Content Provider freneticamnesic Posted June 14, 2014 Author Content Provider Share Posted June 14, 2014 It's just data telling it where the center of the object is. You imported an entire FP table into Blender, so it's pivot point is the center of the FP table, whether the rest of it exists or not. You can specify in Blender, somewhere, where the center (aka pivot point in this case) of the model is but I don't know it off hand. That would be your solution though Link to comment Share on other sites More sharing options...
HorsePin Posted June 14, 2014 Share Posted June 14, 2014 Yeah, moving into center of plane is probably a better idea lol, so lazy. What you reckon about exporting every one of my wall guides as one? Looks like it handling this all ok at the moment. I'm sure she won't blow my machine up if I try it , lol. Link to comment Share on other sites More sharing options...
Content Provider freneticamnesic Posted June 14, 2014 Author Content Provider Share Posted June 14, 2014 Yeah, moving into center of plane is probably a better idea lol, so lazy. What you reckon about exporting every one of my wall guides as one? Looks like it handling this all ok at the moment. I'm sure she won't blow my machine up if I try it , lol. The problem with that is your textures start getting stretched thin, you can try but the more faces the more your texture has to do Link to comment Share on other sites More sharing options...
HorsePin Posted June 14, 2014 Share Posted June 14, 2014 I did have a quick try at that but one wall was missing so I will have to try again. The model with all the walls is very small, miles smaller than the rubbers, I can't see there being too much of a problem with the textures all being sphere mapped to a chrome map. Just pulled in the tables surrounding walls which were tiny as well. This is really cool, I've got around 8 FP/Unit3d tables that I can bring straight into VP like this. Kingpin & King Kong could do with some VP love too. Link to comment Share on other sites More sharing options...
HorsePin Posted June 17, 2014 Share Posted June 17, 2014 These wire ramps are fine for ball friction but when it comes to importing standard ramps there seems to be a lot of it going on, pretty much impossible to make it up 70mm high. Flippers are set too powerfull as it is. Maybe the more faces you have it seems the harder it is for the ball to travel up? Get weird spinning too off these rubbers with physmod5 (lots of faces), so just made hidden walls for the contact there. May have to do the same with a ramp. Link to comment Share on other sites More sharing options...
Content Provider freneticamnesic Posted June 17, 2014 Author Content Provider Share Posted June 17, 2014 Your primitives should not be collidable so they will have no effect on friction, you still need normal ramps under there Link to comment Share on other sites More sharing options...
HorsePin Posted June 17, 2014 Share Posted June 17, 2014 Cheers! Lol, need some friction now....it flew off ramp into the scene, way too fast. Link to comment Share on other sites More sharing options...
mistermixer Posted August 4, 2014 Share Posted August 4, 2014 Followed the steps in the video tutorial but have always the same error in visual pinball : no texture coordinates (UVs) found in obj file,import is impossible ( marked in Blender saving options UV ) Really want to learn this proces. Thanx4reply Link to comment Share on other sites More sharing options...
Content Provider freneticamnesic Posted August 4, 2014 Author Content Provider Share Posted August 4, 2014 Save the .blend file and send it to me Link to comment Share on other sites More sharing options...
Content Provider freneticamnesic Posted August 4, 2014 Author Content Provider Share Posted August 4, 2014 or the .fpt would work too, so I can start from the beginning, but if you send the .blend I can at least tell you which step your missing Link to comment Share on other sites More sharing options...
mistermixer Posted August 5, 2014 Share Posted August 5, 2014 Uploaded a folder with all in ( video,ftp table,blender ...) Thanx again for helping me out http://www.mediafire.com/download/j9kl98jflsjw9q6/blender+vis+pinball.rar Link to comment Share on other sites More sharing options...
Content Provider freneticamnesic Posted August 5, 2014 Author Content Provider Share Posted August 5, 2014 ok I'll check it this evening after work. I never did look at the video....but I swear I will now Link to comment Share on other sites More sharing options...
Content Provider freneticamnesic Posted August 6, 2014 Author Content Provider Share Posted August 6, 2014 OK I looked into it and....you're beyond my expertise. You're using the wireguides not ramps, which is what you need for what you're trying to do, but the same steps used for exporting wire ramps don't appear to work for the wire guides. I don't really know why. unclewilly would be the guy to ask on this specifically, he's a FP object wizard. Link to comment Share on other sites More sharing options...
Content Provider gtxjoe Posted April 22, 2015 Content Provider Share Posted April 22, 2015 Thanks for the tutorial again. FP wire ramps rule! Link to comment Share on other sites More sharing options...
Content Provider edizzle Posted April 28, 2015 Content Provider Share Posted April 28, 2015 Anyone know why sometimes I get these triangular looking things on the top and bottom of wireramps sometimes? On the right you can see the ramps as they are in Future Pinball. When I run the table in FP, they look as they should. Often times when I import an FP table to Blender, the wire ramps sometimes show up with these triangular wires. you can see in the left picture, the left ramp has them, but the right ramp does not. I never figured out why that happens. Sometimes if I go back in FP and mess with the table, and then reimport, it might go away, but not always. Link to comment Share on other sites More sharing options...
Content Provider freneticamnesic Posted April 28, 2015 Author Content Provider Share Posted April 28, 2015 I've never seen that before on my life! Link to comment Share on other sites More sharing options...
Content Provider ICPjuggla Posted April 28, 2015 Content Provider Share Posted April 28, 2015 I've also not seen that but looks kinda cool... :-) Link to comment Share on other sites More sharing options...
Content Provider edizzle Posted April 29, 2015 Content Provider Share Posted April 29, 2015 Haha, I was afraid no one would have seen that before. It's annoying because I don't know what's causing it, and I've gotten it to import correctly, but I don't know what was different. For now, I just keep tweaking stuff in FP and then import it to blender and pray. BTW, since I really can't work in VP10 until I upgrade my computer, are wireramps much better in VP10? Link to comment Share on other sites More sharing options...
Content Provider ICPjuggla Posted April 29, 2015 Content Provider Share Posted April 29, 2015 Nope, still have to do them in blender unfortunately. Link to comment Share on other sites More sharing options...
Content Provider gtxjoe Posted April 29, 2015 Content Provider Share Posted April 29, 2015 Hey I had that happen also. It had something to do adding a extra ramp point just past a wire ring so you can extend the upper ramp guides past the ring. I couldnt figure out how to get it to work, so I let the upper guide stop at the ring and called it a day Link to comment Share on other sites More sharing options...
Content Provider edizzle Posted April 29, 2015 Content Provider Share Posted April 29, 2015 Hey I had that happen also. It had something to do adding a extra ramp point just past a wire ring so you can extend the upper ramp guides past the ring. I couldnt figure out how to get it to work, so I let the upper guide stop at the ring and called it a day Hmmm, good observation. I will try having the upper guide stop right at the ring. That's what you get for trying to be more accurate! Thanks gtxjoe, I will see if it works for me. Link to comment Share on other sites More sharing options...
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