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Posted

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.

 

image.png.72e77223428b9aefae1dc987f4fd05a1.png

 

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:

 

 

Posted
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?

 

Posted

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!

Posted
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?

Posted

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.

Posted (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 by foofoorabbit
Posted
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.

 

image.thumb.png.b38f381613f679cac8b5605baafe4de3.png

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?

Posted

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. ;)

Posted

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.

 

image.thumb.png.cbbce386f10911cfab88538ef2130302.png

 

And here is it, in action:

 

 

Also, my camera rig is getting quite competent. :)

 

Posted
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.

 

image.thumb.png.cbbce386f10911cfab88538ef2130302.png

 

And here is it, in action:

 

 

Also, my camera rig is getting quite competent. :)

 

You are creating a new category of arthouse-movies?

  • 2 months later...
Posted

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. ;) 

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