stefanaustria Posted January 31, 2015 Posted January 31, 2015 Fren, how many Hours did you for that re-Draw ?
Shadowsclassic Posted January 31, 2015 Posted January 31, 2015 Just curious, what does the "punch it" button do during game play? just wondering if I'm going to need to include another button on my cab. Looks more of them have a button around the center of the lock bar. Hmm........
RipleYYY Posted January 31, 2015 Posted January 31, 2015 used in gameplay, to avanced the vengeance shoots (instead of hitting the target), than yes "needeed"
Loafmeister Posted January 31, 2015 Posted January 31, 2015 I assume most authors will just assign that function to one of the magna save buttons, so as long as your cab has those, you are good to go
Xagesz Posted January 31, 2015 Posted January 31, 2015 Looks cool. Nice Start:Fren Side Note:Your logos in signature are off. The Star Trek Punch it is linking to indy and indy has no link. Kinda backwards. Just informing.
Content Provider freneticamnesic Posted January 31, 2015 Content Provider Posted January 31, 2015 Just curious, what does the "punch it" button do during game play? just wondering if I'm going to need to include another button on my cab. Looks more of them have a button around the center of the lock bar. Hmm........ mission select, the 6 hexagonal lights in the middle of the pf are missions, use flippers to select a mission, press punch it to choose mission and auto-plunge ball, or just plunge the ball as normal. when ball is in play, the punch it button lights up to fire at the vengeance ship, this is when it's great to have force feedback, the vengeance rocks back and forth as well
Shadowsclassic Posted January 31, 2015 Posted January 31, 2015 mission select, the 6 hexagonal lights in the middle of the pf are missions, use flippers to select a mission, press punch it to choose mission and auto-plunge ball, or just plunge the ball as normal. when ball is in play, the punch it button lights up to fire at the vengeance ship, this is when it's great to have force feedback, the vengeance rocks back and forth as well I see thanks Fren/all, so if you don't have a lighted "punch it" button you wont know when to make the Vengeance shot, or are their other indicators?
randr Posted February 1, 2015 Posted February 1, 2015 Or you can just use the "launch" button as p@&$" it. works for me on every table that has button on lockbar... Punch it Loafer!
Content Provider freneticamnesic Posted February 1, 2015 Content Provider Posted February 1, 2015 The new vp10 light objects are amazing... this is great stuff. This picture is all lights on without any fading or on images, just the playfield off image with a vp light set to on........ great great great I like this Punch it!!!
randr Posted February 1, 2015 Posted February 1, 2015 Looks great. I really like vp10 beta really makes things pop Lightly press it!
Content Provider freneticamnesic Posted February 2, 2015 Content Provider Posted February 2, 2015 I guess I have punched this thread into WIP status lol... I got the hang of ramps in Blender now, mostly...need to figure out a good method for the ramp ends. Here's progress so far
Delta6014 Posted February 2, 2015 Posted February 2, 2015 http://vpuniverse.com/forums/uploads/images/1422912280.png
Delta6014 Posted February 2, 2015 Posted February 2, 2015 That's a version of the ship I had been working on
Content Provider freneticamnesic Posted February 2, 2015 Content Provider Posted February 2, 2015 That's nearly the image I used to texture the model..may be the exact image..
stefanaustria Posted February 3, 2015 Posted February 3, 2015 lol Delta, that was your VP8 Version, right ?
Content Provider 85vett Posted February 3, 2015 Content Provider Posted February 3, 2015 Looking great. You may want to lower the left ramp a bit in the back as the warp ramp will need to go above it. That is one of the things I messed up in the version I previously made as I had them backwards in their alignment. Requested resource picks will be sent here in a little bit. You'll see what I mean in the below pic. That left ramp is actually not real steep (about 75% as steep as the right ramp).
Content Provider freneticamnesic Posted February 3, 2015 Content Provider Posted February 3, 2015 Looking great. You may want to lower the left ramp a bit in the back as the warp ramp will need to go above it. That is one of the things I messed up in the version I previously made as I had them backwards in their alignment. Requested resource picks will be sent here in a little bit. You'll see what I mean in the below pic. That left ramp is actually not real steep (about 75% as steep as the right ramp). Good point, so does it just elevate to the level right above the plastics and then flatten out? That should be an easy fix. I am dreading modeling that warp ramp, it's got a strange incline and angle, needs to get real high real fast.
Content Provider 85vett Posted February 3, 2015 Content Provider Posted February 3, 2015 Yeah, it's only about an inch higher than the plastics. If your plastics max out at 55 units then I would make the ramp end at about 80 units and it should be pretty close. The warp ramp will be fun. Keeping the alpha ramp lower will help with getting the warp ramp to look and work right. It goes up pretty steep until the insignia and then start to flatten out pretty quickly. The ramp actually has a cap on it starting after the insignia to keep the ball in the ramp (almost like making it a tube). Hope this helps, if not, shoot me a PM and I'll try to help out more.
Content Provider freneticamnesic Posted February 4, 2015 Content Provider Posted February 4, 2015 Small update, decided to try and replicate the mod from here https://pinside.com/pinball/forum/topic/star-trek-stern-vengeance-mod-chashing-ledsand got some work done on re-texturing the vengeance to enable this... I'll have to mesh the light output so it can move with the ship when it crashes, that will be different............. re-did the ramps per vetts suggestion as well
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