This topic contains 145 replies, has 37 voices, and was last updated by  Vicinus 1 week, 1 day ago.

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  • #37892
     walamab 
    Participant
    MemberContributor

    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
    Table Developer Wannabe and general arcade geek!

    #37893
     TNT2 
    Participant
    Member

    No worries. In this day and age of super cheap storage not an issue. Just an observation.

    #37895
     Jesperpark 
    Participant
    Member

    I would not worry about a 40mb file size or even a bit higher if needed.  Bigger file size = better graphics = I likie :good:

    Just gave the table a try, it’s coming along quite nicely.

    Thanks

    #37899
     HauntFreaks 
    Moderator
    vipContributorMember

    i found if its under 100mb they run fine… as pointed out a zillion times keep the PF image around 4096 pixels tall when possible….

     

    #37903
     HauntFreaks 
    Moderator
    vipContributorMember

    it anyone is playing the beta… here are my POV settings
    ww_landscape

    temp

    Attachments:
    #37907
     Nemo 
    Participant
    Member

    Dark’s ramps are just stunning, had one problem though…..

    Lock was lit but ball got stuck at the lower end of the ramp….

    #37912
     walamab 
    Participant
    MemberContributor

    @nemo – That’s probably something I did and not Dark’s ramp. I’ll take a look at it this evening.

    Walamab
    Table Developer Wannabe and general arcade geek!

    #37932
     32assassin 
    Participant
    Member

    I 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,  not a big fan of the lights controlled by collection method.

    I added new bumper cap primitives,  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,  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,  or the objects under the clear plastic will be invisible.

     

    I also rebuilt the DT components with a new primitive cab walls,  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,

    –  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=0

    4 users thanked author for this post.
    #37942
     walamab 
    Participant
    MemberContributor

    @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!

    #37943
     bord 
    Participant
    MembervipContributor

    Just 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.

    #37944
     rothbauerw 
    Participant
    ContributorMembervip

    Looking great!  Love those ramps!

    Current Project: Perpetual updates of VPX physics.

    #37945
     Dark 
    Participant
    vipMemberContributor

    @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.  Depth bias can be tricky sometimes but it’s basically telling the game engine the stack order of primitives.

    3dcreation

    1 user thanked author for this post.
    #37946
     HauntFreaks 
    Moderator
    vipContributorMember

    here is the PF color corrected as good as i can get it also the discs

    Whirlwind_pf_wheels

    Attachments:
    1 user thanked author for this post.
    #37951
     Ben Logan2 
    Participant
    Member

    Great collaboration on this one, guys.

    #37956
     Joey2001 
    Participant
    Member

    Great table and fantastic to play. Thanks. :good:

    #37987
     32assassin 
    Participant
    Member

    @walamab

    as dark mentioned start at a high number,  and work your way down until an object under the primitive disappears.  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=0

    #37992
     walamab 
    Participant
    MemberContributor

    I’m having a hard time keeping up :wacko:  . 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!

    #38005
     HauntFreaks 
    Moderator
    vipContributorMember

    if it was easy everyone would be doing it…  ;)

     

    #38006
     walamab 
    Participant
    MemberContributor

    @32assassin

    I 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

    WierdYellowBumperblend2

    Walamab
    Table Developer Wannabe and general arcade geek!

    Attachments:
    #38014
     walamab 
    Participant
    MemberContributor

    @32assassin

    Sorry 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!

Viewing 20 posts - 41 through 60 (of 146 total)

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