff in your WIP that should not be their

    I deleted all your unused images and objects from the table

    I rebuilt your materials,  you needed a rubber yellow for the yellow bumper skirts

    I rebuilt the Cab Wall primitive from the default table and made different color textures  so I added my cab primitive  to your table and a green2 texture

    I copied and pasted the primitives you will need from my primitive template table.

    I built the primitive PF and added primitive  kicker toys (layer 11)

    deleted some of your walls and replaced them with wire ramps

    among other things

     

    I included all my default VPX images, I have multiple objects you can use

    the white wood textures

    a redraw of Bumper Cap T2   –>  replaced your bumper image

    Textures for the drop targets you are using –> textures for this table needs to be built

    Multiple round target colors –> replaced your white round target

     

    I also include my Primitive template table.  You should  take this and copy and past more or all of the common primitives

    this way you can simply copy and past all the common primitives such as spinner/gate covers , posts ect. to any of your projects

    I have the multiple screws and nuts on this table pick and choose the one you would like for this table.

    I also have multiple Spinner textures for different manufactures in the Primitive folder.

    https://www.dropbox.com/s/y4iqapw9ax86bey/Hot_Hand.zip?dl=0

     

    see a table you like help me find the resources so that I can finish it
    https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

    2 users thanked author for this post.
    #122856
     Tom 
    Participant
    Member

    Wow, I will check it out when I get home in a couple days, thanks 32.

    #123118
     Tom 
    Participant
    Member

    So I opened the folder you sent.  LOTS of great stuff in there thanks.  As far as the WIP I am a little confused.  I see you added all the things you were talking about like bumpers , flippers, spinner, all look great.  What is the PF primitive over the whole PF.  I have never seen that before but it looks weird.  I tried to move it and the PF image goes with it.

    As far as the order of the build, I really didn’t get too far with populating the PF because I wasn’t sure if I could get the script right.  I understand though why it all needs to be there before the script though.  The lights are all new and I went off the vp9 tables names for them so the script would be the same as that one.  I labeled all the targets and bumpers and rubber walls to the correct switch number in the script.  Was that not correct way to do it?

    #123153
     32assassin 
    Participant
    Member

    the primitive PF is new for 10.6

    it gives you a wobble around the kickers witch is  better then the magnet effect you got in VP9

     

    Download my table Star Wars Hankin table,  turn the volume on your PC full blast,  and load the table end quickly exit the table a few hundred times.

    See how much you enjoy that; to this day I can’t play that table because I feel like punching my screen when I here that loading music.

    for this reason I turned off the VP volume on desktop PC and never listen to any rom or mechanical sounds as I build tables.

    the point of not having the script done is that you don’t need to initialize PINMAME every time you load to check the progress of your build.

    if you like to make sure you have the script working,  strip and rebuild a VP9 table similar to what I did.  You can pretty much copy and past my code to the WIP

    and the table should be playable.

     

    I don’t think their is a right or wrong way of doing things,  if it works then why worry about it.

    Light/trigger names can be anything the author makes them out to be, I have seen some that are named after what the service manual says

    such as 1000pts, same for the triggers and walls  ( their is no rom IDs for EM tables)

    I made a mistake on one of the lights  on the VP9 script rebuild

    if I told you that light 1000pts needs to be fixed,  how quickly can you find light 1000pts

    I think that if I told you that; light 60 is missing and needs to be added to the script and to the PF .

    Would be better instructions.

    same goes for triggers  naming them based on their switch number is much easier to trouble shoot.

     

    but then again a the end of the day if you feel construable with generic names don’t let me change the way you feel.

    I just feel that its easier to rename them to their ID numbers because I prefer to rebuild the script, and by rebuild I really

    mean that I copy and past a new one.

     

    see a table you like help me find the resources so that I can finish it
    https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

    #123168
     Tom 
    Participant
    Member

    1

    So when I first started doing this table I did exactly what you recommended. I took the 9 table and converted it to vpx and stripped everything down.  I did that for a bit and then ran into some issues.  I decided to start over with a blank table example in vpx because I saw that like the table you sent me, it had examples of different bumpers and posts, etc on it.  I then started placing the items on the PF.  I guess I got so excited that I wanted to see if I could actually get the lights working and the flipper at the top turning that’s why I started messing with the script.  This table wouldn’t be what it is without the flipper at the top turning!!!

     

    as far as the pf primitive, I understand what you are talking about with the wobble around the kickers.  How does it affect the pf image though.  The pf image is distorted and is divided with a big X over the screen.  Is the  primitive and the PF image related?

    #123388
     Tom 
    Participant
    Member

    hh

    I got almost all of the PF populated as far as I could go.  I still have a few minor things to add like the apron and ball shooter cover.  I redrew the top of the PF where the rotating flipper is.  This PF is definitely not perfect but its not bad either.  Someone pieced it together and there are some places here it does not 100% line up.  The colored circle at the top was pretty out of shape.  I still have some work to do but it wont affect placement.

    To Do on PF:

    1.  I need the appropriate spinner logo, cant get a good pic at this time
    2. The ball kicker on the left side needs fixed.  I don’t know if the proper way to do it is to add a kicker and have the script generate the ball when the switch is activated, but what happens to the old ball?
    3. The apron.  32 sent me the file for the apron but it is a psd file.  I just downloaded GIMP last week and started to play with it but its a little difficult to use.  I threw the apron from seawitch in there to get the alignment right.  If anyone has a better idea I am all ears.
    4. Shooter cover-  see above! same issue
    5. The rotating flipper.  I did not quite understand the PF primitive that 32 added.  I understand the holes, but the pf primitive took on the pf image and distorted it.  I don’t know why that is.  I left it out of this version but if someone can explain or help with that it would be great

    The Script: I have a few days left at home to play with this.  I would like to start working with the script cleaning it up now that the PF is “almost” done.  I will need help with the script for the rotating flipper definitely, no clue how that works.  Thanks

    The script

    Attachments:
    #123429
     Tom 
    Participant
    Member

    I went through the script and cleaned it up as much as I could.  The table is working “partially” with no script errors.  the bumpers and slings work, sometimes… confused!  I do not have the kicker on the left side working.  The top rotating flipper is also not in there.  The ball comes straight out when you launch the table.  No coin needed, don’t know how to get that in there???  I made notes in the script on things that I wasn’t sure about.  I think I stripped out the duplicate stuff and the ball control like 32 recommended.

    I think I am at the end of my skill level for now.  At the mercy of the group now, if you want to help post on this thread about what you can help with to keep from duplicating.

    Attachments:
    #123439
     Tom 
    Participant
    Member

    hhpic

    Appropriate apron.  I may try and redo it down the road if I can get gimp on my side!!

    #123446
     Tom 
    Participant
    Member

    Lights added, done for a while now!

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