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  • #174864
    bord
    Moderator
    @bord
    MembervipContributorModerator

    Yes, of course! Glad you like them, spent a whole lot of time on the welding part years back. In the current version of blender I would do that with the remesh modifier, but that did not exist back then in this form.

    Yeah, that new remesh modifier is SWEET!

    #175137
    Onevox
    Participant
    @rooster
    Member

    @philippe @bord I have a question. the plastic ramp I built is acting like its its super steep, not allowing balls to get more than halfway up. In “ball control” mode, the ball clears the wire ramp and rolls nicely up. I don’t think its steeper than say BK.

    In a previous plastic ramp mesh (that I had to reshape for clearance) I could back flip the ball up and around the ramp.

    Are there physics settings that make it easier for the ball to get up a ramp? I’ve tried upping the flipper strength, reducing friction, tried nfozzy’s ramp settings…

    Thanks for help.   – Pete

    NOTE: here’s a weird one, but hoping there’s a logical explanation. In one of my meshes, where I reshaped the bottom edge of the plastic ramp so it would be flat against the PF … in ball control the ball would behave correctly with the ramp. When I played a game, a flipper shot would send the ball through the ramp like it wasn’t there. collidable, yes. hit event, yes (and no).  So I went back to my previous mesh and will add a metal plate at the entrance.

    You guys make learning blender easy, I’m getting a little addicted to it.

     

    Onevox

     

    #175178
    bord
    Moderator
    @bord
    MembervipContributorModerator

    @philippe will be more knowledgeable on ramps than I will be but I have a couple suggestions. Make sure the faces of your mesh are facing in the direction the ball is hitting them. If your normal faces are pointing the wrong way the ball will often go right through them.

    There is also a really odd bug using meshes for physics where a shared Z location (like the bottom edge of your plastic ramp being at z 0) with the playfield causes that mesh to take on the physics assignments of the playfield. Sounds crazy but I fought it with Black Knight. To be fair VPX10.6 was still in beta at the time. Solution was to move the lowest points to just below the playfield.

    Hope some of that is helpful…

    #175190
    Onevox
    Participant
    @rooster
    Member

    Screen Shot 2020-04-24 at 8.14.19 PMScreen Shot 2020-04-24 at 8.19.51 PMScreen Shot 2020-04-24 at 8.19.11 PM

    Normals look, well, normal. This angle doesn’t seem too steep, does it?

    Onevox

     

    #175203
    bord
    Moderator
    @bord
    MembervipContributorModerator

    Nah, not too steep. Lots of math with that many faces. You might consider a non-visible version for your collisions that is simplified, at least to test with.

    #175211
    Onevox
    Participant
    @rooster
    Member

    I’m starting to wonder if my ramp is too narrow, so the ball when entering is bouncing from wall to wall… enough to kill its momentum. I may try a wider version … at least the straight part.

    the Z thing did the trick. On one shot I was almost able to get it to the top … I think my shot angle was perfect.

    Onevox

     

    #175277
    Flupper
    Participant
    @philippe

    Bord is right on the z part. Next to that:

    just use a single faced invisible primitive, which looks like a ramp exported from vpx (so no bevels, no thickness, just ramp bed and ramp walls) with as less faces as you can without being to blocky (clean geometry). Also important is that the ramps walls are perfectly 90 degree angle to the playfield; vpx goes bonkers if you dont do this; I found out after weeks of issues on whitewater. The ramp bed can be sloped of course.

    And still balls can launch of the ramp, so you could “roof” the ramp as well. Sometimes a little shift in the geometry can change the ball interaction a lot. So you could/should use the looptools > relax addon a lot on the ramp bed. If one edge is sticking out just a little bit, vpx can/will misbehave because the physics pick up on it (same for a too narrow ramp, only if it is one spot).

    #175395
    Onevox
    Participant
    @rooster
    Member

    Success! Thank you @philippe and @bord.

    I made several changes and the ramp is awesome. I don’t know the real issue but I think you’ll find it in #2.

    1. I widened the ramp to make the shot possible with the left flipper and a back flip from the right, which is what I wanted and got.
    2. I overthought my knowledge of Blender, and used the ctrl-B bevel to round the lower inside corners with loop cuts on the bottom and sides, because I couldn’t find the “relax” tool … I thought it was one of those language changes between 2.7 and 2.8 sort of like “merge by distance”  … then I googled it and found “relax” which is an awesome thing.
    3. I reduced the number of polys by not adding a lot of extra loop cuts to the “vpx” flat surface. i was trying to get  the curve super smooth. I let “relax” do its thing.
    4. I made all the bottom edges Z = 0 before building. I had rotated the edges so they “leaned in” toward the center, like a race track.

    So, the lesson here, is “follow directions.”

    On to  realistic plexi for plastics … once I get the PF objects locked in.

    Thank you again.

    Pete

    Onevox

     

    #176372
    Onevox
    Participant
    @rooster
    Member

    Bumper Cap update: decided on this, felt more pinball-y and they really stand out. Starting to not look like Rock Encore anymore.

    IMG_2819

    Onevox

     

    #176384
    JR
    Participant
    @jfr1
    Member

    ClashCaps!!

    #177649
    Onevox
    Participant
    @rooster
    Member

    IMG_1466

    I’m hoping I can use this. I faceted a plain flasher dome and used flupper’s ramp tutorial to create reflections.

    Onevox

     

    #180187
    Onevox
    Participant
    @rooster
    Member

    A little update. I did a little more research and found an image of the Hammersmith Palais from 1979, right around the time Joe Strummer saw the show that inspired what is largely considered their greatest song. The marquee reflects the reggae acts in that show.

    I made the plastics in Blender by using flupper’s ramp file, and manipulating the modifiers.  You’ll also see stars for the screw caps. I was going to do spikes but The Clash was never much of a punk spikes band.

    Audio has many improvements: when you hit the ramp it triggers one of 12 shortwave propaganda radio snippets from the 1980s … from various countries. Including one from Radio Nederland. :)

    Bonus points if you know why I added “The Black Swan” sign on the back wall…

     

    snip1 copysnip2 copysnip3 copy

    Onevox

     

    • This reply was modified 6 months, 2 weeks ago by Onevox.
    #180205
    bord
    Moderator
    @bord
    MembervipContributorModerator

    Looks just incredible, man. Can’t wait.

    #180247
    Thalamus
    Moderator
    @thalamus
    ContributorMemberModerator

    Already a table I’ve had lots of fun playing – primarily, when I’ve had a few and feel the urge to listen to Clash. Previews looks really nice, so, I’m looking forward to the upgraded version. :good:

    #180251
    flstclasic
    Participant
    @flstclasic
    Member

    Clash played their first show at the Swan. Table looks great!

    #180268
    sebcemoi
    Participant
    @sebcemoi

    Clash played their first show at the Swan. Table looks great!

    First part of Sex Pistols at Sheffield’s Black Swan  July 1976.

    (No glory, i googled it …) ;-)

     

    #180530
    Onevox
    Participant
    @rooster
    Member

    @bord  I had a message here about using shadows for DTs, and then I realized you helped me with this on Cuphead. Now I just have to figure out how to do the GI when this ROM has that alternating GI state in the upper left PF, especially which lights and what triggers ’em.

     

    Onevox

     

    • This reply was modified 6 months, 1 week ago by Onevox.
    #180918
    Onevox
    Participant
    @rooster
    Member

    @bord and anyone else:  I’m stuck. I’m not sure what’s going on. I did my shadows as transparent grey gradient PNGs in Photoshop, and when I attached the images to flashers, they display green (the default color in the options panel) on the PF, like green lights shining in the shadows. . This doesn’t happen on other tables using this technique.  What did I do wrong? I thought maybe they were too light, so I did them again a little darker. No change. The options panel settings are the same, as far as I can tell, to HighRollerCasino.

    Thanks.

    Onevox

     

    #180933
    bord
    Moderator
    @bord
    MembervipContributorModerator

    Hey man, you’re almost there. I’m crawling into bed and will get back to you tomorrow. Can’t give you the specific terms but you’ve gotta change the color of your add layer.

    Listened to Rat Patrol from Fort Bragg this weekend anticipating this update.

    #181842
    Onevox
    Participant
    @rooster
    Member

    @bord I just discovered the issue. My shadows layers from PS were too dark. I reduced down to a maximum opacity of 35% … which was a little light for my taste, so I bumped up the opacity of the flasher in VPX to 150% and they look better.

    BTW: I want to add 5 more songs to the revised game, and “The Beautiful People Are Ugly, Too” is one of them. Such a great groove at the bridge. Can’t believe it didn’t make it to Combat Rock.

    Others are “White Man …”, “I Fought the Law” “Magnificent 7” (so its not just the dub version in attract cause Strummer is awesome with the lyrics) and then wrestling between:   “White Riot” , “Brixton”,  “Capital Radio” “The Call Up”

     

    Onevox

     

    • This reply was modified 6 months ago by Onevox.
Viewing 20 posts - 21 through 40 (of 48 total)
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