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This looks unbelievably realistic! Great job Folks!
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jipeji16, you really knocked this out of the park! Took this table to another level. Pleasure communicating with you on this. Real stand up guy. Thank you, and all the other folks for the great work, once again! There are so many details that were put into this version by jipeji16 and company that you have to take a moment, look closely, and really appreciate the amount of time that was put into it.
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Hello,
I’ve been trying to get this table to run cause my kids love Pokemon, but for the life of me I can’t get past the “activeX can’t create object flexdmd” error. Everything is registered in the Flexdmd installer. I have other tables utilizing PUP that work fine, but this might be the first table I tried using flexdmd. I believe that this version (Mario mod) has the flexdmd scripts implemented, so there isn’t a need for any manual script changes, correct? I have updated to the latest PUP but can’t seem how to figure out how to get past that activeX error. Any help would be appreciated. Thanks!
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Wow! You’ve already taken this table to new heights in a short amount of time! Great job. Looking forward to seeing what you do with this!
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What a cool table, thanks eddizle, kiwi, and everyone who worked on this.
The evolution (and the fact that this came to completion) is thanks to Kiwi! He really brought this WIP back to life.
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Hello all,
The table is ready to be released. Sadly, I can’t recall the process to upload it here. Can someone step me through how? Sad, I know. FYI, Kiwi just released this on the other site. He asked me to share it here, but it’s been too long and my brain doesn’t work.
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@edizzle : your download link seems not working anymore, can you resend the table please, because I’m very interested about this one. Thank you !
Hey Nonozor. I’d have to dig around and find my WIP, but fear not. I few days after you posted this, I got a message from Kiwi and he sent me his WIP. I had a chance to give it a few rounds and it looks and plays fantastic. I’ll try a few more runs to see if I run into any bugs or can provide any feedback, but I imagine a release will be in the very near future! Though I can’t speak for Kiwi, so please don’t rush him…but I feel it is very close to being ready.
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Really impressive PF redraw and build. Already know it’s going to be an excellent release. Thanks in advance.
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I was told Kiwi is rebuilding it from scratch.
Dark is correct. Kiwi is in the process of rebuilding the table, and you know he’s going to do an outstanding job! Dark, I appreciate your offers to help, as always. At this point, if anything is needed, Kiwi may be the point of contact.
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The table was sent to Kiwi to try to address some issues with the layout. I found that some table elements are not properly positioned/sized or aligned on the table. When I went to set up for making a base mesh for the left skii hills I found that I didn’t have enough room between the left cabinet wall and the skii lift device. An easy solution would of just been to cheat and move the cabinet wall to the left a bit, which I suppose we may hold as a trump card but I’m sure Kiwi can get it sorted out. So I have this project on hold for now, I have the right skii hill pretty much done and ready to go, I made the rubbers a separate mesh from the rest of the skii hill so they could have extra elasticity added to the prim physics.
Hey Dark! Thanks for working on those models! I didn’t intend for you to add more to your already full plate, but I appreciate it…they look great! akiles did ask me to disable the ramps, walls, bumpers, etc. that were used to simulate the slalom hill so that the collidable primitive could be tested. I need to get that back to him. I like your idea of keeping the rubbers a separate mesh so the elasticity could be configured separately (Dark, always so attentive to details). I hope there aren’t too many versions floating around being worked on…as you mentioned Kiwi was working on addressing the layout issues on a version. Which, I will be the first to admit, I did not do a great job on the layout…I never really used desktop mode before and everything appeared well enough in full screen…but once I did change to desktop mode, I realized stuff didn’t fit inside the cabinet!
I’ll try to help where I can with the table, but it seems there’s a lot of good folks fixing my mistakes so I’ll keep lurking in the shadows.
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Is the ski ramp on the right like the POD in IJ? Would work nice as a prim, any decent resources?
Hey Dark, It just pivots left to right (with the pivot at the bottom of the ramp). I wasn’t sure if a movable, collidable primitive would work…I think it would be the most appropriate, but I recall back in the day, collidable primitives might have been an issue….of course I’ve been so far removed from things, that might not be the case. one of the other things I couldn’t wrap my head around is, if it is a primitive that moves, albeit, not a lot of movement, and also has several lights, can the light be individually lit as a primitive with a texture swap of just the lights? I know that VP lights can be moved, but I didn’t know how to do it at the time. Anyways, here are some of the better resources I could find:
BTW, Drybonz has been working on making some changes to the table, so thanks to him. At this moment, I don’t have any plans to continue working on the table myself, buy anyone is welcome to!
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Hello all. Sorry there has been no update on this table. I haven’t touched it in months. And seeing as I don’t know if I ever will finish it, here is a link to the WIP. Anyone can feel free to finish it if they would like and formally release it. It’s pretty playable, but needs some polishing in aesthetics as well as physics. As you can see in the image, the slalom plastic and the plastic to the left of the ski lift do not fit within the cabinet. I never knew that because I only ever looked at the FS. I just tried the DS and noticed this. That will need to be adjusted. The slalom itself works alright, but is not perfect…it is not completely accurate, as sometimes the ball will appear to go past walls and over bumpers, etc, but the switches work pretty well. It would be a matter of adjusting walls and bumpers to match the images of the slalom…which right now is just two ramps with images. I didn’t try, but is it optimal now to use a collidable primitive in this case, rather than a non-collidable primitive and then use invisible walls? Other than that, the physics could use some tuning…for example, it’s rather difficult to hit the left side drop-targets and the stand ups behind them consistently, and also not that easy to get the ball in the drop hole on the right. Other details like the sling plastics aren’t the right size so the kicking rubber is exposed. Stuff like that.
I guess I kind of lost the motivation to finish out the table. I sort of have a desire to work on a few other tables, but I’m not committed to anything yet. OK, enough of the talking, enjoy the WIP and have fun.
Oh, I want to note, in case anyone does want to finish it, and just to give credit where credit is due, Ninuzzu did the ski lift, the coding and the animation. The base of this WIP was also from Ninuzzu, so thanks to him!
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Haven’t had a chance to play this yet, but seeing who worked on this table, no doubt it will be legit. The VP pro version is already one of my favorites! Thanks to Fren an all who contributed.
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Oh yeah, looking through this thread again reminded me I still need to make the cacti that go on top of the bumper caps – should be easy enough though. CJ is exciting for me because not only is it a great table made by a great author but it’s a milestone table for VP since it was the issue of the cacti animation that prompted talks with fuzzel to implement the animated obj feature in VPX (10.2). Bodydump has the cacti dancing nicely via script, just like the real thing, I just wish there could be a bit of a gradual slow down on the last cycle of animation as it comes to a stop but apparently it’s been a bit of a PITA to script already.
And playing this pin will probably be the only time I’ll be able to stand Polka music! I’m definitely looking forward to this because, as Dark mentioned, a great table by a great author and also pretty much anything Dark touches is magic.
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Thanks Fren, though I wouldn’t say I’m back. Just passing through. Great stuff going on these days, I must say!
Not sure if I did this correctly, as I’ve never uploaded a youtube video before, but hopefully it works…(also, apologies in advance for the crappy cell phone footage and one-handed playing. I tried to do video capturing via VLC software but it crashed everytime).
https://www.youtube.com/watch?v=VJp_kOib6_o&feature=youtu.be
Here is a short video of a fairly recent WIP version. ninnuzu helped out with a lot of stuff. (Thanks a bunch buddy!) One of the cool features he did was get the skilift working, and it looks great!
He also showed me that it was possible to have moving lights (for the slalom) but I couldn’t quite figure out his method, so I ended up fading some led primitives. Looks ok, I suppose. There is a short part of the video where you can see the slalom in action. Still need to work on making the slalom work better, and the exit ramp looks pretty crappy (wrong angle and too much gap). Other things need to be tweaked. In time…not working on it much…just a little here and there.
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Holly crap that looks great! you could do a texture swap for light on primitive or may be another way im sure
True…texture swapping could work. I’m sure there must be a way to have it work directly with VPX lighting because it’s so dynamic. figure I’m just doing something wrong.
The light halo height setting needs to be higher than the primitive, then it should light up or put on a invisible wall which is high enough
I thought I tried both methods…raising the halo height and also using an invisible wall, but neither seemed to work…maybe I just need to spend more time tweaking it.
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Another Stunner! So polished! Thank you team!
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Another great table that’s been on my radar! Looking forward to it! Much appreciated!!!
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Man Cave Approved! Very cool idea.
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Sir, THANK YOU! Another winner indeed!
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