Content Provider oooPLAYER1ooo Posted April 27, 2013 Content Provider Share Posted April 27, 2013 was playing around tonight with primitives,i wasnt happy with the way the ones on south park turned out so i started to experament what a droptarget or uprighttarget looked like using primitivesand here are my results,now we can make targets that are semi transparent like plastic ones and we can now make then react to gi light using on/ off textures if we wanted too.here is a demo with 2 simple Oversized targets one a drop target one an upright target. notice they are transparent on the plastic part araound and behind the decal and are dont loose light like dropwalls do as we do them now.Drop target will reset when ball drains:http://vpuniverse.com/forums/videochat/uploadedFiles/oooPLAYER1ooo_primitive_droptarget_demo_w_GI.ziphere is a template for anyone interested in trying to make a square 4 sided primitive object:the photoshop version with added guidelinesoooPLAYER1ooo_primitivetemplate_PSD.ziphope this helps someone understand how primitives work texture wise Link to comment Share on other sites More sharing options...
faralos Posted April 29, 2013 Share Posted April 29, 2013 no clue as to what is a primitive but hopefully your demos will teach me thanks!! Link to comment Share on other sites More sharing options...
Content Provider Itchigo Posted April 30, 2013 Content Provider Share Posted April 30, 2013 Thanks P1. I need to learn flippers. Link to comment Share on other sites More sharing options...
Content Provider unclewilly Posted April 30, 2013 Content Provider Share Posted April 30, 2013 Thanks phil. Im about to implement these on the fg update im working on Link to comment Share on other sites More sharing options...
Content Provider unclewilly Posted May 1, 2013 Content Provider Share Posted May 1, 2013 These are awesome. So much more realistic for a drop target. Id like to see someone use this for a dropping bank like on monster bash or afm Link to comment Share on other sites More sharing options...
Content Provider oooPLAYER1ooo Posted May 1, 2013 Author Content Provider Share Posted May 1, 2013 sweet, i been experamenting with all sorts of textures i have made posts all sorts of stuff but if you start to use too many it becomes a framerate killer they would also be perfect for swinging targets moving left to right and you could even add gi on/ off light. skype me and i'll help with FG this is perfect for the rising stopper, we can finally add a realistic one , with realistic lighting Link to comment Share on other sites More sharing options...
luvthatapex Posted May 1, 2013 Share Posted May 1, 2013 This will make a HUGE difference in target appearance on the games. I always hated that targets look flat, blurry or dim but this will change it all. I wonder if the nearly vertical targets on side drop target banks for example would improve too? You can't even see the face of the target in the current VP without primitives. Very exciting Phil. Link to comment Share on other sites More sharing options...
faralos Posted May 13, 2013 Share Posted May 13, 2013 funny I never had any type of problem with images not showing on the faces of drops and as for the primitive things i can't even get that to work at all which pins have drops that look flat or blurry out of curiosity since all my downloads look great as well as all the pins I built that use drops Link to comment Share on other sites More sharing options...
Content Provider oooPLAYER1ooo Posted June 18, 2013 Author Content Provider Share Posted June 18, 2013 just a bump after Unclewilly's release of his wonderful bigbangbar update that used animated primitive droptargets this is a quick and huge improvement to add to existing tables that have bad looking targets using the older drop wall up/down method. after doing a few targets it gets much easier and quicker to add, you just have to understand how they work. please feel free to ask any questions here. sadly primitives cant be copied and pasted yet so each object needs to be made at a time, but the outcome is well worth the effort oooPLAYER1ooo Link to comment Share on other sites More sharing options...
Content Provider unclewilly Posted June 21, 2013 Content Provider Share Posted June 21, 2013 They make for a nice plunger animation also. Just set it up in my Mr and Mrs pacman sip and the plunger animation is nice and smooth, maybe even better than the alpha ramp. The drops are super easy to code into a pinmame table as well. Use bbb as an example. I didn't need to really change anything aside from adding the timer calls to the already existing drop target code Link to comment Share on other sites More sharing options...
Content Provider unclewilly Posted June 21, 2013 Content Provider Share Posted June 21, 2013 I'd like to rewrite the drop target pinmame class but haven't had time to as of yet Link to comment Share on other sites More sharing options...
Content Provider oooPLAYER1ooo Posted June 22, 2013 Author Content Provider Share Posted June 22, 2013 cool, check out my new south park in the testing area added ambient light adjustment Link to comment Share on other sites More sharing options...
Content Provider unclewilly Posted June 23, 2013 Content Provider Share Posted June 23, 2013 Yeah I'm gonna grab it after work. I'm curious how you went about that Phil. Such a nice table already Link to comment Share on other sites More sharing options...
Content Provider oooPLAYER1ooo Posted June 23, 2013 Author Content Provider Share Posted June 23, 2013 alpha ramps and texture swaps using variables as texture names Link to comment Share on other sites More sharing options...
Content Provider chinzman93 Posted June 23, 2013 Content Provider Share Posted June 23, 2013 @Player: Thanks for putting out this demo. I hope to use this in my Kings of Steel build. Can't wait to see what you have done with SP! @UW: The drop targets in BBB are awesome. Very smooth. Link to comment Share on other sites More sharing options...
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