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  1. Version 1.4

    240 downloads

    I Added the VR conversions to Apollo 13 last year (2020), the version of the table that was modified was done by Balater (Thanks for the permission to mod!), originally done by Herweh, Fransisco666, and 32assassin. Over time several authors worked on the early versions of that table including, Thalamus, JP, DJRobX, Rothbauerw, Amgrim, ClarKent, Chucky87, and agentEight6. I also used the dark image from chucky87's backglass file and imported into the table for use in VR. That mod done in 2020 had several updates specifically for VR, and other light mods. Sixtoe assisted at that time as well. Also, Retro27 added a topper and a few other VR updates and I animated the backglass for VR as well. Since that time I added several more updates, including nFozzy and Roth physics and flippers, Fleep sounds, several physics updates to the table, slings, and bumpers. A few other modifications were done as well to the sounds, playfield, and other adjustments. Thanks to Bord for posting tutorial videos. Also thanks to the VPW team for their help and examples. I also added dynamic shadows done by Iakki, Apophis, and Wylte. I made this table into a hybrid release, so it will work on desktop, cabinet, and VR. OPTIONS: Options can be selected in the script to change to desktop, cabinet, or VR mode. For VR mode, there's an option for two different room environments, and to add a clock on the wall. Also... VR users... the Dynamic Shadows are VERY performance hungry. I recommend turning that off for VR. I'm still trying to figure out a way to improve that. (if you have ideas, let me know). There's an option in the script to turn off. Anyway, I hope you enjoy! And thanks again to Balater, retro27, Sixtoe, and the entire team of authors that have contributed to this table over time. If I missed anyone in the credits, let me know, and I'll add, as I don't mean to miss anyone.
  2. View File Apollo 13 (Sega 1995) w VR Room I Added the VR conversions to Apollo 13 last year (2020), the version of the table that was modified was done by Balater (Thanks for the permission to mod!), originally done by Herweh, Fransisco666, and 32assassin. Over time several authors worked on the early versions of that table including, Thalamus, JP, DJRobX, Rothbauerw, Amgrim, ClarKent, Chucky87, and agentEight6. I also used the dark image from chucky87's backglass file and imported into the table for use in VR. That mod done in 2020 had several updates specifically for VR, and other light mods. Sixtoe assisted at that time as well. Also, Retro27 added a topper and a few other VR updates and I animated the backglass for VR as well. Since that time I added several more updates, including nFozzy and Roth physics and flippers, Fleep sounds, several physics updates to the table, slings, and bumpers. A few other modifications were done as well to the sounds, playfield, and other adjustments. Thanks to Bord for posting tutorial videos. Also thanks to the VPW team for their help and examples. I also added dynamic shadows done by Iakki, Apophis, and Wylte. I made this table into a hybrid release, so it will work on desktop, cabinet, and VR. OPTIONS: Options can be selected in the script to change to desktop, cabinet, or VR mode. For VR mode, there's an option for two different room environments, and to add a clock on the wall. Also... VR users... the Dynamic Shadows are VERY performance hungry. I recommend turning that off for VR. I'm still trying to figure out a way to improve that. (if you have ideas, let me know). There's an option in the script to turn off. Anyway, I hope you enjoy! And thanks again to Balater, retro27, Sixtoe, and the entire team of authors that have contributed to this table over time. If I missed anyone in the credits, let me know, and I'll add, as I don't mean to miss anyone. Submitter UnclePaulie Submitted 10/20/2021 Category VPX - Hybrid Releases Link to B2S Link to Media Pack Permission to Mod Yes  
  3. Version 1.0.1

    3,225 downloads

    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 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
  4. Version 1.0.0

    59 downloads

    Here is conversion in a series of widebody-conversions from Gottlieb. The table is made by jpsalas. I would like to thank the following people: jpsalas for the permission to put the table in a vr-room. All the thanks belongs to him! Sixtoe for his templates of vr-rooms and cabinets. Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table). And everyone I have forgotten. Please send me a message, if you think, I have forgotton you. Info I've added or changed little things like nFozzy flipper physics. There are two rooms: the minimal room and a sphere. To change the VR-rooms, press the left or right magnasave button. There are different LUT-files in the table. So you can change the lightning. Hold the left magna save-button and click the right magna save-button to change the LUT-file.
  5. Version 1.0.2

    3,419 downloads

    Welcome CACTUS CANYON, Partner!! The VPin Workshop Discord members present this table tune-up. This started out as a "quick" physics update, but we ended up adding so much more! • Inserts & Lighting Overhaul: Skitso • nFozzy physics: apophis • Roth Drop Targets: rotherbauerw, Sixtoe, apophis • Fleep Sounds: apophis • Fluppers Flashers & VR Room: Sixtoe • Miscellaneous tweaks: Skitso, apophis, oqqsan, Sixtoe, tomate, iaakki • Testing: Rik, Panik Flip gaming, VPW team This release would not have been possible without the legacy of those who came before us including, most notably, Ninuzzu and Tom Tower. Thank you to Rothbauerw for nFozzy physics. Thanks you to Fleep for sounds. Thanks to all before us. ' 000 - Skitso - Updates to lighting, inserts, some flashers and LUT ' 001 - apophis - nFozzy flippers, rubber dampening, and materials applied. Adjusted plunger physics settings ' 002 - apophis - Added Fleep sounds package ' 003 - apophis - Added ramp sounds, fixed an issue with my implementation of flipper sounds, and hopefully fixed the stuck ball issue inside Bart ' 004 - apophis - Cabinet POV adjusted. Ramp rolling volume decreased, ball rolling volume increased slightly. Updated controller loading code, ' 005 - apophis - Adjusted autoplunger physics parameters. Removed duplicate flipper collision functions. ' 006 - apophis - Fixed GameTimer bug that prevented ball shadow from working. Added ShowBallShadows option. Fine-tuned autoplunger (thanks oqqsan) ' 006a - oqqsan - Added dynamic instruction card ' 007 - apophis - Added BartHatSoundEffects option. Removed unnecessary beer mug from game. ' 008 - skitso - Improved GI and inserts ' 009 - apophis - Updated flipper tricks to the latest version ' 010 - Sixtoe - Added vr cabvinet and room, fluppers flashers & roths droptargets, which are currently broken. ' 011 - apophis - Fixed drop targets. Change the method to check when target was successfully hit. ' 012/3 - Rotherbauerw - Fixed drop targets. ' 014 - Sixtoe - Added sound effects for drop targets, tried to fix ball traps, tidied up VR stuff, fixed rails, added rollover holes, changed rubber holder prims, adjusted a few minor things. ' 015 - iaakki - Fixed Desktop POV, ' 016 - Skitso - Remade all GI, altered some DL/DLFB values and modified textures for more accurate lighting. ' 017 - Sixtoe - Added Bart & hat to GI, adjusted to right GI so it doesn't look broken in GI, tweaked a few things including decals on traintrack ' 018 - apophis - Adjusted Cabinet POV ' 019 - Sixtoe - VR specific fixes and automatic switches, combined some timers, GI tweaks
  6. Version 1.2.6

    1,034 downloads

    This table works for desktop, cab, and VR Room. V1.0: Added the VR conversions to this table that was done by DJRobX, 32assassin and francisco666 . Sixtoe provided a once over and did a couple additional tweaks. V1.1: Fleep Sounds Added. V1.2.4: Implemented nFozzy / Roth's physics and flipper updates and tricks. I've also done additional VR and material updates. Thanks to nFozzy, Roth, Sixtoe, as well as Bord for the great video tutorials on how to implement. Also, the VPW team for all the work they do, I've been able to learn from them, and ensure that everything that's been added is done correctly! V1.2.5: Thanks to tomate for making some modifications to the LUT, ramps, bumpers, and a few other edits! V1.2.6 - Added a 2nd rubberizer effect based off the VPW taxi table, per request. - Tomate added a playfield shadow flasher to add depth to playfield. Option to turn on and off in the script. *** NOTE: The table will default to desktop/cabinet mode the first time you play. Magna Save / Control buttons will toggle the rooms. *** VR Users - YOU NEED TO toggle the room to the view you want. I've added a VR Clock (thanks to Rajo Joey for letting me use a clock from his room, and to the original clock developer/s). You can turn it off in the script. I've added 6 VR Room environments. Magna save / control buttons toggle them. 3 minimal rooms, and 3 sphere rooms. (Thanks to Rajo for letting me use the sphere objects from his rooms. And thanks to the original sphere developer/s).
  7. Version 1.0.0

    2,451 downloads

    The VPin Workshop members present a table tune-up for Congo by Williams! This is one from Williams "rubbish film, great pinball!" series, and really shouldn't be missed, a true under appreciated gem. • Inserts & Lighting Overhaul: Skitso • nFozzy physics: Rastan350 • Fleep Sounds: Rastan350 • Ramps: Flupper & Benji • VR Stuff & Fixes: Sixtoe • Miscellaneous fixes and tweaks: Sixtoe, iaakki, Skitso, tomate • Apron and VUK guard Primitives: tomate • Playfield Mesh: Bord • Jungle 360 VR Room: 3rdaxis (from his Grand Lizard VR Room) • Table Assets and Scans: Mwong • Testing: Rik, Rastan350, Panik Flip gaming, VPW team This release would not have been possible without the legacy of those who came before us including, in this case nFozzy, Dark, LoadedWeapon and JPSalas. Thank you to Rothbauerw for nFozzy physics. Thanks you to Fleep for sounds. Thanks to all before us. 'Started from Skitsos personal mod '004 - Rastan350 - new physics and sounds '005 - Skitso - reworked all GI and flashers, improved insert lighting, new LUT '006 - iaakki - debugged some flip physics issues and now live catch and nudge works, flip angles changed, removed some lights, flip physics parameters updated '007 - Skitso - temporary fix for broken flashers. Replaced SHOOT AGAIN and KICKBACK insert textures to a more visually pleasing ones. '008 - iaakki - merged flashers. Solflash17 created for "modulated" Amy flasher '009 - Skitso - fixed flashers, fixed ball shadow depth bias issue, added one missing GI light under left ramp, made upper lane guide lamps to show through AMY's hand, new volcano ramp textures, improved Grey playfield texture and shadows, new dark texture for yellow hit targets on Grey playfield, added tiny bit of DL to Grey when GI is lit, fixed right sligshot plastics material and repositioned light beneath '010 - Skitso - improved rule card texture, backwall texture and left ramp decal. Added backfacing transparent triangles rendering to ramps, improved bumber lighting. '011 - iaakki - ball drop sounds fixed. It is still bugged occasionally but not sure why.. '012 - Skitso - better upper PF laneguide prim, improved lights for upper lane guides, tweaked flashers. '015 - iaakki - fixed ramp exits so that ball drop sounds can work properly '016 - Sixtoe - Re-organised whole table, added VR room and assets, replaced rails and sideblades (switchable for art ones, which I redid a bit), raised some lights and dropped others (to stop it cutting prims in half), fixed z fighting for several walls, removed numerous unused assets, redid sling rubbers and area (including physics objects), cut holes in playfield and made drop holes, turned off backfacing rendering for ramps as it breaks VR, will try and find a workaround, raised DL meanwhile, removed redundant drop code, removed wall that stopped ball dropping off wire ramp, probably some other stuff I forgot '017 - Benji - New ramps based on flupper's new tutorial '018 - Flupper - New ramp models, new ramp textures. "plsatic_ramps" texture in image manager is better for VR '019 - tomate - LowPoly left ramp added. '020 - tomate - flipperTimer added, flippers prims and shadows, slightly corrected left flipper location, New wireRamps prims, plastic ramps slightly modified to fit wire ramps, DC-3 model added '021 - tomate - WireRamps textures added, split wire ramps (up and down), down wireRamp reflection disabled, plastic plane recovered from previous version '022 - iaakki - Gorilla flips physics change, LUT changer added with failsafe improvements, Cabinet mode improved, RampLook option added '023 - Sixtoe - Complete fixtures and fittings pass, changed most things, tons of small tweaks and adjustments to positions of things, drilled a hole in the plastic ramp, added seperate VR graphics setup for ramps and wire runs, unified timers, probably something else I forgot. '024 - Sixtoe - Tinkered with the metals and lighting to get the fixings more natural and suited to table. '026 - tomate - new 3d apron and apron texture added, apron rails and POV fixed '027 - Sixtoe - Added playfield mesh from Bord, more tinkering and adjusting including apron area for VR and finally punting it out the door 'RC2 - Skitso - Fixed playfield mesh location, made ball shinier, altered few materials, made apron a tad more in shadow. 'RC3 - iaakki - Fixed GI control, added TargetBouncerEnabled and RubberizerEnabled script options to make table feel more real 'RC4 - Skitso - Improved GI, small insert tweaks 'RC4.1 - Skitso - Grouped a few missing GI lights 'RC4.2 - tomate - post-draw textures added, new primitives and textures for VUK exits added 'RC5 - Sixtoe - Sling kickers adjusted, changed back wall layout, adjusted vuk prims and added material, fixed leftrampdrop height and visibility, tweaked metal pole on left orbit, changed env image, altered materials and textures for metals and volcano, cropped new GI lamps. 'RC6 - iaakki - FlipperNudge tuned. Sw55 target had incorrect phys parameters. gi_bulb022/23 adjust 'RC7 - Skitso - tuned satellite inserts and made all purple inserts more natural color, tuned Gi_Bulb014, tuned perimeter defence flasher 'RC8 - iaakki - l82f fixed. ramp tied to gi. RubberBand material adjusted, ramp41 decal adjusted 'RC9 - Sixtoe - Fixed VR script, altered desktop backdrop, minor tweaks.
  8. Version 1.0.0

    118 downloads

    Here is conversion in a series of widebody-conversions from Gottlieb. The table is made by BorgDog. I would like to thank the following people: BorgDog for the permission to put the table in a vr-room. All the thanks belongs to him! Sixtoe for his templates of vr-rooms and cabinets. Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table). And everyone I have forgotten. Please send me a message, if you think, I have forgotton you. Info I've added or changed little things like nFozzy flipper physics. There are two rooms: the minimal room and a sphere. To change the VR-rooms, press the left or right magnasave button. There are different LUT-files in the table. So you can change the lightning. Hold the left magna save-button and click the right magna save-button to change the LUT-file.
  9. Version 1.0.1

    1,484 downloads

    **Reupload, nothing new since 1.0.1 - Dec. '20 This is a mod of a mod based on Siggis’ excellent Spider-Man Classic graphics mod of the Spider-Man Vault Edition table (Stern 2016) made for Vpx originally by Alessio. Includes nFozzy physics, Fleep sounds, new metal textures, 3D inserts, new RGB GI lighting, minimal VR room by Sixtoe, and much more! Many thanks to everyone whose hands have touched and improved this table in the past. This release wouldn't have been possible without the legacy of those who came before us. Thank you to Flupper for 3D insert techniques and Flasher domes. Thank you to Fleep for the sound package. Thank you to Rothbauerw and NFozzy for physics. Thank you to Wrd1972 for bouncy standup targets. 'VPW edits ' 00X - benji/iaakki - various versions ' 006 - iaakki - NF script updated one more time, GI resolved, solenoid light control added, insert materials redone and adjusted, insert text flasher should be done ' 009 - iaakki - GI rework and various tweaks. Sidewalls are borked ' 010 - Benji - Added reflective metal texture to walls (only reflect with SSR Enabled) and color graded all the graphics. Added preliminary beveled edges to bottom half of plastics ' 011 - iaakki - RGB GI implemented, various fixes ' 014 - iaakki - pf&text images reworked, inserts made more shallow, GI adjusted different when mode on ' 015 - iaakki - villain spots created, heads material swapped ' 016 - Benji - Adjusted bevels and baked GI onto playfield (experimental) old playfield still in image manager ' 017 - iaakki - redid rgb gi, some cleanup ' 018.6 - Sixtoe - Added VR room and associated switches, replaced most flashers & hooked up flash prims to lighting, added global rgb gi flasher, tweaked spotlights and added character prims to lighting system, aligned ramps, unified timers, added ball shadow, replaced green goblin for comic version, reverted playfield, aligned apron wall and made visible, raised Apron, changed trigger shapes, removed numerous old incorrect walls and lights, raised metal screws and fittings up slightly ' 018.7 - Tomate - replaced wire run prims and textures ' 019 - Sixtoe - Made more holes in playfield for triggers aand targets, added wood drop sides, added new wall for sw43a image, added backglass to gi system, hooked up light refllection flashers on sandman and added some to goblin and lock lights. ' 020 - Benji - Added color grade to playfield from 019 ' 021 - Benji reintroduced more yellows to overall color grade ' 022 - tomate - spiderwebs and diverters redone, new textures for metals, diverters and spiderwebs. Improved wire ramp textures ' 023 - Sixtoe - fixed some depth bias issues, fixed rear back wood, fixed pop bumper flashers, fixed a few flashers ' 024 - tomate - Some tweaks to the textures, shadows in the apron and reduction of the file weight by lowering the resolution of some textures ' 025 - iaakki - Latest NF flips code, cabinetmode, fixed desktop mode, small fix to default pov, readjusted flips and fixed trigger areas ' 026 - iaakki - RGB GI brightness adjusted ' 029 - oqq - added some missing variables. swapped out 1 at ballwithball collision ( not sure if its the right one ) . Bumper sound ... swapped out Vol(activeball) with 0.2 at RandomSoundBumperTop ' 031 - tomate - add Goblin's bracket and some work on Goblin texture ' RC1 - iaakki - default options set, flipnudge check fixed, sandman standup target bank physics reworked ' RC2 - tomate - new prims and brackets for all villains, Sandman texture fixed so it doesn't collide with the ramp, add some thickness to central plastic, shadows added to apron ' RC3 - tomate - new bumper rings prims and new textures ' RC4 - Sixtoe - redid sandman and ock "holder" prims and textures, fixed goblin lighting, fixed spider sense lighting, unlinked difficulty rubbers from main prim and repositioned correctly, removed floating screw, various depth bias issues corrected, cleaned up unused images ' RC5 - iaakki - Some inserts fixed ' RC6 - iaakki - flupper domes ' RC7 - iaakki - dome flasher adjust, info fields updated, script cleanup ' RC8 - oqq/tomate - add movement to goblin bracket and separate prims ' RC9 - Sixtoe - Added invisible walls to stop ball being lost under top right ramp and hopping over centre targets, updated laser sensor lights, split cover plastics and adjusted position and materials so they're in the right place, added ultra minimal vr room options, colour corrected DMD ' RC10 - Sixtoe - Fixed what I broke because I can't code at 2am, various tweaks ' v1.0.0 - iaakki/sixtoe - Final tune and testing ' v1.0.1 - Sixtoe - made plastic protector over green goblin collidable and increased size of protector wall under venom ramp to prevent balls being trapped
  10. Version 1.0.0

    74 downloads

    Here is conversion in a series of widebody-conversions from Gottlieb. The table is made by Balater. I would like to thank the following people: Balater for the permission to put the table in a vr-room. All the thanks belongs to him! Sixtoe for his templates of vr-rooms and cabinets. Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table). And everyone I have forgotten. Please send me a message, if you think, I have forgotton you. Info I've added or changed little things like nFozzy flipper physics. There are two rooms: the minimal room and a sphere. To change the VR-rooms, press the left or right magnasave button. There are different LUT-files in the table. So you can change the lightning. Hold the left magna save-button and click the right magna save-button to change the LUT-file.
  11. View File Tales From The Crypt VPW Premium (for VPX 10.6) (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 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 ' 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 Submitter VPinWorkshop Submitted 07/08/2021 Category Solid State (SS) Recreations ROM Name Link to B2S https://vpuniverse.com/forums/files/file/6682-tales-from-the-crypt-data-east-1993-b2s/ Permission to Mod Contact Author First. VP Version v10  
  12. Version 1.0.0

    68 downloads

    Here is conversion in a series of widebody-conversions from Gottlieb. The table is made by BorgDog. I would like to thank the following people: BorgDog for the permission to put the table in a vr-room. All the thanks belongs to him! Sixtoe for his templates of vr-rooms and cabinets. Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table). And everyone I have forgotten. Please send me a message, if you think, I have forgotton you. Info I've added or changed little things like nFozzy flipper physics. There are two rooms: the minimal room and a sphere. To change the VR-rooms, press the left or right magnasave button. There are different LUT-files in the table. So you can change the lightning. Hold the left magna save-button and click the right magna save-button to change the LUT-file.
  13. Version 1.0.0

    68 downloads

    Here is conversion in a series of widebody-conversions from Gottlieb. The table is made by BorgDog. I would like to thank the following people: BorgDog for the permission to put the table in a vr-room. All the thanks belongs to him! Sixtoe for his templates of vr-rooms and cabinets. Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table). And everyone I have forgotten. Please send me a message, if you think, I have forgotton you. Info I've added or changed little things like nFozzy flipper physics. There are two rooms: the minimal room and a sphere. To change the VR-rooms, press the left or right magnasave button. There are different LUT-files in the table. So you can change the lightning. Hold the left magna save-button and click the right magna save-button to change the LUT-file.
  14. View File VR Room Eclipse (Gottlieb 1982) Here is conversion in a series of widebody-conversions from Gottlieb. The table is made by BorgDog. I would like to thank the following people: BorgDog for the permission to put the table in a vr-room. All the thanks belongs to him! Sixtoe for his templates of vr-rooms and cabinets. Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table). And everyone I have forgotten. Please send me a message, if you think, I have forgotton you. Info I've added or changed little things like nFozzy flipper physics. There are two rooms: the minimal room and a sphere. To change the VR-rooms, press the left or right magnasave button. There are different LUT-files in the table. So you can change the lightning. Hold the left magna save-button and click the right magna save-button to change the LUT-file. Submitter RajoJoey Submitted 10/03/2021 Category VR - Virtual Reality Pinball ROM Name eclipse Modified by Original Table Author BorgDog  
  15. View File VR Room Roller Disco (Gottlieb 1980) Here is conversion in a series of widebody-conversions from Gottlieb. The table is made by BorgDog. I would like to thank the following people: BorgDog for the permission to put the table in a vr-room. All the thanks belongs to him! Sixtoe for his templates of vr-rooms and cabinets. Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table). And everyone I have forgotten. Please send me a message, if you think, I have forgotton you. Info I've added or changed little things like nFozzy flipper physics. There are two rooms: the minimal room and a sphere. To change the VR-rooms, press the left or right magnasave button. There are different LUT-files in the table. So you can change the lightning. Hold the left magna save-button and click the right magna save-button to change the LUT-file. Submitter RajoJoey Submitted 10/03/2021 Category VR - Virtual Reality Pinball ROM Name roldisco Modified by Original Table Author BorgDog  
  16. View File VR Room Time Line (Gottlieb 1980) Here is conversion in a series of widebody-conversions from Gottlieb. The table is made by BorgDog. I would like to thank the following people: BorgDog for the permission to put the table in a vr-room. All the thanks belongs to him! Sixtoe for his templates of vr-rooms and cabinets. Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table). And everyone I have forgotten. Please send me a message, if you think, I have forgotton you. Info I've added or changed little things like nFozzy flipper physics. There are two rooms: the minimal room and a sphere. To change the VR-rooms, press the left or right magnasave button. There are different LUT-files in the table. So you can change the lightning. Hold the left magna save-button and click the right magna save-button to change the LUT-file. Submitter RajoJoey Submitted 10/03/2021 Category VR - Virtual Reality Pinball ROM Name timeline Modified by Original Table Author BorgDog  
  17. View File VR Room Panthera (Gottlieb 1980) Here is conversion in a series of widebody-conversions from Gottlieb. The table is made by jpsalas. I would like to thank the following people: jpsalas for the permission to put the table in a vr-room. All the thanks belongs to him! Sixtoe for his templates of vr-rooms and cabinets. Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table). And everyone I have forgotten. Please send me a message, if you think, I have forgotton you. Info I've added or changed little things like nFozzy flipper physics. There are two rooms: the minimal room and a sphere. To change the VR-rooms, press the left or right magnasave button. There are different LUT-files in the table. So you can change the lightning. Hold the left magna save-button and click the right magna save-button to change the LUT-file. Submitter RajoJoey Submitted 10/03/2021 Category VR - Virtual Reality Pinball ROM Name panther7 Modified by Original Table Author jpsalas  
  18. View File VR Room Counterforce (Gottlieb 1980) Here is conversion in a series of widebody-conversions from Gottlieb. The table is made by Balater. I would like to thank the following people: Balater for the permission to put the table in a vr-room. All the thanks belongs to him! Sixtoe for his templates of vr-rooms and cabinets. Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table). And everyone I have forgotten. Please send me a message, if you think, I have forgotton you. Info I've added or changed little things like nFozzy flipper physics. There are two rooms: the minimal room and a sphere. To change the VR-rooms, press the left or right magnasave button. There are different LUT-files in the table. So you can change the lightning. Hold the left magna save-button and click the right magna save-button to change the LUT-file. Submitter RajoJoey Submitted 10/03/2021 Category VR - Virtual Reality Pinball ROM Name cntforce Modified by Original Table Author Balater  
  19. Version 1.0.0

    92 downloads

    Another beauty from Bally made by mistermixer and Schreibi34. I converted it with small changes. I would like to thank the following people: mistermixer for the permission to put the table in a vr-room. Schreibi34 for the 3D work. Sixtoe for his templates of vr-rooms and cabinets. Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table). And everyone I have forgotten. Please send me a message, if you think, I have forgotton you. Info There are two rooms: the minimal room and a sphere. You can easily switch rooms by pressing the magna save-buttons. There are 16 LUT-files in the table. So you can change the lightning. Hold the left magna save-button and click the right magna save-button to change the LUT-file.
  20. View File VR Room Cybernaut (Bally 1985) Another beauty from Bally made by mistermixer and Schreibi34. I converted it with small changes. I would like to thank the following people: mistermixer for the permission to put the table in a vr-room. Schreibi34 for the 3D work. Sixtoe for his templates of vr-rooms and cabinets. Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table). And everyone I have forgotten. Please send me a message, if you think, I have forgotton you. Info There are two rooms: the minimal room and a sphere. You can easily switch rooms by pressing the magna save-buttons. There are 16 LUT-files in the table. So you can change the lightning. Hold the left magna save-button and click the right magna save-button to change the LUT-file. Submitter RajoJoey Submitted 09/22/2021 Category VR - Virtual Reality Pinball ROM Name cybrnaut Modified by Original Table Author mistermixer, Schreibi34  
  21. View File Bad Cats (Williams 1989) VPW Mod Bad Cats v2.0 Table Tune-Up by members of VPin Workshop Discord. Completely overhauled version of Unclewilly's awesome Bad Cats table. Includes Desktop, Cab and VR versions in one VPX file as well as a Graphics Remastered B2S backglass file. Updated Plastics: Benji & Brad1X Playfield and Plastics: All table art completely re-drawn by Brad1X Inserts and Lights: iaakki Physics: Benji & iaakki Debug: Sixtoe & iaakki VR Stuff: Unclewilly & Sixtoe Testing: Tomate & VPin Workshop Discord Backglass Art Graphics Remaster: Brad1X Thank you to Unclewilly for letting us tune-up this table. Thank you to Flupper for 3D insert techniques. Thank you to Rothbauerw for nFozzy physics. All Logos, Copyrights and Trademarks are property of their respective owners. PROVIDED STRICTLY FOR PERSONAL / HOME USE AND NOT FOR COMMERCIAL SALE / RE-SALE OR DISTRIBUTION! Permission to Mod: Yes with approval '069 - Wrd1972 - Added new flippers from Doctor Dude '070 - Benji - Added material to flippers, exported flipper texture and toned down saturation for more 'arcade' style flippers '071 - iaakki - Minor GI shape adjustments near flips. Livecatch tweaked, Cabinet mode added '072 - Sixtoe - Added VR Room & built in backbox, unified timers, removed redundant stuff, trimmed lights and fixed some lighting issues, dropped the triggers, transparancy issue remains on the centre glass roulette cover for VR, needs more work on lighting '073 - Brad1X - Updated Table Info and Script info '074 - iaakki - MetalSides option created, POV reworked by altering offsets only, VRBlockerWall made invisible in desktop and cabinet modes '075 - iaakki - Flashers reworked one more time.. '076 - Benji - Re-applied POV from 074 (it got changed at some point) '077 - iaakki - Smaller haze images '078 - Sixtoe - Added extra sideblade primitive and refactored mode switches, center glass disabled in VR. '079 - iaakki - Some cleanup, darksides feature removed, static rendering disabled for siderails. '2.01 - Skitso - GI rework '2.02 - iaakki - Updated to latest physics, also separated posts and rubber bands. '2.03 - Sixtoe - Redid VR options, minimal room added as big room is "heavy", fixed broken cabinet mode, added drop holes, various other fixes. Submitter VPinWorkshop Submitted 05/20/2021 Category Solid State (SS) Recreations ROM Name Link to B2S Permission to Mod Contact Author First. VP Version v10  
  22. Version 1.0.0

    2,281 downloads

    OK, OK, OK! Lethal Weapon 3 table Tune-Up by VPin Workshop. It all started by again by just thinking about adding nFozzy’s physics and some missing textures in the original table, then we started replacing some primitives and reworking the existing ones, then the apron, cabinet, metal ramp, bats and a few other things were replaced. Totally new 3d inserts. Then different lamps were added to have a better lighting of all the new baked textures and finally adding a built in VR room... • New/reworked primitives: tomate • Baked ON/OFF textures: tomate • Inserts: Sheltemke, oqqsan • Scripting: oqqsan • nFozzys physics: tomate, iaakki • Fleep sounds: apophis • Flashes & Lighting Overhaul: tomate, Sixtoe • VR Room and fixes: Sixtoe, 360 Room by pattyg234. • Miscellaneous tweaks: Sixtoe, tomate, oqqsan • Testing: Bord, Rik, oqqsan, VPW team This release would not have been possible without the legacy of those who came before us, including most notably, Javier for the original vpx table, EBisLit for the new playfield image and 32Assassin for the rework. Thank you. Thanks to Flupper for his beautiful domes and Bumpers caps, Rothbauerw for nFozzy physics and Fleep for sounds. Enjoy!
  23. Version 1.2.0

    132 downloads

    It's a bird! It's a plane! It's Superman! Great table made by Goldchicco. I don't found an template for an Atari widebody pincab. So I have to make one for myself. I converted Goldchicco's table version 1.1 with small changes: I increased the force of the bumpers and slingshots. So for me the playing looks more like the real pin, which I have seen in videos. The pinball is faster, but very good playable. I would like to thank the following people: Goldchicco for the permission to put the table in a vr-room. Sixtoe for his templates of vr-rooms and cabinets. Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table). And everyone I have forgotten. Info There are two rooms: the minimal room and a sphere. You can easily switch rooms by pressing the magna save-buttons. There are 16 LUT-files in the table. So you can change the lightning. Hold the left magna save-button and click the right magna save-button to change the LUT-file.
  24. View File Twister (Sega 1996) with VR Room This table works for desktop, cab, and VR Room. V1.0: Added the VR conversions to this table that was done by DJRobX, 32assassin and francisco666 . Sixtoe provided a once over and did a couple additional tweaks. V1.1: Fleep Sounds Added. V1.2.4: Implemented nFozzy / Roth's physics and flipper updates and tricks. I've also done additional VR and material updates. Thanks to nFozzy, Roth, Sixtoe, as well as Bord for the great video tutorials on how to implement. Also, the VPW team for all the work they do, I've been able to learn from them, and ensure that everything that's been added is done correctly! V1.2.5: Thanks to tomate for making some modifications to the LUT, ramps, bumpers, and a few other edits! V1.2.6 - Added a 2nd rubberizer effect based off the VPW taxi table, per request. - Tomate added a playfield shadow flasher to add depth to playfield. Option to turn on and off in the script. *** NOTE: The table will default to desktop/cabinet mode the first time you play. Magna Save / Control buttons will toggle the rooms. *** VR Users - YOU NEED TO toggle the room to the view you want. I've added a VR Clock (thanks to Rajo Joey for letting me use a clock from his room, and to the original clock developer/s). You can turn it off in the script. I've added 6 VR Room environments. Magna save / control buttons toggle them. 3 minimal rooms, and 3 sphere rooms. (Thanks to Rajo for letting me use the sphere objects from his rooms. And thanks to the original sphere developer/s). Submitter UnclePaulie Submitted 09/03/2021 Category VPX - Hybrid Releases ROM Name twst_405 Link to B2S https://vpuniverse.com/forums/files/file/5478-twister-sega-1996/ Link to Media Pack Permission to Mod Yes  
  25. View File VR Room Superman (Atari 1979) It's a bird! It's a plane! It's Superman! Great table made by Goldchicco. I don't found an template for an Atari widebody pincab. So I have to make one for myself. I converted Goldchicco's table version 1.1 with small changes: I increased the force of the bumpers and slingshots. So for me the playing looks more like the real pin, which I have seen in videos. The pinball is faster, but very good playable. I would like to thank the following people: Goldchicco for the permission to put the table in a vr-room. Sixtoe for his templates of vr-rooms and cabinets. Rawd for the analog clock from his toyroom (this was originally taken from Rascal VP9 clock table). And everyone I have forgotten. Info There are two rooms: the minimal room and a sphere. You can easily switch rooms by pressing the magna save-buttons. There are 16 LUT-files in the table. So you can change the lightning. Hold the left magna save-button and click the right magna save-button to change the LUT-file. Submitter RajoJoey Submitted 08/31/2021 Category VR - Virtual Reality Pinball ROM Name superman Modified by Original Table Author Goldchicco  
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