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Found 7 results

  1. Hey Guys!!!! We are so excited to present our new Virtual Pinball Building guide that will feature everything you need to know from choosing your cabinet, repairing it, preparing it, hardware, software, setup, Led, wiring, addressable led, dot matrix, solenoids, contactors, shaker motor, gear motor, setting up tables etc..... We are Launching our Series on Youtube on March 29th 2019 Check our channel and we have the video on Premiere. Youtube Premiere Our Youtube Chanel is Mame in a box Youtube Channel our website will be hosting the new series and everything will be broken into sections. We published our 1st guide on this site and on VPforums in 2017 and have gotten over 30 000 downloads. We decided to host it on the website to facilitate updates which was not possible with the PDF. http://www.mameinabox.com Thank you to VPuniverse for being part of the Virtual Pinball Heritage.... Major Frenchy!
  2. This tutorial should help beginners to create their own RGB led strip configurations. I started making notes for myself and thought sharing could help others. You should already have led strips installed and DOF configuration working. Use http://configtool.vpuniverse.com to setup and download your directoutputconfig.ini file. After some trial&error, doing changes on Notebook in living room, running down to cabinet to test, going back, etc, I’ve created a mini matrix, just to see how effects work. This mini matrix is here used for the videos: The matrix has 24 pixel on left and right side, with 4 x 12 for the center matrix. I’ve used one meter of 96/m strip to build that. The tutorial will be published step by step, each handling a topic.
  3. It's common knowledge that default ramps in Visual Pinball are terrible You don't get support rings, proper 3d lighting effects, hard to work with, and if you do create a wire ramp using smaller ramps to get the effect you need, you're hung out to try if anyone wants to convert your table to desktop, or adjust layback, or anything, because it's all oriented to one perspective. I did this on Sharkey's Shootout, and I think it turned out OK but it needs to be updated with Future Pinball ramps now that I have seen how easy it is. The bottom line is: it's worth it. Now, there's a lot more you can do beyond what I show in this video. If you're comfortable with Blender, there's a ton of great things you can achieve. Check out some of the videos here once you are comfortable with this step http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/FuturePinball_FPx Export your VP blueprint (File > Export) Translate your VP table size to FP units (kiwi says 2 VP units = 1mm in FP, but technically it doesn't matter, I never scale my ramps properly and have to adjust the scaling of the object in VP) Import your VP blueprint to FP and use as your table image Create ramp in FP like you would in VP Add your objects, and the exciting things are what you can do to the transform points - these are the rings. In FP there's like 15 different ring types. After you get the ramp you want in FP, save it as a table Open Blender (free, fairly complicated but you only need a few pieces of info to make this work) Install the MS3D importer plugin Install the FP importer plugin Import your .fpt table Move things around in Blender if needed (I needed to move the end pieces to line up with the wire ramp, this is just moving it along the axis) The lengthwise wire in FP ramps is imported as a curve while the rings are imported as meshes. Everything needs to be mesh, so select the curves and convert to> mesh from curve Select your new mesh wires and go to edit mode > faces > triangulate faces (I have determined that all faces in VP need to be triangulated, otherwise you get strange texture issues) Now select every object in your ramp and join it as one unit Now you can export your wire ramp as an .obj - in the export options, make sure Write Normals and Triangulate Faces is checked, then export Now you can import into VP! Easy. I use the Chrome-Silver texture but you can try different metal textures to get desired look.
  4. OK I've done another tutorial. This one is a little presumptuous unfortunately, but I'll try to explain if any questions are needed I skipped over details that were covered in my first tutorial, but may be important here http://vpuniverse.com/forums/topic/1396-future-pinball-ramps-in-visual-pinball-tutorial/?hl=%2Bfuture+%2Bpinball (Future Pinball Ramps in Visual Pinball - Tutorial) I screwed up the scale, you should scale to .019. If you follow the same steps for each piece of plastic, you can copy&paste the primitive in the VP editor and just import each mesh without moving it, and it will position correctly if you've scaled properly. In FP, scale everything in half (close enough for what we are doing) from your VP measurements. Then scale the individual objects in Blender by .019, and you should be golden. I texture in Photoshop but the same thing can be done in Gimp or other editors. Then just rotate the X axis of the primitive in the VP editor by 90 degrees! You ask why you would want to do this rather than use the VP ramps and/or walls option, and it's a little hard to explain. It comes down to personal preference, for example on my current WIP Verne's World, the plastics have transparent edges, and I could do this with a ramp, but then I'd have no depth and I'd need walls to give it depth (transparently colored lips) and it's a bit tedious. Each builder is different, but it's becoming apparent that this is the way VP table authoring is headed, and with any luck this method will be obsolete with a new version of the VP editor! I'm constantly learning new things in the VP editor, as I'm fairly new to this I'm aware of the lack of documentation on some things. If there's anything you'd like a video tutorial on let me know, it won't take me long (if I know how to do it already!) Here's an example of the transparent edges: Addendum: You want to stretch the UV map to fit the plastics, otherwise you get distorted plastics images (blurry etc) so they should look like this instead of shrinking/stretching to fit like the ones I did in the video. Mental lapse
  5. Uploaded here, http://vpuniverse.com/forums/files/file/2894-shivaengine-4/ History: shivaEngine is part of the full install with Visual Pinball done by Cold1 and myself. It is labeled "Tutorial" in Visual pinball's full install, but it's included with the top gear table, so it's part of the standard package. A couple years later, I wrote shivaEngine2, which was aimed at the advanced user as a System 9 engine, and mid 80's Bally. It was very full featured, and could do just about anything even System 11 games could do in terms of a feature set. shivaEngine 3 was a middle ground, in that it had all the main features of se2, but using the modern scripting style of pre-made scripts with "hooks" inserted into the main engine. In it's own right, it is just as powerful as se2, and was designed to emulate all arcade games up to 1985 as perfectly as possible, without needing VPinMAME. There are 4 tables that used the se3 engine, Star Trek se3, Playboy se3, Kiss se3 and Power Play se3. The system is a modular concept, so you can in fact mix and match external scripts if you wanted to, setup took less than 5 minutes in most cases se4: The se4 engine builds on these concepts from before, but already, there are some major new features that are in place, with a lot more to be added. One of the biggest features of the xse engine is it will adds multiple preset scoring and control routines to standard objects and parts of a common table, (such as drop target banks, lanes etc) using a collection based system. Like the engine itself, this will contain multiple settings for each section, so there will be multiple types of scoring and routines capable for each section. But most importantly, there is a new menu system, that will allow you to adjust and set any of it's routines, settings, scoring, and rules while in game. In theory (and so far) there is no need to do any scripting at all! There are preset styles in case you don't want to change the settings yourself, and now a navigation and help menu that helps you in case you do. No more long text files that people don't read anyway in other words. As it Stands: At the moment, due to time, health and real life issues, se4 has stopped development. There are quite a few things that are missing from the table example, but lack of time prevents me from doing them, if ever. It would be such a shame though to waste this, as it could have such a dramatic effect on the community, and actually get a lot more people to make their own tables, so the table is out, and hopefully, people who do know how to script, and table devs, will step forward and help finish the engine. People who do can just contact me, I will help as much as possible, and still handle keeping track and organizing things, but to help, I have written a "to do" list as a guide of the things I had planned to add myself. Next planned version (beta 2) Keys and VBscript menus ' - In se4 b1, the system has a menu based system outline using display and text boxes. Though this does work, it's a bit clunky, hard to work with, and very inflexible. I am presently looking at alternate ways, that will give far more flexibility and ease of use. At the moment, the new menu will be more than likely HTA based, with far more options and capabilities. As well, it will be far more adaptable with changes caused by new releases of visual pinball. All work on the engine and example table will stop till a new menu system is done, so if there are people who want to add to the engine, hook up missing elements, or improve the engine, they can do so, as the work on the menu system can be completely seperate from the rest of the engine and table. Just submit the changed table to me, and I will incorporate the changes into future releases, with proper credit.
  6. Version Beta 1.1

    81 downloads

    History: shivaEngine is part of the full install with Visual Pinball done by Cold1 and myself. It is labeled "Tutorial" in Visual pinball's full install, but it's included with the top gear table, so it's part of the standard package. A couple years later, I wrote shivaEngine2, which was aimed at the advanced user as a System 9 engine, and mid 80's Bally. It was very full featured, and could do just about anything even System 11 games could do in terms of a feature set. shivaEngine 3 was a middle ground, in that it had all the main features of se2, but using the modern scripting style of pre-made scripts with "hooks" inserted into the main engine. In it's own right, it is just as powerful as se2, and was designed to emulate all arcade games up to 1985 as perfectly as possible, without needing VPinMAME. There are 4 tables that used the se3 engine, Star Trek se3, Playboy se3, Kiss se3 and Power Play se3. The system is a modular concept, so you can in fact mix and match external scripts if you wanted to, setup took less than 5 minutes in most cases se4: The se4 engine builds on these concepts from before, but already, there are some major new features that are in place, with a lot more to be added. One of the biggest features of the xse engine is it will adds multiple preset scoring and control routines to standard objects and parts of a common table, (such as drop target banks, lanes etc) using a collection based system. Like the engine itself, this will contain multiple settings for each section, so there will be multiple types of scoring and routines capable for each section. But most importantly, there is a new menu system, that will allow you to adjust and set any of it's routines, settings, scoring, and rules while in game. In theory (and so far) there is no need to do any scripting at all! There are preset styles in case you don't want to change the settings yourself, and now a navigation and help menu that helps you in case you do. No more long text files that people don't read anyway in other words. As it Stands: At the moment, due to time, health and real life issues, se4 has stopped development. There are quite a few things that are missing from the table example, but lack of time prevents me from doing them, if ever. It would be such a shame though to waste this, as it could have such a dramatic effect on the community, and actually get a lot more people to make their own tables, so the table is out, and hopefully, people who do know how to script, and table devs, will step forward and help finish the engine. People who do can just contact me, I will help as much as possible, and still handle keeping track and organizing things, but to help, I have written a "to do" list as a guide of the things I had planned to add myself. Next planned version (beta 2) Keys and VBscript menus ' - In se4 b1, the system has a menu based system outline using display and text boxes. Though this does work, it's a bit clunky, hard to work with, and very inflexible. I am presently looking at alternate ways, that will give far more flexibility and ease of use. At the moment, the new menu will be more than likely HTA based, as a dedicated webpage system, with far more options and capabilities. As well, it will be far more adaptable with changes caused by new releases of visual pinball. All work on the engine and example table will stop till a new menu system is done, so if there are people who want to add to the engine, hook up missing elements, or improve the engine, they can do so, as the menu system is completely seperate from the rest of the engine and table. Just submit the changed table to me, and I will incorporate the changes into future releases, with proper credit.
  7. hi guys i see lots of night mods coming and get a heap of pm messages from people requesting some help getting g.i effects made in Photoshop. so i decided to give people a hand on a method i like to use that's pretty simple and you get a lot of control of how the lighting looks in the finished product. included in this post is a Photoshop template file ready for you to put your own play field image in and by following a few simple steps can create some general illumination lighting. now this is only a quick introduction to get shadows and other reflections is extra but this is a good start and you will be happy with your results im sure. here is the photoshop source file required to begin: lighting tutorial.zip so here we go: Step 1 when you open the file make sure to have access to the layers section step 2 the area you will be using is color coded green and labeled in a folder named uncompleted example step 3 Insert your own playfield image into where i have placed my example or to try demo just use my example. step 4 you will see a folder named light source, duplicate this folder and use the move tool to place it in the position of another bulb. repeate this step until all bulbs have light on your playfield. step 6 now you have made all light sources you may be thinking " the table is still not right and too dark around the light sources". create a new layer under your lightsource folders above your playfield image and select the layer type to "overlay" step 7 now select the brush tool and make the width around 230px and set the brush hardness to 0% step 8 now open up the foreground color properties and change the color to the one in the following screen shot step 9 now paint on your new created layer, you will see it lighting up your playfield, you can get creative here and leave out areas to imitate shadows. step 10 if you are not happy with the amount of intensity the painted light has created just duplicate the painted layer and adjust its transparency in the layers properties panel hope you guys can follow this and it is useful, giving instructions isn't my strong point. if it does help people i could make more quick tips like this for other things if anybody would be interested This post has been promoted to an article
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