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 Post subject: Tables we would like George H to work on :)
 Post Posted: Mon Jul 15, 2019 5:38 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 159
Since George invited me to be more active in this group vs VPforums I'll migrate his thread over here.

He's been an awesome well of information whenever I had a question.

So i'll start this one up here :D


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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Mon Jul 15, 2019 6:05 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2487
Location: Arkansas, USA
Ok. That cool. I am currently working on Jurassic Park. There is a lot to love on this table. So far I have added custom physics, dynamic flippers, reworked the playfield texture and the texture for one of the dino models. Although the playfield is high resolution, parts of it had too much red color so I spent a lot of time working on it and it looks great now. I figured out how to remove the "execute" command from the script with Francisco's help. It performs amazingly well now.

I decided to mod both Rom's and Slamt1lt's versions because I couldn't decide which one I liked better. Slam's version had 3 textures for HUD overlays and he only used 1 so I decided to add 3 HUDs and let the end user switch between the 3.

I am in the process of working on the GI and will add the lighting mode switch like I added to DarkQuest.

If anyone wants anything else changed, please let me know.

George


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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Mon Jul 15, 2019 7:03 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2823
Location: Ontario, Canada
You are welcome here dj !


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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Tue Jul 16, 2019 1:45 am 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 159
Awesome George! I love that table. I modded Slam’s last version to use the original music. I just need to remember to turn off my defender real-time scamming since the script triggers it

How’s monster bash coming?

Also i think The Walking Dead could use a refresher ;)


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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Tue Jul 16, 2019 11:58 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2487
Location: Arkansas, USA
You might want to try Rom's version. The download is sort of hidden in the first posting of the table. I haven't played this table in quite a while. I think the reason is that it is so dark. I started working on just because I thought it needed it but last night I got to 1.7 billion and was a lot of fun. It was almost to the point of high score overflow. I guess I will have to add the code to fix that. I don't work too fast but this is the code to remove the "execute" commands if you want to play it before I post it:

Replace this:

Code:
Sub blockItBAllOff()
Dim x
   for x=1 to 17
   Execute "blockItB"&x&".Collidable=false"
   Execute "blockItB"&x&".Render=false"
   next
End Sub


Sub blockItAllOff()
Dim x
   for x=1 to 16
      Execute "blockIt"&x&".Collidable=false"
      Execute "blockIt"&x&".Render=false"
   next
End Sub

Sub blockItBAllOn()
Dim x
   for x=1 to 17
      Execute "blockItB"&x&".Collidable=true"
      Execute "blockItB"&x&".Render=true"
   next
End Sub

Sub blockItAllOn()
Dim x
   for x=1 to 16
      Execute "blockIt"&x&".Collidable=true"
      Execute "blockIt"&x&".Render=true"
   next
End Sub


with this:

Code:
Sub blockItBAllOff()
   blockItB1.Collidable=false
   blockItB2.Collidable=false
   blockItB3.Collidable=false
   blockItB4.Collidable=false
   blockItB5.Collidable=false
   blockItB6.Collidable=false
   blockItB7.Collidable=false
   blockItB8.Collidable=false
   blockItB9.Collidable=false
   blockItB10.Collidable=false
   blockItB11.Collidable=false
   blockItB12.Collidable=false
   blockItB13.Collidable=false
   blockItB14.Collidable=false
   blockItB15.Collidable=false
   blockItB16.Collidable=false
   blockItB17.Collidable=false
   blockItB1.Render=false
   blockItB2.Render=false
   blockItB3.Render=false
   blockItB4.Render=false
   blockItB5.Render=false
   blockItB6.Render=false
   blockItB7.Render=false
   blockItB8.Render=false
   blockItB9.Render=false
   blockItB10.Render=false
   blockItB11.Render=false
   blockItB12.Render=false
   blockItB13.Render=false
   blockItB14.Render=false
   blockItB15.Render=false
   blockItB16.Render=false
   blockItB17.Render=false
End Sub

Sub blockItAllOff()
   blockIt1.Collidable=false
   blockIt2.Collidable=false
   blockIt3.Collidable=false
   blockIt4.Collidable=false
   blockIt5.Collidable=false
   blockIt6.Collidable=false
   blockIt7.Collidable=false
   blockIt8.Collidable=false
   blockIt9.Collidable=false
   blockIt10.Collidable=false
   blockIt11.Collidable=false
   blockIt12.Collidable=false
   blockIt13.Collidable=false
   blockIt14.Collidable=false
   blockIt15.Collidable=false
   blockIt16.Collidable=false
   blockIt1.Render=false
   blockIt2.Render=false
   blockIt3.Render=false
   blockIt4.Render=false
   blockIt5.Render=false
   blockIt6.Render=false
   blockIt7.Render=false
   blockIt8.Render=false
   blockIt9.Render=false
   blockIt10.Render=false
   blockIt11.Render=false
   blockIt12.Render=false
   blockIt13.Render=false
   blockIt14.Render=false
   blockIt15.Render=false
   blockIt16.Render=false
End Sub

Sub blockItBAllOn()
   blockItB1.Collidable=true
   blockItB2.Collidable=true
   blockItB3.Collidable=true
   blockItB4.Collidable=true
   blockItB5.Collidable=true
   blockItB6.Collidable=true
   blockItB7.Collidable=true
   blockItB8.Collidable=true
   blockItB9.Collidable=true
   blockItB10.Collidable=true
   blockItB11.Collidable=true
   blockItB12.Collidable=true
   blockItB13.Collidable=true
   blockItB14.Collidable=true
   blockItB15.Collidable=true
   blockItB16.Collidable=true
   blockItB17.Collidable=true
   blockItB1.Render=true
   blockItB2.Render=true
   blockItB3.Render=true
   blockItB4.Render=true
   blockItB5.Render=true
   blockItB6.Render=true
   blockItB7.Render=true
   blockItB8.Render=true
   blockItB9.Render=true
   blockItB10.Render=true
   blockItB11.Render=true
   blockItB12.Render=true
   blockItB13.Render=true
   blockItB14.Render=true
   blockItB15.Render=true
   blockItB16.Render=true
   blockItB17.Render=true

End Sub

Sub blockItAllOn()
   blockIt1.Collidable=true
   blockIt2.Collidable=true
   blockIt3.Collidable=true
   blockIt4.Collidable=true
   blockIt5.Collidable=true
   blockIt6.Collidable=true
   blockIt7.Collidable=true
   blockIt8.Collidable=true
   blockIt9.Collidable=true
   blockIt10.Collidable=true
   blockIt11.Collidable=true
   blockIt12.Collidable=true
   blockIt13.Collidable=true
   blockIt14.Collidable=true
   blockIt15.Collidable=true
   blockIt16.Collidable=true
   blockIt1.Render=true
   blockIt2.Render=true
   blockIt3.Render=true
   blockIt4.Render=true
   blockIt5.Render=true
   blockIt6.Render=true
   blockIt7.Render=true
   blockIt8.Render=true
   blockIt9.Render=true
   blockIt10.Render=true
   blockIt11.Render=true
   blockIt12.Render=true
   blockIt13.Render=true
   blockIt14.Render=true
   blockIt15.Render=true
   blockIt16.Render=true
End Sub


I think the other 2 tables you asked about need the same sort of change. You might see if you can imitate the fix for them.

The Walking Dead needs a redraw of the textures for the playfield and plastics. I can't do it myself and can't find anyone who will do it. Aduke really worked hard on the script. He had access to the real table so it was done right. Apart from the textures, the table is actually in pretty good shape. I wish someone would come forward and decide to redraw the textures or maybe find a better version on the internet somewhere. (I performed some searches but couldn't find anything).

George


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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Tue Jul 16, 2019 1:06 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 159
Oh ok cool. I have both versions d/l but I have Slam's on my actual FE. I'll give that script change a go and test it out. And yeah I need to see if I can add those to Last Action Hero and Tales from the Crypt as I think those have the same issue.

Oh i see what you're saying. I can try exporting the playfield and work some photoshop magic.

General question: how is toys animation handled, via the script? are the plastics/toys different than in VPX? I ask because in relation to Attack From Mars, in the VPX version the flying saucers are consistently rotating during play, I'm wondering if that can be achieved in FP and if so is it difficult. I love Slam's ultimate version and think this would be a great addition if possible.


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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Tue Jul 16, 2019 3:34 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2487
Location: Arkansas, USA
I can only tell you generally how animation is done. The T. Rex in Jurassic Park has the model saved as a drop target. So the model has only 2 positions it switches between, head up and head down. The actual motion of the head as it moves from one position to the other is somehow controlled by the model. The script is the same as for a drop target.

Models can be saved as any type of object that FP supports and the script is the same as the type of object. The moat on Medieval Madness is saved as a kicker so that the ball can be destroyed when the ball hits it just like a kicker does. I have done very little with toys but I think they have more capabilities.

I don't know of a way to do rotating saucers using the traditional methods (possibly saving the model as a spin disc?). The effect could probably be done with BAM's miniplayfield option. I know very little about miniplayfield also. Gimli is the expert.

I doubt there are any edits that will work on the textures for The Walking Dead. Everything looks kind of blurred so I doubt there is much you can do but it doesn't hurt to try.

George


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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Tue Jul 16, 2019 5:51 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 159
Hmmm there's a few VPX tables with some decent playfields. I can extract those then work some photoshop magic.

Here's one I can try i think it looks a bit better than the FP one

http://vpuniverse.com/forums/screenshot ... 13d3cb.jpg

There's also this one I can try too

https://vpinball.com/wp-content/uploads ... 8x1855.jpg

And finally this is from Hannibal's 4k edition which I can also try.

https://www.vpforums.org/index.php?app= ... 792&full=1

I'll see what I can do.


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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Tue Jul 16, 2019 6:15 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2487
Location: Arkansas, USA
I honestly don't like playfield textures that are painted dark. It is probably an area where you and I don't agree since I remember you like the dark version of Medieval Madness. An undarkened playfield provides something you can work with. If you don't like the way the texture was darkened, there is not much you can do about it. I prefer adjusting lighting with GI and shadow maps and don't like playfields painted dark. Funhouse is an example of a table with GI and shadow maps that I did.

That is my opinion anyway but feel free to do what you can.

George


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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Tue Jul 16, 2019 9:32 pm 
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Joined: Mon Aug 15, 2011 10:02 am
Posts: 1886
Location: Argentina
djlunchbox wrote:
General question: how is toys animation handled, via the script? are the plastics/toys different than in VPX? I ask because in relation to Attack From Mars, in the VPX version the flying saucers are consistently rotating during play, I'm wondering if that can be achieved in FP and if so is it difficult. I love Slam's ultimate version and think this would be a great addition if possible.


You can rotate a toy around his center, more if it is like a spin disk.

You can do it with playfields as George point if the toys have lights, but IDK if you can achive that when the Y axis are non vertical


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