April 23, 2020 at 3:36 pm #174864
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!
You need to login in order to like this post: click hereApril 24, 2020 at 3:55 pm #175137
@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.
You need to login in order to like this post: click hereApril 24, 2020 at 6:42 pm #175178
@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…
You need to login in order to like this post: click hereApril 24, 2020 at 7:48 pm #175190
Normals look, well, normal. This angle doesn’t seem too steep, does it?
You need to login in order to like this post: click hereApril 24, 2020 at 8:34 pm #175203
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.
You need to login in order to like this post: click hereApril 24, 2020 at 9:26 pm #175211
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.
You need to login in order to like this post: click hereApril 25, 2020 at 3:45 am #175277FlupperParticipant@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).
You need to login in order to like this post: click hereApril 25, 2020 at 7:21 pm #175395
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.
- 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.
- 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.
- 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.
- 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.
You need to login in order to like this post: click hereApril 29, 2020 at 7:37 pm #176372
Bumper Cap update: decided on this, felt more pinball-y and they really stand out. Starting to not look like Rock Encore anymore.
You need to login in order to like this post: click hereApril 29, 2020 at 9:42 pm #176384May 4, 2020 at 5:49 pm #177649
I’m hoping I can use this. I faceted a plain flasher dome and used flupper’s ramp tutorial to create reflections.
You need to login in order to like this post: click hereMay 14, 2020 at 5:11 pm #180187
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…
- This reply was modified 6 months, 2 weeks ago by Onevox.
You need to login in order to like this post: click hereMay 14, 2020 at 6:17 pm #180205
Looks just incredible, man. Can’t wait.
You need to login in order to like this post: click hereMay 15, 2020 at 12:59 am #180247ThalamusModerator@thalamus
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.
You need to login in order to like this post: click hereMay 15, 2020 at 1:44 am #180251flstclasicParticipant@flstclasic
Clash played their first show at the Swan. Table looks great!
You need to login in order to like this post: click hereMay 15, 2020 at 4:14 am #180268sebcemoiParticipant@sebcemoiMay 16, 2020 at 7:59 am #180530
@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.
- This reply was modified 6 months, 1 week ago by Onevox.
You need to login in order to like this post: click hereMay 17, 2020 at 7:56 pm #180918
@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.
You need to login in order to like this post: click hereMay 17, 2020 at 11:30 pm #180933
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.
You need to login in order to like this post: click hereMay 22, 2020 at 9:51 pm #181842
@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”
- This reply was modified 6 months ago by Onevox.
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