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October 2, 2016 at 8:42 pm #37892
Previous was ~19MB so nearly double. Didn’t notice the size of the mesh ramps but there are a few new images. I’ll try to clean things up with the next update.
Walamab
Walamab
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October 2, 2016 at 8:50 pm #37893No worries. In this day and age of super cheap storage not an issue. Just an observation.
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October 2, 2016 at 9:03 pm #37895I would not worry about a 40mb file size or even a bit higher if needed. Bigger file size = better graphics = I likie
Just gave the table a try, it’s coming along quite nicely.
Thanks
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October 2, 2016 at 9:39 pm #37899i found if its under 100mb they run fine… as pointed out a zillion times keep the PF image around 4096 pixels tall when possible….
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October 3, 2016 at 12:13 am #37903it anyone is playing the beta… here are my POV settings
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October 3, 2016 at 12:28 am #37907Dark’s ramps are just stunning, had one problem though…..
Lock was lit but ball got stuck at the lower end of the ramp….
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October 3, 2016 at 6:04 am #37912@Nemo – That’s probably something I did and not Dark’s ramp. I’ll take a look at it this evening.
Walamab
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October 3, 2016 at 5:34 pm #37932I made a major overhaul to your code and many other things
1. code was rebuilt
I renamed most of the objects (that called a switch) and moved them to layer 2
you where missing 2 scoring rubbers sw60 and sw61.
2.all lights moved to layer 3
lights where updated to Jps VPX fade routine, Â not a big fan of the lights controlled by collection method.
I added new bumper cap primitives, Â the lights on the bumpers need to be adjusted so they look better.
a solenoid controlled lights where moved to layer 6
solenoid controlled lights code was deleted in favor of Jps code
3. Materials
Plastic with an image was reset to default
Plastic with a Light was added –> you should set all plastics and primitives you want to have a light shine through to this material
4. All ramp components where moved to layer 4
now that you have primitive ramps, Â you can delete more than a few decorative ramps and walls.
you need to change the Depth Bias on the primitive property tab for all clear plastics, Â or the objects under the clear plastic will be invisible.
I also rebuilt the DT components with a new primitive cab walls, Â I don’t plan to make the reels for the backglass boxes, I can code them but I don’t plan to make the actual images.
table still needs more TLC,
– Â I would go through each component in layer 1 to make sure they are updated.
– I would also change the plastics from multiple ramps to  walls ( so that they would have visible edges).
please note that I might of accidentally delete a few of the decorative plastics
NEW VERSION ADDED 10-05-2016
version 1.2
https://www.dropbox.com/s/57vkvuir92zfof8/Whirlwind%20Beta%201.2.vpx?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=0You need to login in order to like this post: click here
October 3, 2016 at 8:22 pm #37942@32assassin – wow that’s a lot of work. I’m learning a lot from your re-work. I have a question regarding Depth Bias. I’ve noticed that I can’t see a portion of one of the plastics under the right ramp (left side of table). I’ve experimented with different depth biases like you suggested but can’t seem to make it visible. Do you have any ideas about what I may be doing wrong.
Thanks in advance,
Walamab
Walamab
Table Developer Wannabe and general arcade geek!You need to login in order to like this post: click here
October 3, 2016 at 8:22 pm #37943Just had a round or two with 32a’s updates. Wow, this table has come a very long way in a short amount of time. Looking forward to the finishing touches.
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October 3, 2016 at 8:36 pm #37944Looking great! Â Love those ramps!
Current Project: Perpetual updates of VPX physics.
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October 3, 2016 at 9:03 pm #37945@32assassin – wow that’s a lot of work. I’m learning a lot from your re-work. I have a question regarding Depth Bias. I’ve noticed that I can’t see a portion of one of the plastics under the right ramp (left side of table). I’ve experimented with different depth biases like you suggested but can’t seem to make it visible. Do you have any ideas about what I may be doing wrong. Thanks in advance, Walamab
my advice is to try even crazier numbers…lol….try say -300, or -900, -3000. Â Depth bias can be tricky sometimes but it’s basically telling the game engine the stack order of primitives.
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October 3, 2016 at 9:43 pm #37946here is the PF color corrected as good as i can get it also the discs
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October 4, 2016 at 12:18 am #37951Great collaboration on this one, guys.
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October 4, 2016 at 10:43 am #37956Great table and fantastic to play. Thanks.
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October 4, 2016 at 6:18 pm #37987as dark mentioned start at a high number, Â and work your way down until an object under the primitive disappears. Â When it does you know you went to far.
new version updated (same link as above)
-minor code update
-add two new primitives backwall and plastic next to the wire ramp. they still need to be adjusted.
-deleted all the ramps that where being used as plastics and replaced them with 3 walls.
we can keep it as is or
copy and past the walls form the Night Mod version and adjust them to fit the new PNGs I add  (so that we can have visible edges)
or use this  PSD
https://www.dropbox.com/s/eg5ohqviq85r0vj/Playfield.psd?dl=0
to create primitive plastics using freneticamnesicmethod
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 4, 2016 at 6:30 pm #37992I’m having a hard time keeping up  . I like the idea of using wall for the plastics but have had trouble getting the images to look right. I guess I just need to take the time to figure it out.
Thanks for pitching in on this!
Walamab
Walamab
Table Developer Wannabe and general arcade geek!You need to login in order to like this post: click here
October 4, 2016 at 7:56 pm #38005if it was easy everyone would be doing it… Â ;)
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October 4, 2016 at 7:56 pm #38006I forgot one thing in v0.9.7. I made a new primitive for the yellow conicalish bumper near the top jets. I have included here in case you want to add it in your next rev. Otherwise I’ll do it when you repost.
Thanks!
Walamab
Walamab
Table Developer Wannabe and general arcade geek!Attachments:
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October 4, 2016 at 8:14 pm #38014Sorry to over message you here…but I keep getting a script error after playing for a while Line 843 Subscript out of range…it looks like its in the rolling ball code…I’ll try to fix it but you probably can do it much faster than me.
Thanks,
Walamab
Walamab
Table Developer Wannabe and general arcade geek!You need to login in order to like this post: click here
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