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Thanks for sharing this guys – great fun.
I had the missing ball near the spinner issue as well and noticed that the ball travels through there super fast.
I just put a ramp in there at 55 points high set to invisible.
I’m not sure whether it was jumping the wall or bouncing back off the rubber – you could probably extend the ramp in the image
down past the gate and rubber now that I think about it.I haven’t seen a lost ball since though.
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Ok my OCD kicked for a couple of hours so another video – let me know if the video spam is getting old.
Working with Russ and Rob who have surround setups, buttoned up the last of the surround code I hope.
I modified the ball rolling routine to play steel and plastic sounds in surround now so when you shoot ramps they’ll pan the sound around
the sound field.
Changed the insert lighting to reflect off the ball – it’s only subtle but it looks nice when playing.
Added a toy mod (rotating sign up the back left). I wanted to shadow this to fudge realtime lighting so I used 3 copies of the main toy with two of them set to
full black material – they’re invisible until the flashers go off but then turn on to try to give the effect of real time shadows. It’s hard to get perfect but I’m pretty happy with how it turned out. I’ll make a couple of small adjustments to it when the ramps are in.You need to login in order to like this post: click here
wow that looks incredible. Great job. As someone who just sold a real one, I’m excited for this. FYI – the target lights seem to be purple in this version. In the real game they are red. Not sure if that was intentional but just pointing it out incase it wasn’t
You can change the color of those lamps in the script, there are 7 or 8 colors available, they’re set to purple in this but you can have the default red.
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While I wait for Flupper to get back threw a couple more things in,
8 Step Gi Fading with color grade images.
Reworked the plastic dome cover on the rear toy (and lighting on it).
Put a selection of track types in the dome which can be selected from the script.
Put a mod option in to spin the track beneath the car when the toy is activated.
Put an option in the script to make the turbo vuk hole random (the real game apparently suffers a few kickouts and non registers from that saucer.)You need to login in order to like this post: click here
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Indy 500 has been coded for 7.1
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Sorry folks, one more vid before the new ramps go in – this is the final state of the game although I think the new ramps will require some small lighting adjustments depending on how they sit in there.
Added some additional GI halfway up the playfield.
Added the plastics reflections that are appearing on new tables (great idea).
Added color configurations for the lights in the grid towers (set to purple in this video) and the light under the turbo.While I was doing those side reflections I thought it would be cool to reflect he turbo somehow. The solution I came up with was a spinning opaque primitive with a
blurred image of the turbo impeller and bottom plate. The image changes to reflect the amount of locked balls – I think it turned out ok.Will update release status when Flupper gets back – I gotta go do some real world stuff, not sure if my wife is still here or what day it is :)
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Thanks for the feedback thus far folks.
Table is done with the exception of the plastic ramps which flupper is going to do for me when he gets back in a week or so. I tried doing them in Blender but I’m shit at it and had a heap of issues with weird artifacts that I couldn’t fix. I did make that little end piece on the left ramp end though lol.
This table will need the latest VPX beta as it has been coded for 7.1 surround sound support implemented recently by DJRob. Every object on the game that emits sound is positional in the 7.1 surround space and on my dev PC it sounds freaking amazing. The bumpers sit just right of center channel, the flippers and slings etc sit in the rear channels (front of cab), every rubber emits sounds from it’s position in the sound field – it’s really very cool.
Anway, I’ll wait for flupper’s expertise and then once ready will upload.
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Wip 3 – Most flasher lighting in now – animated mechs done and geometry finished. GI still not hooked up and the placeholder ramps are still in there.
Insert lights partially done and many missing sounds and insert flashers not in yet either.
Will get back to it on the weekend.
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Bit more work today – experimenting with some lighting on the top indy car toy – want to fake some shadowing beneath the car depending on light direction but I’ll see how I go. Majority of the geometry is done but many things to do.
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I’ve pulled the tables – If I hear from oooPLAYER1ooo and he’s happy for them to be released in completed state I’ll re-post them.
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I’ve pulled the tables – If I hear from oooPLAYER1ooo and he’s ok with them being released in completed state I’ll re-post them.
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Played this tonight and it has issues. Had a ball drain and was stuck on BIG MONEY and would not detect a ball draining. Restarted and had the same issue where it didn’t detect a ball draining.
I can’t replicate this issue – drains detect fine during big money mode here. Does this happen consistently?
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Another oooPLAYER1ooo table legend I saw him online the other day but for the most part he’s been out of action for a few years. I can’t imagine him caring too much about the release of these
Cheers Fren, update the description to credit him.
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It was originally made by oooPLAYER1ooo
Cheers Fren, I had a hunch it may have been and have attempted to make contact but not heard back. If you are still in contact please get him to give me a yell.
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You’re welcome man – at least they’re part of the library now. I personally don’t mind VP9 tables, still have a heap of them that get played regularly.
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I’m a cheap, talentless hack – the rest of the people in that list are pretty good though.
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Hey there, Arngrim may be able to answer this for you (maybe send a PM) – I believe you should be able to run this with a directb2s backglass without DOF however it’s been a few years since I’ve run any table without DOF and this table uses his controller.vbs arrangement which may require some kind of special config to work with your setup.
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Hey there, TX Sector is very rough, it was my first VPX table so it would be nice to update it at some stage. There are some good resources available for it in the VP9 version which was released around the same time. I may get to it one day but it won’t be for a while as I’m taking a few months off from pinball to concentrate on some other real life stuff. When I get back to it, I think I’ll make it the 1st thing I fix up though :)
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My head would require too many polygons.
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Glad it seems to be working well for everybody. I agree, I love Dark’s models and art – I really love the organic look of them. When I try to make a model in Sculptris it looks like a turd with a nose so I was very lucky to have him for this game.
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