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fastdraw last won the day on January 29

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  1. +200 pinballs in a games room ? not even afraid for unity.
  2. must put the lights in a single directory, itself at the root of the table, otherwise we cannot batch edit the multiple lights. unless we unfold the whole tree and select the lights one by one (it's too bad). ditto for GIs BAD WORKFLOW GOOD WORKFLOW fpx importer tree is best designed for efficient workflow you should be inspired by it.
  3. for shaders and lights and fx effects and of course the animation undoubtedly, but certainly not for the 3d (rhino 3d) is very much superior to unity. same blender for free solutions. (there is a close partnership with). ue5 final will be released in a few months. vpe on ue5 would be good too
  4. small adjustment of the playfield, to obtain a slightly more iridescent coating
  5. inserts test GI test render build with rainbow effect and smoke, test unity. very cool unity ))
  6. @scottacus rainbow effect but manual would need the c # script, to apply it on the lights (auto) rainbow c#: public static Color Rainbow(float progress) { float div = (Math.Abs(progress % 1) * 6); int ascending = (int) ((div % 1) * 255); int descending = 255 - ascending; switch ((int) div) { case 0: return Color.FromArgb(255, 255, ascending, 0); case 1: return Color.FromArgb(255, descending, 255, 0); case 2: return Color.FromArgb(255, 0, 255, ascending); case 3: return Color.FromArgb(255, 0, descending, 255); case 4: return Color.FromArgb(255, ascending, 0, 255); default: // case 5: return Color.FromArgb(255, 255, 0, descending); } }
  7. @scottacus excellent👍 I had installed the mpf, but as I had no use for it and no knowledge of how it works (I have all uninstalled python and mpf). because my priority objective (more than all) is light animation. C # is already a hassle for me, so if we add the python layer in addition, my brain will smoke. but as mpf manages magnificent attract light, i will look into it later. for now I'm doing the traditional way (script drag and drop),
  8. insert insert flasher of course windows / animation only for a quick preview of the effect, for those who don't know how to code in c # (like me). for a real light attract, obligatory C # script (as there are more than 40 effects, you need more than 40 scripts). I got my answer on the unity script community. example for an effect : IEnumerator WipeUpTurnOn (List objects) { float y = 0 float time = 0 float duration = 4 while (time < duration) { foreach (object in objects) { if object already on {continue} //or perhaps remove from the list after changing if object.position.y < y {Change Material ON} { y += 0.1 time += deltatime yield return null } } as vp is open source, its should be accessible source light seq it's C++, must convert it to C#, normally it should be exploitable with unity ? other example but c++ // left side of the playfield wipes on going down while the right side wipes on doing up case SeqStripe2VertOff: inverse = true; case SeqStripe2VertOn: m_th1.type = eSeqLine; m_th1.x = m_GridXCenter - 1.0f; m_th1.stepX = 0; m_th1.processStepX = -1.0f; m_th1.y = 0; m_th1.stepY = 1.0f; m_th1.processStepY = 0; m_th1.length = m_lightSeqGridWidth / 2 + m_GridXCenterAdjust; m_th1.frameCount = m_lightSeqGridHeight; m_th2.type = eSeqLine; m_th2.x = m_GridXCenter; m_th2.stepX = 0; m_th2.processStepX = 1.0f; m_th2.y = (float)(m_lightSeqGridHeight - 1); m_th2.stepY = -1.0f; m_th2.processStepY = 0; m_th2.length = m_lightSeqGridWidth / 2 + m_GridXCenterAdjust; m_th2.frameCount = m_lightSeqGridHeight; break;
  9. vivement l'activation de l'attract light mode
  10. what is the conversion of attract mode light sequencer to c # ? blinking don't work
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