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NetzZWerg last won the day on February 6

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  1. Just checked the project file and your video. What is happening with your score scene is color bleeding. You colorized the replay at scene and the mask stays too long so it bleeds over into the game over score scene. First possibility is to add a palette switch to the game over scene, but you will need a mask to trigger it at the static content like the gameover text. Second possibility is to reduce the delay time of the replay at scene, but I would not suggest to do that. Since you anyway will have to use a mask, it would be more comfortable to add a static color mask scene, to be able to give different colors to the game over, credits and score. Added a scene to the project, for you to see: Barbwire.ani Barbwire.xml
  2. Awesome peviews and color choices, looking great!
  3. Worked on more scenes, hard to find good colors for this table...
  4. I like that table and what you have done is looking great! Keep it up please :-)
  5. Yes, I had to fight with that scene about 100 hours, it is a real pain. I know how to fix that issue for the vpin and will fix it soon, but there is a strange behavior on real mashines. Hopefully I will work it out for the next update.
  6. I am sorry guys, I have no idea when this one could be finished... The more I work on it the more difficult modes show up. There is a lot of dynamic content that is really hard to solve with current possibilities... To me it seems like a similar task like IJ.
  7. The good things is that it should work great on vpin if it works on the real one, the opposite way is more difficult most of the time.
  8. I have no experiences in dumping from real pins, but if you anyway work with single frames you can just give them a big delay since it will only stay as long as the next trigger will stop it. The best way to dump is to trigger the animations manually and let them run to the end, in gameplay you will disturb those animations with others so it will be harder to collect all needed frames.
  9. From my experience I had to spend 100+ extra hours for each table to make it work on a real pin the same as on vpin. Real pins in general don´t seem to like animations longer than 1 frame because of some kind of timing differences. For instance for the multiball animation from TOM I had to cut and trigger all 350 single frames to make it work on a real pin. You will also have to play with the delay times of the single frames and the hash layers at some points. This is my experience with bally/williams tables, I am working on my first data east and I have no real pin test results yet.
  10. Would also be nice to open a thread for those general questions instead of using this post. Thanks
  11. Sorry, will update this colorization within the next months, so no changes yet.
  12. I was able to work on this around 6 to 8 hours every day since I started the project some days ago. I concentrate on coloring long animations and did not mess with any optimization or keyframing, but I already created the needed masks to be able to trigger those animations. Latest images:
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