Numiah Posted June 27, 2024 Posted June 27, 2024 Currently setting all my tables up with new DOF settings. When you enter the "window" settings and press launch to reset to standard I get a text in screen stating "Missing glass position, guessing it to be CapCom (or Williams for that matter) 3" by 5"". Where does one input a default glass position? And what does it do? Does it help when pressing default results in a zoomed in table like 160%?
beazleybub Posted January 2 Posted January 2 (edited) I went searching for this and found your post. I'd like to know as well. Looks like it's a big mystery! Edited January 2 by beazleybub
izzbo Posted January 18 Posted January 18 (edited) Me too. I'd love if there was a wiki but 2 years into this I still haven't found one. Pretty crazy. If anyone reads this who is doing development on VPX I volunteer to spear head a wiki. I just need info. If there is one already I apologize, but I can't find it. I'm a Principal Software Developer in my day job so I'm sure I could help even if you give me permission to write one up based on what I find in the source code (https://github.com/vpinball) but I sure as sh*t am not going to do it w/out support. Edited January 18 by izzbo
deadmanworking Posted January 18 Posted January 18 Preferences > Video / graphics settings > Cabinet layout on the right hand side Please note that you need VPX 10.8 and that some tables will still override your settings made here.
Content Provider Schlabber34 Posted January 18 Content Provider Posted January 18 I use the glas values front and back to set the visual slope. Not the physics slope but the PF slope you notice when you stand in front of the cab in your playing stance. I use 2" in the front and 5" in the back to create a visual slope of around 6°. You can not measure that, it's just what looks right in your cab. Mine has a 32" PF monitor so it might look different on 43-46"cabs. The value for the front doesen't really do much other then zooming the front in and out. Important is the difference to the back value for the visual slope. Once you have set that zoom the whole table (XYZ highlighted at the same time) until it fits the length of the screen. Center it with Y offset. Don't cut off parts of the back wall or the apron. That would kill any immersion and 3D depth! Next would be to set the Player Y untill you see a little bit of the flipper rubber surface that is facing your belly. If you see the flipper rubber surface that is hitting the ball while playing your head is moved too far into the table. Use that value to move your head / camera to your real life Y position. Don't measure it. It differs from table to table. Start the table and hit the flipper buttons because the up position also helps to judge the perspective onto the flippers. Once you have done that you now want to stretch the table in X direction. Once again there is no value or percentage that you can use. What you have to do is look at round inserts all around the table. Stretch in X until the shoot again between the flippers look round from your player pov. Same goes for inserts and bumper caps in the back of the table. The correct perspective is not created by your monitor position alone! The X stretch is mandatory for a natural perspective! Find a happy medium for the look of round objects in the front and the back. When you hit that right flipper button to stretch you can see how the natural perspective starts to kick in. Last thing you do is to google images of the table and look at the visual hight of the backwall. Use the Player Z to stretch the backwall to what you see on the google images. Watch out, not every table is acurate with the backwall size or the backwall images. Be smart. Look at DT's toys and pegs too. Keep in mind that stretching in X and use Player Z can cancel each other out! Once your finished go through all of those values again because the values are affecting each other.
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