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  • in reply to: Working on site #2322
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      @sliderpoint

      I see this on all the pages; Am I supposed to?

      web screen shot

      -Mike

      in reply to: Raised Playfield discussion #2321
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      Participant
        @sliderpoint

        The raised playfield value is actually a height offset to everything. If you add a value say 50 everything will be raised by 50 units because the playfield is the relative origin for every other element on the table. Therefore you have to enter a negative height for walls for example if you want to go under the playfield because the playfield height 50 is your new 0

        So why have it at all? It seems it could just stay 0 and everything still works exactly the same. I’m not understanding where the value add is.

        in reply to: Raised Playfield discussion #2315
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          @sliderpoint

          Awesome! MM is a perfect use case for needing the trough.

          I guess I don’t really even understand what the raised value even does. If you put a number in there, say 75, all other objects still base their heights where the playfield is. So 0 is still level with the playfield, not -75 below it. If you want something below it you still have to put in a negative number. And you can still use the kicker to have a ball go below the playfield even if the playfield height is still zero. So I’m not really sure what it’s even doing, maybe something with rendering…?

          -Mike

          On a complete side note, I really wanted to post in Dozers thread that he wouldn’t be able to release his MM wip over there because the game is currently in production! :whistle: but that’s not very constructive.

          in reply to: Materials #2304
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          Participant
            @sliderpoint

            I think when VPX beta with the materials came out they posted a couple tables that had a bunch of doughnuts with a bunch of various material samples. post #2.

            I grabbed those and exported and imported them in to the tables I was playing with, but now the material managers in those tables are a mess.

            -Mike

            in reply to: Pinball Magic vpx #2244
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            Participant
              @sliderpoint

              I’ve been trying to get a bit more support for raised playfields in the bug tracker, but no luck yet. The reflections look good but don’t work on the raised wall.

              So do what you like (I did on TAF), but people seem to like mirror like reflections on the playfield with excessive bloom on everything.

              -Mike

              in reply to: Hey 193 members and wondering if everyone can post? #2183
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              Participant
                @sliderpoint

                As the winner, I would like to choose the Metallica wip as my prize!

                ?

                -Mike

                in reply to: Hey 193 members and wondering if everyone can post? #2176
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                Participant
                  @sliderpoint

                  Do I win?

                  -Mike

                  in reply to: Hey 193 members and wondering if everyone can post? #2175
                  Sliderpoint
                  Participant
                    @sliderpoint

                    First!!!

                    -Mike

                    in reply to: Your favorite light Beer #2044
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                    Participant
                      @sliderpoint

                      I believe light beers are “light” due to the reduced alcohol content. The complex sugars in alcohol result in high calorie rate. With that being said, I see sessions are becoming popular. Those are just low alcohol beers, so I think they count.

                      -Mike

                      in reply to: VP10 – Is it all its cracked up to be ? #1702
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                      Participant
                        @sliderpoint

                        Yeah, don’t get me wrong, VP10 is awesome. And actually the thing I like the most is the new light object. I was never smart enough to understand how the fading light script stuff in older versions worked, so I really like how much easier that is in VP10.

                        in reply to: VP10 – Is it all its cracked up to be ? #1665
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                        Participant
                          @sliderpoint

                          Since there was a conscience decision to break backwards compatibility in exchange for technical advancements, I have to say there are a few features that I’m disappointed are not being looked at for VP10. I for one would like to see a different renderer (is that a word?) with volumetric lighting done now as opposed to making another significant change again later. Or maybe they don’t think it will ever happen? I’m not a developer so I can’t contribute in that sense. It’s definitely the thing that bothers me the most about VP, the lighting is always “Faked”. It can be faked alot better in VP10, but still faked.

                          -Mike

                        Viewing 11 posts - 521 through 531 (of 531 total)

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