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132 files

  1. T.K.O. (Gottlieb 1979)(VR Room)

    It is a hybrid table. You can play it in FS, DT or VR.
     
    The original table was made by BorgDog.
    I would like to thank BorgDog for allowing me to use his table in a VR room.
    Thanks to Rascal for an easier way to incorporate the reel into older EM tables.
     
    Info
    The playfield had poor quality. Therefore I have redrawn it almost completely. I also reworked the Plastics.
     
    There are 16 LUT files in the table. Here's how to change the lighting.
    Hold the left magna-save button and click the right magna-save button to change the LUT file.
     
    I have integrated the backglass; no external BG is needed in VR.
     
    You can change the DIP-settings by pressing F6 after starting the table.

    555 downloads

       (3 reviews)

    4 comments

    Updated

  2. Tales From The Crypt (Conversion from FP) (VPX Beta)

    This is a relatively quick build, done at the request of hauntfreaks. It's probably the most complete of the VPX conversions I'm uploading. This one has been available at VPF for a couple weeks so if you've already got it don't worry about this one!
    Scripting done by JPSalas, modified to work in VPX by myself
    Table done by francisco666 and polygame, with additions by myself and converted to work in VPX
     
    Essentially, this is a FP to VPX conversion, using the script from the exist VP9 table.
     
    I might maintain this one once VPX is out of beta but I make no promises...

    2125 downloads

       (7 reviews)

    0 comments

    Updated

  3. Tales From The Crypt VPW Premium (Data East 1993)

    Welcome to the frightfully fun release of Tales From The Crypt from the VPW team!
    This is our first scratch built table using all the tips and tricks we've picked up in our past releases and mods, and we're super proud of it and hope you all enjoy it!
     
    ** Please use VPX 10.6, there may be issues with 10.7  This is now updated to 10.7.
     
    With all of the options on the table is quite "heavy", and the new "RTX" ball shadow code is fairly costly in terms of performance, we think it looks amazing (if we do say so ourselves!) but can be turned off.
    VR Options are all in the script, with options to include or exclude the RTX shadows.
    (by the way, RTX has nothing to do with nvidias RTX, it's just a name!)
     
    '*** V-Pin Workshop Spooky Crypt Team ***
    - Project Manager: Tomate
    - Models and textures with Blender & Octane: Tomate
    - Ramps: Tomate
    - Primitive fading code for GI and flashers: iaakki
    - "Three layer" 3D Inserts: iaakki
    - Tombstone Code: Sixtoe, DJRobX
    - PF edits and insert texts: iaakki
    - Additional lighting: iaakki, Sixtoe, Skitso, G5k, Tomate
    - Wylte RTX ball shadows: Wylte, apophis, iaakki
    - VR & Various Fixes: Sixtoe
    - nFozzy physics: iaakki, Benji
    - Rubberizer and TargetBouncer: iaakki
    - Fleep Sounds: iaakki, Benji
    - Miscellaneous fixes and tweaks: CyberPez, apophis, kingdids, baldgeek, fluffhead35, HauntFreaks
    - Testing: Rik, VPW team
     
    Table Rules
     
    ' 002 tomate - wireramps and metal ramps prims added
    ' 003 tomate - correct POV, backwall added
    ' 004 tomate - ramps height corrected 
    ' 005 iaakki - NFozzy lighting script in, PF and new insert Text ramp, First inserts layed
    ' 006 iaakki - insert bulb primitives added for testing
    ' 008 iaakki - OFF insert Normal Map added
    ' 011 iaakki - round inserts done
    ' 012 iaakki - rec star inserts
    ' 013 iaakki - some insert adjustmens
    ' 014 iaakki - updated PF and text, rest of the inserts done. lamps on layer 8 needs adjustment
    ' 018 tomate - some new prims and textures added
    ' 019 tomate - rest of the new primitives and textures added (layer 1)
    ' 020 tomate - some tweaks on VPX stuff, low poly colidable ramps added (layer 2), some tweaks on LUTs
    ' 021 tomate - more tweaks on LUTs, add flippers prims to work properly, add new holes on PF mesh, tumbstone prim and VUKs works properly now, some tweaks on upper plastic, apron plastic primitive fixed
    ' 022 Benji - Physics scripting in place with working flippers, no rubber dampening applied to objects yet
    ' 023 kingdids - some tweaks on table lighting settings
    ' 024 tomate - correct all the textures from camera POV, some tweaks on lighting settings and LUTs 
    ' 025 tomate - separate eye target and remplace original prims, separate drop targets and spinners prims (doesn't work yet), redone slingshots and separate prims of SLING1/2
    ' 026 sixtoe - Refactored timers, added playfield trigger and top vuk hole sides, aligned ramp entrance lamp flashers, sorted out some of the vr cabinet prims (temp invisible), 
    ' 027 iaakki - Checked physics code, made new collections for rubberbands and posts, added fleep sounds on most of the collisions (all other sounds removed for now), laneguides had wrong physics so ball felt spinning all the time
    ' 028 iaakki - RightFlipper1 added back with ssf sounds
    ' 029 iaakki - Plunger, drain, bumper and wire gate sounds tied. Upper right flipper live catch should be now possible
    ' 030 tomate - OFF textures added
    ' 031 iaakki - Metals and MetalRamps duplicate prims done to layers 7 and 9. Created material for fading and tied them to GIUpdates.
    ' 032 iaakki - some new material and cab sides tied to gi
    ' 033 tomate - rubbers posts and sleeves separated and applied to the collection dPosts and dSleeves respectively. Rubber bands separated and assigned to the aRubberBands collection. Physical materials assigned to rubber posts, sleeves, metal walls, plastics, and metal ramps. Correction of the location of a rubber post that invaded the loop ramp
    ' 034 tomate - erase original rubber bands, remplace LSling1/2 and RSling1/2 with baked prims. Cleaning g02 texture so that it looks correct when the slingshots kick
    ' 035 tomate - spinners and gates prims in place and hooked up, standup target and eye targets in place unhooked.
    ' 036 iaakki - wireramps added to gi fading, metalramp db issue fixed, ball shadows, insert text, flip shadows fixed by aadjusting Z.
    ' 037 iaakki - off prim D default values changed. Added more stuff to giupdates
    ' 038 tomate - animation of gate1 and 2 fixed. Collections created according to textures, primitives assigned to collections. All the primitives has "colormaxnoreflectionhalf" material
    ' 039 iaakki - rest of the OFF prims done, double checked all settings for ON and OFF prims. Dedicated materials created. GIupdates is now using UpdateMaterial with aLvl^5 for gi events. RF_plastics image imported, but not taken in use.
    ' 040 iaakki - created materials for each type of prims: gi_on_plastic,metals,cab,blubs and those are faded differently in giupdate. Made fading speed faster.
    ' 041 cyberpez - Animated standup targets. Reworked drops to be animated and Roths Double Drop mod.
    ' 042 iaakki - Added standup and drop target off prims and added to fading. Fixed drop target transZ to transY. Updated to rom tftc_400. UseSolenoids=2 in too.
    ' 043 tomate - A few textures fixed and some LUTs added
    ' 044 iaakki - PF GI flasher reworked, some OFF prim default DL values adjusted, MetalsOFF prim size adjustment to avoid z fighting, New on/off collections to hide primis when GI full on/off
    ' 045 iaakki - tombstoneOFF made to move too
    ' 046 iaakki - Sol4R created for right flasher, only gion state for now.
    ' 048 iaakki - Sol4R kind of working in gion and gioff state. Various DL values should be fixed in each state. Simple preloader done
    ' 049 tomate - All prims with DL=1, plastics prims replaced, top_plastic unhooked from GI, plastics_off texture modified, collideable metal walls reworked (ball now acts naturally when left VUK kicks or when falls from left spinner), collideable prim for center vuk added , center vuk strength corrected
    ' 050 iaakki - flipper physics restored and loophelper implemented.
    ' 054 iaakki - RF and LF code implemented to debug version
    ' 055 iaakki - textures imported back. cab_RF was broken and fixed it. Plunger lane plastic is broken on some textures.
    ' 058 iaakki - flasher and gi fading finalized, 68 and 71 lamps assigned, sling animation items added to fading, but removed from visibility swaps. May flicker in VR??
    ' 059 iaakki - new plastics prim and GI control. Changed PLAYFIELD_GI1 depth bias as it had issues with plastics. OFF flips made darker
    ' 060 iaakki - ball brightness fading with GI. Consts ballbrightMin and ballbrightMax are used to set the limits. 
    ' 061 tomate - new set of prims added, new set of texures added, prims separated and placed into collections
    ' 062 iaakki - fixed some DB issues, added flasherblooms, adjusted lighting
    ' 063 tomate - bumpers prims divided, bumperRing 1/2/3 animation done, off primitives still missing
    ' 064 iaakki - fixed sling DL values that were not consistent, added some magnasave button action, made some tests to pf flashers, GI bulbs still broken, some other lighting tweaks
    ' 065 tomate - new set of backwall textures added, slings DL values bring to 0, erase slings from g02, scatter value added to left plunger to make shots more random, modified strenght of central VUK to match with gameplay videos
    ' 065a tomate - increase scatter value to the left plunger, bumperRing Off prims added to Script
    ' 066 Sixtoe - Split ramp bulbs out of g02 and added them to DL, split bumper caps out of bumpers and added them to DL, cut holes in PF, adjusted some lights and flashers, realigned and coded VR cabinet & modes, adjusted shooter lighting and disconnected bulb from g02 prim, added under table GI lights for ball reflections,
    ' 067 iaakki - tombstone redone and shaking. rubberizer and targetbouncer added; not adjusted
    ' 068 tomate - jurassic dome OFF texture tweaked, LF and RF flasherbloom moved up, main gate texture changed, PF thickness added to hole near upper flipper, bulbs primitive separated in ---> bulbs and lamp_bulbs and placed into collections
    ' 073 iaakki - Merge various triggers and ballshadow code from duplicate 065 version
    ' 074 baldgeek - set plunger to auto, added enter/exit sounds for scoop next to left ramp
    ' 075 baldgeek - fixed scoop exit sound
    ' 076 gtxjoe - Add debug shot testing.  Press 2 to block outlanes/drain.  Press and hold any of these keys to test shots:  W, E, R, Y, U(Vuk), I(Crypt Vuk), P, A, S, F, G
    ' 077 iaakki - At least the ball uservalue bug fixed by having an array to carry wireramp status. Uses BallGoesWire sub. TargetBouncer taken in use for targets, posts and sleeves.
    ' 078 fluffhead35 - Added RampRolling sound playback logic for wire ramp sounds.  Implemented WireRampOn for sw47 & sw58 and WireRampOff for Trigger1 & Trigger2
    ' 079 iaakki - ramproll stuff combined to ball shadow code. Triggers reworked one more time, Right vuk ramp fixed as ball jumped over the triggers, rdampen set to 10ms timer
    ' 080 benji - wire ramp loop sound swapped out for more seamless one. fx_vukExit_wire sound added to manager, added to VUK subs replacing 'popper' sound needs to be tested.
    ' 082 benji - reimported missing droptarget sounds, changed kickback sound from missing 'popper' to new KickBack2.wav 
    ' 083 fluffhead35 - tweaked ramp shadow code when looking up the ramptype from Wire RampRoll variables
    ' 084 iaakki - major merge for new trough from cyberpez. All the solflashers and related inserts recoded. tnob increased so can debug.
    ' 085 iaakki - adjusted flashers and added backplate vpx flashers
    ' 086 fluffhead35 - merged in 082 and 083 changes.  Added more balls to the RampRoll array because it was too small for the number of balls.  Added More RampRoll and WireRampRoll sounds as you need one per ball
    ' 087 iaakki - targetBouncer values reduced, scoop vuk fixed
    ' 089 tomate - wall008 at layer 1 deleted, underVUK prim at layer 2 reimported, pUpKicker material changed and lowered it to -10, cab/pf_adges/apron prims replaced, ScSp. relfections turned off
    ' 090 tomate - walls over the plastics at layer1 added, sw68 - captive Ball fixed (thanks gtxjoe!), central VUK fixed (thanks apophis!)
    ' 091 iaakki - Crypt shot fixed, BS depth bias issue solved, plunger -> droptarget -> drain fixed, 
    ' 092 iaakki - PF GI flasher style changed
    ' 092a tomate - collideable wall tweaked so ball doesn't touch slinshot after right orbit
    ' 093 iaakki - fixed bugs from ball shadow code and improved perf, new PF gion/gioff images with larger hard edges on insert holes, new insert text image with edges, spot lamp tied to gi. Narnia check should bring the ball back in game.maybe.. Report your findings.
    ' 094 benji - add sound scoopExit. Crypt VUK exit/eject sound should be "fx_vukExit_wire" but i cannot get it to play...
    ' 095 iaakki - f53TOP added, wood sound added to one wall, right orb return matched to few videos, rtxfactor 0.8, right wireramp exit hacked, coin sounds added, sw52 sounds improved, ball shadows removed when large flashers bright, diverter sound added, some debug cleanup, additional wall added under trough
    ' 096 Sixtoe - Organised some layers, sorted height walls, deleted old redundant assets, fixed plunger exit gate textures, cropped the bottom of 2 bulb prims that were showing through holes, dropped lamp under skillshot rubber as it was clipping, manually edited all the g02 textures because dropping the lamp under the rubber meant part of it was black..., redid texture of left flasher so it doesn't look odd when off, manually edited g01_ON.png to brighten back of spinners
    ' 0961 iaakki - Bug fix and script optimizations for RTXBS on VR
    ' 097 tomate - Switch and diverter prims separeted and placed in collections. New clear plastics texture added.
    ' 0971 iaakki - Diverter and wireramp switches animated with sounds.
    ' 0974 tomate - diverter DB issue fixed, jurassic dome material changed, slanted sideblades added, cabinet mode added, POV corrected to cabinet mode
    ' 098 apophis - included RTX BS distance calculation optimizations
    ' 099 fluffhead35 - added logic to only show RTX shadows for 3 balls
    ' 099.1 Wylte - changed shadow DB to -2000, upped flasher intensity required to hide shadows to 0.7
    ' 099.9 iaakki - 991 merge, Tied GI bulbs prim to updates, minor tweak to GI levels and collections, RTXBallShadows script option added, LockBarKey support added
    ' 100 Sixtoe - Split bulbs from g02 primitive (again!), tidied up layers a bit, deleted redundant stuff, added off prims to cabinet script, probably still needs more work. Left captive ball wall moved so ball isn't floating, Plugged hole in upper left plastic to stop ball trap.
    ' 101 iaakki - VUK issue solved, sideblades fixed, cabinetmode with fblooms fixed, TargetBouncerFactor introduced and default set 1.1 for now, flippernudge values corrected, red bulbs set to fading collections, metalramp DLFB values changed to make them blend better.
    ' 102 iaakki - Recoded LUT selector with 14 LUT files. save/load mechanism included.
    ' 103 iaakki - Insert OFF state normals added and insert balance tune, HauntFreak top notch tweak to red bulb flashers.
    ' 104 Sixtoe - Split off bumper prims, fixed script for them
    ' 105 apophis - fixed never ending ball rolling sounds. fixed slingshot sound effect locations
    ' 106 iaakki - ball shadow DB's adjusted more, RTX image changed (Thanks BorgDog for reference), RTX parameters changed to match new reference
    ' 107 tomate - post pass fixed, angleSidewalls for cabinet mode fixed (thanks Sixtoe!), angleSidewalls prims reworked and put into collections, OFF plastics textures tweaked
    ' 108 tomate - wall added over top plastics
    ' 109 iaakki - cleanup, crypt jam insert material tuned, spinner sounds added, rubberizer tuned, left ramp entrance gate tuned, DT threshold tuned
    ' 110 iaakki - subway redone, needs more testing
    ' 111 iaakki - Narnia rework, cleanup, subway tuned, collidable walls added under flips
    ' 112 iaakki - Lut changer tuned, insert off prim normals as script option, some insert prims were accidentally collidable, relay sounds added
    ' 113 iaakki - Some walls added on top of plastics, GTXJoe's "Debug Table testing routines" removed
    ' 114 Skitso - Fixed a bunch of lights
    ' 115 iaakki - upped sw39 hit threshold and tested it, under PF walls added to eliminate light bleed from inserts, VRRoom 1 and 3 disables RTX ball shadows, GI relay, Lutselector and spinner sound increased
    ' 116 Sixtoe - Fixed a couple of VR issues with the sidewalls, spent some time with how the ball looks
    ' 116DL1 tomate - all prims moved to DL=1, default LUT changed, apron texture fixed, flippers textures fixed
    ' 117 tomate - domes/ramps/bats textures fixed, bumper cap texture fixed Skitso!, trail strenght lowered to 30, POV tweaked, reflection strenght on PF lowered to 20
    ' 118 iaakki - vrroom mode fixed, plunger lane gate tuned, ball made a bit brighter with const ballbrightMax and ballbrightMin, improved GI bulbs that reflect to balls, plastics DB set to -110 to fix laneguides
    ' RC1 iaakki - bumpertop materials changed, metals and laneguide DL values to 0.5, bumpertop ID fix, default value checks
    ' RC2 iaakki - Bumpertop image swaps and DL tied to GI plus lampz, sw38 improved and wall added to center the ball, script cleanup, bumper lights adjusted for GIOFF state
    ' RC3 tomate - plastic texture over the bumper fixed, right slingshot rubber texture fixed, logo added
    ' RC4 tomate - VPW original LUT fixed, HauntFreaks LUT added, compressed images by g5k added
    ' RC5 tomate - SSR set OFF by default, LUT added

    14465 downloads

       (32 reviews)

    212 comments

    Updated

  4. Tales of the Arabian Nights 4k Williams 1996

    Full rebuild of Totan in Blender, all prerendered for 4K resolution. Thanks to:
    Original build by JPSalas in 2015
    High res playfield and plastics - Clark Kent
    Beta Testing and Table Reference - Randr
    DOF - Arngrim
    Special thanks: 
    Knorr, for sounds from his soundpack
    nFozzy, for physics techniques
    G5K, for rendering advice
     
    For best performance use these settings:
    - use 10.7.x
    - no brute-force 4x SSAA (is not necessary), but quality SMAA
    - exclusive full screen with 1 for FPS limiter and 1 for maximum prerendered frames
    - Ambient occlusion, ball trails, screen space reflections all off
    Other remarks:
    - magnasave buttons changes the LUT, see script options
    - it is advised to keep the POV settings as they are in the download for the full screen mode; all textures have been prerendered for this POV
    - day/night slider does not do much (only on lamp and playfield), use LUT to change contrast/brightness

    7054 downloads

       (64 reviews)

    92 comments

    Updated

  5. Tam-Tam (Playmatic 1975)

    Tam-Tam (Playmatic 1975) by the late loserman76.

    321 downloads

       (1 review)

    0 comments

    Submitted

  6. Tam-Tam (Playmatic 1975)_Teisen_MOD

    First I would like to thank Loserman76 for the beautiful work... wherever he is playing pinball!
     
    small changes were made only aesthetically, to my liking... with the intention of leaving the real table as close as possible
     
    small improvements in the playfield, plastics, lighting,flippers position...  I want to make it clear that the descriptions for the tables I'm sharing are "standard" for all, changes are made when there is a need for some adjustment.
     
    Adjustments made based on the flyer:
     
    - Playfield, adjust graphics and colors
    - Retouching of plastics and color adjustment
    - New Lighting
    - New bumper skins
    - New flippers
    - side metal ramps
     
     
    version used, follow the link to the original table   

    Tam-Tam (Playmatic 1975)
    https://www.ipdb.org...ine.cgi?id=2496
    Conversion of Akiles50000's VP9x version
    Additional assistance from JPSalas with some physics settings
    What's New in Version 1.0a (See full changelog)
    1.0a - added hidden wall behind upper right flipper to keep ball from getting stuck.

    359 downloads

       (2 reviews)

    3 comments

    Submitted

  7. Target Alpha (Gottlieb 1976)

    Target Alpha (Gottlieb 1976) by the late loserman76.

    386 downloads

       (0 reviews)

    0 comments

    Submitted

  8. Target Alpha (Gottlieb 1976)_Teisen_MOD

    First I would like to thank Loserman76 for the beautiful work... wherever he is playing pinball!
     
    small changes were made only aesthetically
     
    small improvements in the playfield, plastics, lighting,flippers position...  I want to make it clear that the descriptions for the tables I'm sharing are "standard" for all, changes are made when there is a need for some adjustment.
     
    version used, follow the link to the original table   

     
     
    Here is a difficult choice!!!
    Wildman's B2S    

    Hauntfreaks B2s    

      
    Adjustments made:
     
    - Playfield color correction
    - small improvement of plastics
    - color correction of playfield lights
    - cap bumpers colors corretion
    - lighting
    - metals
    - screws
    - new red tabs
    - targets adjustment
    - new pov

    - addition of superior acrylic pin
    - addition of wires behind the flippers
     
     
    Loserman Description:
    VPX conversion
    Artwork redrawn by GNance
    Original art by Popotte
    others to thank: JPSalas, Pinuck, hauntfreaks, Borgdog, Arngrim
    in addition to the "standard" keys (typically "1" to start game and "5" for coin), I've added "3" as another coin input and "4" for coin and auto-start game (like I recall the dime slots generally were) to simulate 3 coin slots
    when game is not in progress, holding down left flipper for about 3-5 seconds will bring up the options menu. left flipper selects item, right flipper changes option.
    I've also included shadows for the ball and flippers. If you want to turn them off look for these lines at the beginning of the script:
    Const ShadowFlippersOn = true
    Const ShadowBallOn = true
    change to false if you want either of the shadows not showing on your tables

    302 downloads

       (0 reviews)

    9 comments

    Submitted

  9. Target Pool (Gottlieb 1969)

    Target Pool (Gottlieb 1969) by the late loserman76.

    349 downloads

       (0 reviews)

    0 comments

    Submitted

  10. Target Pool (Gottlieb 1969)_Teisen_MOD

    First I would like to thank Loserman76 for the beautiful work... wherever he is playing pinball!
     
    small changes were made only aesthetically, to my liking...
     
    small improvements in the playfield, plastics, lighting,flippers position...
     
    version used, follow the link to the original table  https://www.vpforums...&showfile=14188
     
    Description of Loserman76:
     
    Target Pool by Gottlieb - 1969
     
    Another pool themed pinball table by Gottlieb. This is the replay version.
     
    ZIP includes backglass and wheel

    230 downloads

       (0 reviews)

    2 comments

    Submitted

  11. Taxi (Williams 1988) VPW Mod

    This mod was originally supposed to be a small one, with just adding updated physics, sound and a VR room, then everyone got carried away and the table ended up being rendered and redone and tweaked to infinity
     
    Big thanks to ICPJuggla, Mfuegemann, Dark & Ben Logan for the original table.
     
    VR and other options are all in the script.
     
    Enjoy!

    *** V-Pin Workshop Taxi Drivers ***
    Tomate - Project Manager, including new primitives, textures.
    Bord - nFozzy flippers and physics
    apophis - Fleep sound, rtx shadows, general tweaks.
    Sixtoe - VR Stuff, lots of fiddling about.
    oqqsan - Playfield inserts and fading GI.
    UnclePaulie - VR backbox improvements & fixes.
    iaakki & fluffhead35 - misc tweaks and debugging
    Rik - Testing and feedback
    VPW Crew - Playtesting and suggestions

    **CHANGE LOG **
    ' 001 - bord -  Added nFozzy flippers and physics
    ' 002 - apophis - Added Fleep sound package
    ' 003 - apophis - Added missing knockerposition prim
    ' 004 - tomate - New flippers prims added
    ' 005 - tomate - Shadows flippers size fixed
    ' 006 - Sixtoe - VR stuff, fully operational built in backbox / dmd / backglass, fixed loads of light and glow weirdness, unified timers, added cabinet mode.
    ' 007 - tomate - upper left VUK direction corrected, exits of collidable wireRamps fixed, metal wall near express lane2 fixed, cab POV corrected
    ' 009 - tomate - new giOn baked textures added, warm lut added, plastic Ramps textures retouched with a warm photo filter to match 
    ' 010 - tomate - some giOff textures aded, slingshots missing sounds fixed, deformed slings rubbers replaced by prims
    ' 011 - oqqsan - inserts and 4step sidewalls and pf  .. needs adjustments 
    ' 012 - tomate - rest of giOff textures added, plastics textures added to 4 steps fade, some GI lights repositioned, textures size optimized
    ' 013 - Sixtoe - Removed one set of GI, hooked it all back up and dropped under playfield, tidied up assets, set old walls to non-visible to stop clashes, played with loads of lights, removed redundant scripts and images.
    ' 014 - iaakki - fiddled with GI steps and PF flasher. Fixed flip shadow DP and Z issues. tied some prims to gi steps
    ' 015 - apophis - Replaced the ringing_bell sound effect. Increased alpha mask on PF images to get rid of insert jaggies. Increased inserts DL. Fixed BS DB.
    ' 016 - apophis - Added RTX BS. Fixed GI lights so that ball reflection work now.
    ' 017 - UnclePaulie - Animated the VR backglass flasher Lights.  Fixed the jackpot displays.  Hid the desktop / cabinet mode backbox lights. Moved ball shadow primatives.  Added a VRCab bottom so you can't see the floor through cab.
    ' 018 - apophis - Updated RTX BS. Added target bouncer, flipper rubberizer, and flipper coil ramp up options. Fixed ball bouncing out left outlane after ramp drop.
    ' 019 - Sixtoe - Fixed playfield rendering weirdly, numerous other tweaks and adjustments, adjusted some lights, put the roof back on the spinout
    ' 020 - apophis - Fixed RTX shadow DB issue. Chnaged rampsDecals DL from below to 0 and DB to -100. Added a differnt ball HDR. Messed with the DT mode backglass.
    ' 021 - fluffhead35 - Updated Flipper Physics to be inline with nfozzy
    ' 022 - Sixtoe - Added physical wires under flippers and outlanes, hooked up bumpers to GI system, adjust shooter lane gate, messed around the table lights again including materials, set height walls to non-collidable.
    ' 023 - Sixtoe - Fixed GI, added bumper bulbs to GI system, some small tweaks and fixes here and there.
    ' 024 - apophis - Revered the DT backglass object positions. Force GI on at table initialization. Changed flipper DB. Increased plunger strength/speed. Increased target hit volume.
    ' 025 - iaakki - flip trigger areas reworked, rdampen 10ms timer added, rubberizer options added, catapult timer improved, tied drop target DL to GI, fixed insert fading for few inserts
    ' 026 - apophis - finished up fixing inserts fading
    ' 027 - Sixtoe - Target bounce set to 1.5

    7965 downloads

       (17 reviews)

    78 comments

    Updated

  12. Teacher's Pet (Williams 1965)

    Teacher's Pet (Williams 1965) by the late loserman76.
     

    775 downloads

       (0 reviews)

    1 comment

    Updated

  13. Team One (Gottlieb 1977)

    Team One (Gottlieb 1977) by the late loserman76.

    333 downloads

       (0 reviews)

    1 comment

    Submitted

  14. Team One (Gottlieb 1977) (VR Room)

    Description:        
    ***************
    The table is made by the great Jeff Whitehead (Loserman76).
    May he rest in peace. 😞 I hope, there are pinballs where you are, Jeff.
    I would like to thank Jeff, for allowing me, to convert his tables to VR.
     
    Info
    It is a hybrid table. So you can play in VR, desktop or cabinet mode, but you need the external backglass.
    There is no need to change the script. A VR headset is automatically detected.
     
    I added the following things:
    VR room, artwork for cabinet, backbox and flyer, animations for buttons and plungers, LUT files (change with magnasave buttons).
     
    '*        Table build/scripted by Loserman!
    '*        VR update by Rajo Joey
     
    Works in 10.7.2, but best to play in VPinball_GL 10.8: https://github.com/vpinball/vpinball/actions/workflows/vpinball.yml
     
    ***********************************************
    These are quick conversions, as I don't like playing in a dark room and don't want to spend more days or weeks to convert a table.
    If you want to do your own conversions, I wrote two tutorials for EM tables like Loserman76's and make templates of the tables, pictures and materials.
    Also there are some .psd files, to change the artwork in an easy way for example.
    In the template tables there are generic artwork for the cabinet and the backbox. Some people may be happy with that and don't need the real artwork.
    There is a short tutorial for people, who know the editor and a longer one for newbies. Both instructions are in English and German.
    https://mega.nz/folder/5csAGRAa#gSFFQN_jXbw03y7LpQENHg

    210 downloads

       (0 reviews)

    0 comments

    Submitted

  15. Team One (Gottlieb 1977)_Teisen_MOD

    First I would like to thank Loserman76 for the beautiful work... wherever he is playing pinball!
     
    small changes were made only aesthetically, to my liking...
     
    small improvements in the playfield (redraw), plastics, lighting,flippers position...
     
    version used, follow the link to the original table  https://www.vpforums...&showfile=13729  /   

     
     
    Description of Loserman76:
     
    my final release - Team One. This is the Add-a-ball of Abra Ca Dabra
     
    Playfield redraw by me so like always, if you think it sucks then delete it - lol
     
    Backglass image thanks to Wildman
     
    includes my wheel image

    222 downloads

       (0 reviews)

    3 comments

    Submitted

  16. Tee'd Off (Gottlieb 1993)

    This golf themed table carries the spirit of "Caddyshack." Gunther the gopher will pester and annoy you throughout the game. Rack up points during rounds or multiball specials.  Like a true golfer, you'll be able to gamble your entire score on a double or nothing challenge by completing the "SKINS" game.
     
    Version 2.0:
    Special thanks to fluffhead35 for kickstarting an update to this table. 
     
    This update includes:
    The latest physics: nfozzy physics, flipper tricks, rubber dampener, rubberizer, drop targets, and stand-up Fleep sound package VPW insert lighting VPW dynamic ball shadows (with performance fix that should allow use in VR) A fun golf themed VR Room  Other miscellaneous improvements to visuals, physics, and scripting  
    Credits:
    Physics and sound updates: fluffhead35
    Playfield and Plastic redraws by rothbauerw
    Golf Course VR Room: rothbauerw, Rawd
    Primitives: Dark (Volcano, Red Ramp, Tee Box,, Wire Ramps, Gopher Wheel)
    Minimal VR Room and Cab: Uncle Paulie and Sixtoe
    Translight image: borgdog
    B2S (and images for VR backglass): Hauntfreaks
    Other support work: tomate, Uncle Paulie, kiwi (borrowed elements from Surf 'N Safari), VPW for testing, resources, and a great collaboration environment
    Addition credits to the authors of No Good Gofers, the VR golf cart and gopher stool are borrowed from that table.
     
    Getting a clean ROM up and running:
    Follow these instructions to load factory settings or download the nvram files and install them into your VPinMAME nvram directory:
     
    Press the "7" key Press "End" to open the coin door Use the "7" key to bring up the menu Use the flippers to go to "Game Adjustments" Press the start button ("1" on my machine) to load factory settings Press start one more time Press the "Home" key to SLAM TILT and reload the game  
    Available for download:
    Tee'd Off Table Tee'd Off Backglass by Hauntfreaks Caddyshack Alternate Backglass nvram files

    17969 downloads

       (22 reviews)

    60 comments

    Updated

  17. Teenage Mutant Ninja Turtles (Data East 1991)

    VR Room - Teenage Mutant Ninja Turtles (Data East 1991) v1.2.2
     
    Cowabunga ! 
     
    Notes: 
    Options in script for Flyer Poster, DMD & Backglass Reflections, Scratched Glass and add and remove the B2S Backglass, Change the Side blades and remove the VR Room
    Press C to enable manual Ball Control via the arrow keys and B
     
    Recommended B2S by: Wildman 
     
    Versions: 
    v1.2.2 - Added rolling ball sound and adjusted POV, fixed mystery lights not showing in desktop mode.
    v1.2.1 - Added VR Room Lighting option,
    suggested by Rawd
    v1.2.0 - VR Room and artwork by Retro27
    -Cleaned up the Cabinet artwork
    -Added new Flashers
    -Added options for VR Room etc...
    v1.1 - Update Table by Cyberpez
    -File size reduced
    -Small bug fixes and tweaks
    v1.0 Original Table by Cyberpez
    -: table build, playfield redraw, ramp decal redraws, ramps, lots of little primitives here and there.
    Wrd1972: COUNTLESS resource pics and answering of far too many silly questions.  Physics and table fine tuning.  Plastic scans.
    Roth:  Being a code wizard and for putting up with Wrd and me. (understatement of the century :P)
    Dark: Turtle Models!!!! and other small primitives here and there. (I did resize the turtle images to make the file size sorta reasonable)
    Flupper: Flasher Domes and Ramp Tutorial.
    Hauntfreaks: He made a pass and did the awesome things he does.
    themotherbrain: testing and feedback
    nFozzy: I'm using his new fading lights + a few tweaks by me.
    DJRobX: SSF code and thanks to RustyCardores for showing me the way, you can't go back!!  Ball drop tweaks by Roth and me.
    Last but not least the developers and other table authors.  This community is nothing without everyone doing their part!!!!!!

    4615 downloads

       (3 reviews)

    24 comments

    Updated

  18. Teenage Mutant Ninja Turtles (MOD) nFozzy, Fleep Sounds, LUT

    Hello there,
     
    a lot of you requested me for this table, so here you go!
    Here i want to present to you an upgraded version of Cyberpez "Teenage Mutant Ninja Turtles" table.

    I have implemented the nFozzy Physics, Fleep Sounds, and a LUT selector (Hold LMagna and scroll through the LUTs with the RMagna).
    There is now a spinning pizza sound included, some light adjustments and also some rubber cleanups and small changes.
    To fit the screen i adjusted the POV and stretched the y-scale a little.

    I  want to thank @Cyberpez for his table, @Retro27 for his graphic overhaul, VPW Team for their awesome example table, @Darkstar for testplaying and all other that are involved in there to deliver a much better VPX experience !
     
    Cheers and have fun  

    3871 downloads

       (8 reviews)

    40 comments

    Updated

  19. Teenage Mutant Ninja Turtles VR Sewer

    First, I  want to thank @Gedankekojote97& @cyberpez for their table, @retro27 for his graphic overhaul, @DaRdog81 for his VR assistance. 
     
    This is my first VR Room conversion of an existing table. I did the modeling for this in Blender using 2k res textures and lighting effects. 
     
    Has nFozzy Physics, Fleep Sounds, and a LUT selector (Hold LMagna and scroll through the LUTs with the RMagna).
     
    On the back wall you'll find the actual autographs of the voice actors for the Turtles from the 1987 cartoon - Cam Clarke, Townsend Coleman, Barry Gordon and Rob Paulsen.
     
    This version does NOT use a PuP pack but there is another version that does located here:
     

    400 downloads

       (1 review)

    1 comment

    Submitted

  20. Teenage Mutant Ninja Turtles VR Sewer - PuP Version

    First, I  want to thank @Gedankekojote97 & @cyberpez for their table, @retro27 for his graphic overhaul, @Shaggysrsg for his Pup pack and @DaRdog81 for his VR assistance. 
     
    This is my first VR Room conversion of an existing table. I did the modeling for this in Blender using 2k res textures and lighting effects. 
     
    Has nFozzy Physics, Fleep Sounds, and a LUT selector (Hold LMagna and scroll through the LUTs with the RMagna).
     
    On the back wall you'll find the actual autographs of the voice actors for the Turtles from the 1987 cartoon - Cam Clarke, Townsend Coleman, Barry Gordon and Rob Paulsen.
     
    This uses the 1991 film PuP Pack found here:
     

    458 downloads

       (2 reviews)

    10 comments

    Updated

  21. Ten Stars (Zaccaria 1976)

    Ten Stars by Zaccaria
     
    Scripted by Loserman76 and built in 10.6
    With some initial help from the VPW team
    Playfield image provided by Axioma 
    the rest of the art by me.
     
    1 player version of Zaccaria Universe with a few mods
    Different scoring and modified playfield image
     
    Trivia
    Was used in the Music video to 2 Unlimited' No Limit
    https://www.youtube.com/watch?v=exLG0XWM_Dg
     
    Thanks, and Enjoy
     

    428 downloads

       (1 review)

    3 comments

    Submitted

  22. Terminator 2 (Williams 1991) g5k

    Check the top of the script for some user options.
     
    This version (1.1d) was lifted from my cabinet and has been adjusted along the way. I can't recall what has changed since 1.1c which was the version out there.
     
    This Terminator 2 build was the start for me in vpx authoring. I had an idea to do it differently back in 2018 and use ray traced baked lighting...and feck me – it worked! The backglass I made from photos I took from a real one. Originally hosted on the now defunct Monster Bash Pincab. DJRobx helped out with implementing code for SSF and Ninuzzu added the laser mod. Also special mention to nFozzy and his version that was around at that time which I used to help learn how it all worked.
     
    I've been reluctant to upload my work  because I don't have the time to support it. I love this game and it plays so close to the real table I have in my studio. 
     
    I've been on a lengthy hiatus, King Flupper and the VPW guys are inspiring to watch. Hopefully some time next year to dip the toes back in the water.
     
    Enjoy! (more of the back catalogue coming)

    13186 downloads

       (29 reviews)

    85 comments

    Updated

  23. Terminator 2 Judgment Day Hanibal's Chrome Edition

    Thanks to the nice work before to all people making this table for VP10.
    This is one of my favorit, so I must optimize it and hope you enjoy my work.

    5802 downloads

       (2 reviews)

    0 comments

    Updated

  24. Terminator 3 (Stern 2003) Hanibals 4k Edition 1.0

    This is the vpx version of the Terminator 3 table from Stern.
     
    There are a lot of Light and Flasher effects on the table, I like it  
    Have Fun with that.

    4601 downloads

       (2 reviews)

    2 comments

    Updated

  25. Terrific Lake (Sportmatic 1987)

    This should complete my Sportmatic duo. Hopefully everyone will enjoy this fairly rare table as I do not think it has ever been created in visual pinball.
     
    This table would not have been possible without the wisdom and kindness of JP.  He was able to script this table and assign all the lights(not an easy feat!)
     
    Special Thanks @bord for the fantastic reflective walls he created in Blender!

    855 downloads

       (2 reviews)

    31 comments

    Updated

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