freezy Posted May 3, 2025 Author Posted May 3, 2025 Small update: Added the VUK. For the animation I'm starting to create generic components that move stuff on events. Here's one that translates a component by a given vector. It gets automatically triggered when the component's coil gets activated. You'll be able to have it only trigger once or on both activation and deactivation. This makes it quite versatile, I hope. Here is it in action:
Gravy Posted May 3, 2025 Posted May 3, 2025 2 hours ago, freezy said: Small update: Added the VUK. For the animation I'm starting to create generic components that move stuff on events. Here's one that translates a component by a given vector. It gets automatically triggered when the component's coil gets activated. You'll be able to have it only trigger once or on both activation and deactivation. This makes it quite versatile, I hope. Here is it in action: Is it possible to model the shape of the VUK and habitrails within VPE or will that need to be done externally and imported?
freezy Posted May 3, 2025 Author Posted May 3, 2025 Not sure how you wanna shape the VUK. The ball popper cap? Habitrails in T2 are currently created in Blender, but having a tool in VPE that can model complex habitrails would be awesome. It’s not at the top of the priority list right now, but I hope we can add it at some point!
Gravy Posted May 3, 2025 Posted May 3, 2025 13 hours ago, freezy said: Not sure how you wanna shape the VUK. The ball popper cap? Habitrails in T2 are currently created in Blender, but having a tool in VPE that can model complex habitrails would be awesome. It’s not at the top of the priority list right now, but I hope we can add it at some point! Sorry, I just meant the rails, not really the kicker itself. Are you planning on having a library of different shaped sections of habitrail that people can kind of cobble together to form one rail, or would that not be a viable way to approach it?
freezy Posted May 6, 2025 Author Posted May 6, 2025 Yes, there is tooling to be done, most likely with Unity's spline package. It's not a trivial topic, so if somebody could collect a bunch of reference photos that could serve as a base to understand the different use cases, that'd already be a great start.
freezy Posted May 6, 2025 Author Posted May 6, 2025 Modeled and textured the cannon. Next step is to hook it up to the ROM mech to see if I get it working again.
foofoorabbit Posted May 6, 2025 Posted May 6, 2025 (edited) The level of realism is nuts. The wear and tear really makes the difference. edit: also seeing the solenoid, switches and wires also makes the difference compared to VPX tables. Edited May 7, 2025 by foofoorabbit
anarkizt Posted May 8, 2025 Posted May 8, 2025 More! Give me more! Amazing images, saving them as background images on the desktop
foofoorabbit Posted May 8, 2025 Posted May 8, 2025 On 5/6/2025 at 5:19 PM, freezy said: Modeled and textured the cannon. Next step is to hook it up to the ROM mech to see if I get it working again. Can’t wait to see a video of it in action. I’m assuming this will be the first time something is moving without a baked animation and controlled by the ROM itself?
freezy Posted May 8, 2025 Author Posted May 8, 2025 Well, the goal is to be able to just mark the cannon collider as movable, add a switch, a kicker and a mech component and that's it. We'll see.
freezy Posted May 8, 2025 Author Posted May 8, 2025 Fooling around with volumetric lighting.. Obviously doesn't work too well with refractive materials, but fun to play around with nevertheless! 2025-05-08 21-57-16.mp4
Content Provider TerryRed Posted May 9, 2025 Content Provider Posted May 9, 2025 15 hours ago, freezy said: Fooling around with volumetric lighting.. Obviously doesn't work too well with refractive materials, but fun to play around with nevertheless! 2025-05-08 21-57-16.mp4 19.13 MB · 0 downloads As someone who is currently working on a table that includes "fog" effects... I can appreciate this!
foofoorabbit Posted May 9, 2025 Posted May 9, 2025 22 hours ago, freezy said: Fooling around with volumetric lighting.. Obviously doesn't work too well with refractive materials, but fun to play around with nevertheless! 2025-05-08 21-57-16.mp4 19.13 MB · 0 downloads Not sure the video is working, getting a blank zero seconds video.
freezy Posted May 13, 2025 Author Posted May 13, 2025 A first version of the cannon action. Here we have the mech component which translates PinMAME's data into a rotation value, plus a rotation component that listens to these values and transforms the component. UI is still a bit rough but you'll hopefully get the point. And here is it, in action: Also, my camera rig is getting quite competent.
makmak Posted May 14, 2025 Posted May 14, 2025 6 hours ago, freezy said: A first version of the cannon action. Here we have the mech component which translates PinMAME's data into a rotation value, plus a rotation component that listens to these values and transforms the component. UI is still a bit rough but you'll hopefully get the point. And here is it, in action: Also, my camera rig is getting quite competent. You are creating a new category of arthouse-movies?
foofoorabbit Posted May 14, 2025 Posted May 14, 2025 Impressive that so far the table has zero scripts and everything is ROM-driven.
freezy Posted July 29, 2025 Author Posted July 29, 2025 Hi, it has been a minute! Was mostly busy migrating the asset library to a new repository, optimizing it, a lot of remodeling and texturing. Still not finished, but when going through the aprons I thought hey, T2 hasn't got a proper apron yet! So, there we go If anybody got better score card designs, let me know.
kiloNova Posted July 29, 2025 Posted July 29, 2025 Freaking amazing 🤩 I can't even communicate how excited I am for this!
foofoorabbit Posted July 30, 2025 Posted July 30, 2025 The apron texture is especially nice (and noticeable) when the light is reflecting on it. @freezy these textures really add a lot to the realism. Good job!!
freezy Posted July 30, 2025 Author Posted July 30, 2025 (edited) Credits to @g5k for the awesome score cards Edited July 30, 2025 by freezy
GraveD Posted August 1, 2025 Posted August 1, 2025 This is going to be awesome once released. Definitely time to upgrade playfield monitor to OLED
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