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October 1, 2019 at 2:02 pm #146657
Can I jump in here with a question? I’m not familiar with materials and transparency in VPX and want to know how I would go about approaching a certain plastic. Check out this image:
https://i.pinimg.com/originals/93/63/5f/93635f79f77af89ff36b642db77a1d75.jpgSee the clear plastic in the bottom left with the decal on top? Would I make the geometry for the plastic and assign it an acrylic material, then make another piece of geometry sitting right on top of the plastic for the decal and assign that it’s own texture? Or is there a way to assign materials per face? Could I model the decal right into the plastic and assign the acrylic material to everything else aside from the decal?
Same goes for the plastic right behind the one in question.
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October 1, 2019 at 2:13 pm #146658I haven’t checked this – but, to me it looks like pinbot by bord has more or less that effect with the girl on the plastic ramp. Maybe have a second look at how that is made will help ?
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October 1, 2019 at 2:17 pm #146660Your first solution is what most do. Unfortunately you can’t assign materials by face, only by individual mesh. Would solve a lot of problems!
The flat acrylic top won’t be visible in VP so you can even skip that and just model a mesh of the acrylic edges and a mesh for the decal to sit on. Using a plastic image with transparency will honor the transparency around your decal image so you don’t need to do anything too precise.
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October 1, 2019 at 2:17 pm #146661Checking now, thanks
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October 1, 2019 at 2:28 pm #146665Thanks bord, I’ll have to play around and see how things looks when I have everything in front of me
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October 1, 2019 at 2:42 pm #146667Check out the plastic I did in RaB, the castly one in the center over the bumper(and the bike one, but its sorta hidden). That is just a single plastic. I had a nice scan of it, I used photoshop to cut out all of the clear section (actually just selected it and made it transparent… I’ve have to double check what transparency level I used) leaving the edge and picture of it solid. Then just used a normal plastic material in VP. These were the first I’d done that way that I was truly happy with.
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October 1, 2019 at 2:44 pm #146668Can I jump in here with a question? I’m not familiar with materials and transparency in VPX and want to know how I would go about approaching a certain plastic. Check out this image:
https://i.pinimg.com/originals/93/63/5f/93635f79f77af89ff36b642db77a1d75.jpgSee the clear plastic in the bottom left with the decal on top? Would I make the geometry for the plastic and assign it an acrylic material, then make another piece of geometry sitting right on top of the plastic for the decal and assign that it’s own texture? Or is there a way to assign materials per face? Could I model the decal right into the plastic and assign the acrylic material to everything else aside from the decal?
Same goes for the plastic right behind the one in question.
you can do that you can also add a clear plastic image to your texture and just add the decal to the same texture.
similar to this
doing what you described will a very bad solution for plastic ramps that have decals.
the only thing you need to do is play with the primitive Depth Bias (I usually set it to -200). If you don’t everything under the clear plastic will be invisible.
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
October 1, 2019 at 3:24 pm #146671Can I jump in here with a question? I’m not familiar with materials and transparency in VPX and want to know how I would go about approaching a certain plastic. Check out this image:
https://i.pinimg.com/originals/93/63/5f/93635f79f77af89ff36b642db77a1d75.jpgSee the clear plastic in the bottom left with the decal on top? Would I make the geometry for the plastic and assign it an acrylic material, then make another piece of geometry sitting right on top of the plastic for the decal and assign that it’s own texture? Or is there a way to assign materials per face? Could I model the decal right into the plastic and assign the acrylic material to everything else aside from the decal?
Same goes for the plastic right behind the one in question.
you can do that you can also add a clear plastic image to your texture and just add the decal to the same texture.
similar to this
doing what you described will a very bad solution for plastic ramps that have decals.
the only thing you need to do is play with the primitive Depth Bias (I usually set it to -200). If you don’t everything under the clear plastic will be invisible.
when you say add a “clear plastic texture to you image” are you saying the greyish image behind your eagle is a plasticy texture with some transparency built in to a png? Will that not give you a washed out look without any deep shadow refracrationy type things like real acrylic would?
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October 1, 2019 at 3:26 pm #146672Hey cyberpez, i just downloaded rocky and bullwinkle, but I’m not sure which plastics your talking about, I took a look at the ramp with rocky on it, but the image field is blank, am I not looking at the right thing?
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October 1, 2019 at 3:58 pm #146674Looks like I have most all the plastics grouped into one big one. It’s pAllPlastic1a on layer 11.. Screenshot is the specific one I was talking about. (again they are all one big primitive) but looking at the image might give you an idea of what I was talking about.
For the ramps, yeah they are primitive ramps with just a VP material.. the decals are a seperate primitive that sits on top.. sorta like a sticker was my idea. (pRampDecals on layer1)
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October 1, 2019 at 4:10 pm #146677Yes I see, now making a little but more sense. I’ll have to see what works for Tom when we get to that. Thanks for the insight
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October 2, 2019 at 5:07 pm #146744Fully playable game. still need jukebox, flashers, light adjust, prim clear ramps, apron and plastics finished
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October 2, 2019 at 5:15 pm #146745Tom this is sick! As soon as your buddy’s photos come in I’ll get cracking on the rest of the graphics and ramps/jukebox. Looks aweosme, great job bud!
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October 2, 2019 at 5:16 pm #146746Tonight!
Anyone want to lend assistance with the script adding Fluppers flashers? I am stumped
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October 2, 2019 at 5:19 pm #146747Looks great Tom! I look forward to playing the finished product.
Hi my name is Barry and I'm a virtual pinball addict.
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October 2, 2019 at 7:41 pm #146763Tonight!
Anyone want to lend assistance with the script adding Fluppers flashers? I am stumped
if you want to use Fluppers domes
you have to copy and past the components from a table that has them
you will need 4 components
1 Flasher
2 primitive domes
1 light
you first add this subroutine to your code
you then change this
NfadeL #, L#  ‘Place holder for the light
or
FLash #, Flashser# ‘ Place holder for Flasher
to this
FlupperFlash #, domeredflash, domeredlit, domeredbase, Flasherredlight
where
# =Rom ID
domeflash = Flasher name
domeredlit= primitive when on name
domeredbase = primitive when off name
Flasherredlight = Light name
I uploaded a few textures I have made by me and DJROBX,  use them if you don’t plan to make your table as dark as most of
fluppers tables.
https://vpinball.com/?post_type=cmdm_page&p=146757
they are all named to fit the code example I gave you
just add a 1 to the end of the name when you have multiple domes with the same color
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
October 2, 2019 at 8:05 pm #146764I have been looking over the script in fluppers dome table. Â I was wondering where I would need to assign the light number. Â I will give it a shot tonight, Thanks @32Assassin
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October 2, 2019 at 8:07 pm #146766I am also gonna take a shot at the prim ramps but not holding my breath!
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October 2, 2019 at 9:30 pm #146771I imported the 4 objects from fluppers demo table.
I changed the ‘NfadeL #, L#  ‘Place holder for the light’ to the new section and labeled the appropriate items by the name
last I imported :
‘***************************************************
‘Â Â Â Â Â Â FLUPPER FLASH
‘***************************************************Dim FlashLevel1, FlashLevel2, FlashLevel3, FlashLevel4, FlashLevel5, FlashLevel6, FlasherLevel7, FlasherLevel8, FlasherLevel9, FlasherLevel10
FlasherLight1.IntensityScale = 0
Flasherlight2.IntensityScale = 0
Flasherlight3.IntensityScale = 0
Flasherlight4.IntensityScale = 0
Flasherlight5.IntensityScale = 0
Flasherlight6.IntensityScale = 0
Flasherlight7.IntensityScale = 0
Flasherlight8.IntensityScale = 0
Flasherlight9.IntensityScale = 0
Flasherlight10.IntensityScale = 0Sub FlupperFlash(nr, FlashObject, LitObject, BaseObject, LightObject)
FadeEmpty nr
FlupperFlashm nr, FlashObject, LitObject, BaseObject, LightObject
End SubSub FlupperFlashm(nr, FlashObject, LitObject, BaseObject, LightObject)
‘exit sub
dim flashx3
Select Case FadingLevel(nr)
Case 4, 5
‘ This section adapted from Flupper’s script
flashx3 = FlashLevel(nr) * FlashLevel(nr) * FlashLevel(nr)
FlashObject.IntensityScale = flashx3
LitObject.BlendDisableLighting = 10 * flashx3
BaseObject.BlendDisableLighting = (flashx3 * .6) + .4
LightObject.IntensityScale = flashx3
LitObject.material = “domelit” & Round(9 * FlashLevel(nr))
LitObject.visible = 1
FlashObject.visible = 1
case 3:
LitObject.visible = 0
FlashObject.visible = 0
end select
End SubSub FadeEmpty(nr)Â ‘Fade a lamp number, no object updates
Select Case FadingLevel(nr)
Case 3
FadingLevel(nr) = 0
Case 4 ‘off
FlashLevel(nr) = FlashLevel(nr) – FlashSpeedDown(nr)
If FlashLevel(nr) < FlashMin(nr) Then
FlashLevel(nr) = FlashMin(nr)
FadingLevel(nr) = 3 ‘completely off
End if
‘Object.IntensityScale = FlashLevel(nr)
Case 5 ‘ on
FlashLevel(nr) = FlashLevel(nr) + FlashSpeedUp(nr)
If FlashLevel(nr) > FlashMax(nr) Then
FlashLevel(nr) = FlashMax(nr)
FadingLevel(nr) = 6 ‘completely on
End if
‘Object.IntensityScale = FlashLevel(nr)
Case 6
FadingLevel(nr) = 1
End Select
End SubDo I need to change anything in this script?? what is nr?? I am getting an error
fixed this, commented out the flashers I didn’t have
now this:
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October 2, 2019 at 9:51 pm #146774alright guys, I know my limit. I tried to follow the tutorial on how to turn the ramps into a primitive and I am way over my head. If anyone would like to step up and volunteer to do this, someone with Blender skills out the ass, It would be much appreciated. I don’t know how long it would take to do these three ramps, but I have all the visual references for them.
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