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  1. With a new Serum update on the horizon, a revolutionary concept is being introduced. Most roms are originally 128x32 but could be upscaled to 256x64, which is pretty basic stuff, although the fun ended there. With that in mind, Serum's team of programmers have been hard at work, and were destined to change that. Thanks to the amazing @zedrummer, you can now officially colorize 128x32 roms as 256x64! Besides that, there is also no longer a 64 color limit. Us authors can now choose between 65536 different types of colors. TRON will be the first rom ever receiving this treatment, with every single movie scene implemented in a 256x64 ratio. Available soon...
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  2. Been a month, here is an update.. SO... I Converted my Airborne project to use the next Serum/CDMD using RGB565.. Here's some Intro/Credits stuff using the new format I did over the last week. Also been doing more dump/masking work on Who-Dunnit.. So there might be some color work starting on that colorization as well soon (for when I get tired of staring at Airborne for weeks on end, I tend to work on 2 projects concurrently). Guesstimating July/Aug timeframe at this point in time. Capcom Intro /Title stuff I Need to still "upgrade" the details to Ken in the 256x64 format.. But gives an idea where this is going..
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  3. The next project I'm working on is Who Dunnit Serum RGB565 (In parallel with Airborne). Mostly Dumped, about 80% masked, and will get into coloring this one more when I need to take breaks from looking at Airborne. Need to work on the gradients some still and clean up some jaggies on the 256x64 frames.. But it is really early in the color (The intro is the only thing colored so far), so it will get cleaned up when I get more into it. Back to Airborne for now. -B
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  5. Did the copter/dive sequence tonight
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  7. Hi all, I am in the process of colorizing the jolly park spinball. It is almost finished with the help of Dtatane who responded to the problems I encountered. I'm putting some GIFs here to get an overview. I will share with the community when the betas are completed. 😉 Manu83
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  8. Run away! I added some glow under the UFO and on the ground.
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  9. New - Neon and other lighting - Mega Gameplay Video Demo ================================= This video shows how the new (pre-baked / ray traced) neon ramp lights (combined with FP realtime dynamic lights) as well as all other new lighting, looks during different normal gameplay and the 11 modes I have so far. Lots of cool looking stuff! This has got to be one of the most colourful games out there. I've waited years to see those neon ramps look this good. I figured I would do it on a new (non Stern) Tron table first (now that I can do this... gimme time). This is the next best thing. I love it! No, this does not mean it's almost done. More Man-E Modes to go and some other new features that may get added. At least now I can focus on that stuff now while having all this awesome lighting. motu ce - new lighting mega demo.mp4
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  10. I'm starting to update this a bit with the new version of CDMD. It's not playable yet, but here are some images showing off the expanded colors and hi-res mode.
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  11. WORK IN PROGRESS New Man-E Mode : JAW BREAKERS (Trap Jaw) ================================= I just completed creating an all new Man-E Mode bringing MOTU CE up to 12 modes now. This new mode is called JAW BREAKERS. Trap Jaw is attacking the palace. Teela responds by flying into air on her Sky Sled and going after him. You'll see the actual toy models of Teela riding on a Sky Sled flying around the playfield, waiting for you to hit the right shots. After you do this then Trap Jaw gets shot down. Now Trap Jaw will appear on the playfield as a new BumperHead toy. You need to pursue him! Avoid hitting him directly when his insert is red, or he'll eat your sword ("delicious!"), and he'll spit you out elsewhere! If you make the right shot, then Trap Jaw will fire his Energy Bow at He-Man across the playfield with a cool light show. He-Man blocks every blast. Then if you make the next correct shot, Trap Jaw fires his Lasertron at He-Man with another lightshow, and He-Man blocks every blast. Now, you must hit Trap Jaw directly once his insert is blue. This results in He-Man bending Trap Jaw's Lasertron, making his weapon useless. Now you must make the last shot at the He-Man kicker. He will now pickup Trap Jaw and toss him far away, resulting in you clearing the mode and getting the Trap Jaw toy! Now with the new pre-baked (ray traced) neon lighting, you get a crazy cool lightshow when combined with FP's realtime dynamic lighting! You also see me making good use of my Orko Shots to have Orko help me make some shots easily, and to save my ball from draining! More Man-E Mode are coming! motu ce - trapjaw demo.mp4
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  12. It is time for another update for the B2S Server. Version 2.1.1 includes some nice new things: Add B2STools/B2SRandom.cmd to randomize many Backglasses when activated in Pinup Popper or similar Backglasses using overlapping partly transparent pictures get it's events merged. This is now deactivated by default. Can be activated in the direct2BS file (there is NO GUI): <MergeBulbs Value="1" /> Add support for **PWM modified tables**, the light turn on values > 64, if it is a PWM activated table: There is a new setting for VPinMame.SolMask(2) to set the output mode: 0 = default 1 = modulated (PWM) solenoid (exist for some years already) 2 = new PWM mode (all solenoids but also lamps and GI-lamps, and value if physic meaning, not smoothed out binary state) For this new mode, we now hardcode a value 64, if the lamp intensity exceed this value, it is binary 1 re-registering B2S.Server should first cleanup earlier entries #98 Bug fixes: b2s_screenresidentifier: Add Comments hidded behind the taskbar #77 "Fantasy" setting in B2STableSettings.xml is ignored #93 So for all new Flipper Tables using the latest VPX and VPM features with PWM values, this version is a must. Older B2S Server crashes on the new PWM tables. (it means that a lamp can not only be on or off, but can be a value in between)
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  13. This was posted from Joe Picasso (Joey in another vpin group, haha. T
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  14. Here is the WIP in action. Sorry for the crappy old cellphone video.
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  15. if anyone is having an issue with one of my backlass files, PLEASE post in this thread.... 1) use tag @hauntfreaks in your post (this will let me know you posted an issue) 2) what file? (include link) 3) what is the issue your having we/I are looking into b2s issues to see if its human error (me) or the b2s server...
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  16. Finally did something I've wanted for a while now. The table has two falcon toys, one for Zoar (the Sorceress), and the other is Screech which is the same toy with different colours and it was never really used much in the shows. I wanted to replace Screech with something different for variety... and I finally added The Evil Horde crest from Hordak's arm (on the toy). I think it gives the table a bit more Horde visuals, and balances the variety a bit better.
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  17. Go grab it now:
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  18. Thanks for trying it out! I think I messed something up in the WIP version for 3 and 4 player scores, but it should be good for 1 and 2 player games. Hopefully I'll have some time to finally fix it and finish everything else up in the near future.
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  20. New - Castle Grayskull Mirror display ================================= The table's original display didn't really do much on the original table except show a few small videos. Then I decided to have it mirror everything the HUD was showing... but I wasn't really happy with that either. So I decided to replace it with a new model of the Sorceress Mirror from Grayskull. It plays an animation similar to the background used in the intro for the 80's cartoon. It will display images of different characters for various callouts or splash events. It will also show you what mode you are playing in. The holograms blend perfectly to give a similar look to the original in the show. I think this works better to fit with the theme of the table. motu ce - mirror.mp4
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  21. I've been working on smoothing out the transitions for the past 2 months. I'm still capturing frames.
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  22. Hello all Just is just a small note but a big thank you to everyone on this site. I am still rather new here and to the pinball scene digitally and everyone has been so helpful in setting up some of these awesome tables and figuring out the odd bug in VPX here and there Cheers!
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  23. WORK IN PROGRESS (New Man-E Mode) KHAN ARTIST (Kobra Khan) ================================= I just completed creating the newest Man-E Mode bringing MOTU CE up to 14 modes now. This new mode is called KHAN ARTIST. Kobra Khan appears through a portal as a BumperHead toy. He is trying to set you up for a crime you didn't commit. Kobra Khan, has 3 attacks you must pass through to progress. Snake Tongue - Kobra Khan will rotate back and forth while lashing out his long tongue, making it hard to pass him and make shots. If your ball hits his tongue at all, he will suck the ball into his mouth and spit it out elsewhere! Once you make two lit shots, then he begins his next attack. Venom Mist - Kobra Khan rotates back and forth spraying his deadly venom mist. If you get caught in the mist, your ball will be frozen / paralyzed in place... and then dropped! After you make two lit shots then he will being his final attack. Kobra Trance - Kobra Khan rotates back and forth with his snake eyes trying to catch you in his glance! If you fall within his line of sight, then your ball will freeze in place. Kobra Khan will spray sleep gas at you to tire you out! This makes all the table lights dim out over and over... and the worst part? Your flippers controls are reversed! This will continue for a short time until you recover. Each time you get caught in his gaze this repeats! Make two last lit shots to complete the mode and collect the Kobra Khan action figure! This mode is very neat, but can be very challenging! You really need to keep the ball under control! Your Orko Shots can be VERY helpful here... but they can also fire your ball into a deadly attack as well! Be careful! This game is getting HUGE... and I love it! More to come! motu ce - kk demo.mp4
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  24. I am sure it will. It's only a matter of waiting for the new dmdext release.
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  25. View File Spectrum (Bally 1981) VPW "Get A Clue!" VPW are proud to present Spectrum by Bally. Sixtoe was looking for a relatively simple but good looking table to scratch build start to finish himself, mainly to teach himself Blender and the VPX toolkit and this seemed to tick all the boxes. But before that the playfield and plastics needed to be redrawn, with Sixtoe doing the playfield and cyberpez doing an amazing job of the plastics. Spectrum is a very rare game in the wild (500 made with over half unsold / scrapped), it was unsuccessful mainly because when it was released no-one understood the rules as they're very different from normal, so I very much suggest reading the rules or watching the rules video linked at the bottom, but quick overview; It's literally a pinball version of the Mastermind board game. You have to guess 4 colours in a row, hit all 3 drop targets to guess that colour. If you guessed right the colour will flash, if you guess it wrong it will be solid. If you hit a lit saucer or the center top saucer they will give you a clue. If you guess all 4 in the correctly it will increase your superstar status. VPW Masterminds =============== Full Table Build & Playfield Redraw by Sixtoe Plastics Redraw by CyberPez VPX Toolkit and Part Library by Niwak New Star Rollover by Flux and Bord Bell Standoff and Kicker Arm Primitives by Bord New Arrow Primitive by Flux Script Help by Apophis & Iaakki Blender help by Tomate Lamp and Solonoid Assignments by 32Assassin (The Manual was useless!) VR Backglass by leojreimroc (including finding backglass lamp assignments with Hauntfreaks). Full Rules: https://www.ipdb.org/rulesheets/2274/SPECTRUM.HTM Youtube Rules Explaination: Submitter VPinWorkshop Submitted 05/09/24 Category VPX - Pinball Tables  
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  26. A little tutorial I put together for anyone intimidated by a full-cabinet build but wants to ease in to woodworking and learn about controllers and switches: Build the Quarter-Cab (Phase I)
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  27. Thank you @PastorLUL, I look forward to seeing the first Serum v2. These 3 months I spent changing the format and the editor were tough, but I see that you're gonna make wonders with it!
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  28. all the serum guys are simply amazing
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  29. I have a few requests: https://drive.google.com/open?id=17sq_lpZpZeCwmjyY4ZjG39vm-l1WCRdd&usp=drive_fs https://drive.google.com/open?id=1N7n2IfGJFyPa7vSZLOJaaXLN5Cv7IPza&usp=drive_fs https://drive.google.com/open?id=1OBxqYA2IVqO9CjFELNY53PN-21Qu2ERQ&usp=drive_fs Let me know if any of these strike your fancy. edit: mostly interested in the last two.
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  30. There's a new version - https://virtualpinballspreadsheet.github.io/
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  31. On top of not searching the right category, The search runs off of Tags and if the person uploading the file doesn't tag it right and you enter for example, buffy the vampire slayer - vp cooks, its looking for that tag, it might find it if theres not of related tags for other tables out there. I searched 'buffy' in files and it popped up, and also just searched 'cooks' and all his files come up.. So bottom line you need to learn how to search before you trash the search engine.. TAGS most search engines run off of TAGS 👍
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  32. Take a look under the menu item"Table" in VPX. You can Lock/Unlock the table and then the script will be available.
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  33. WORK IN PROGRESS Wouldn't it be cool to have ray traced Neon lighting? ================================= While working in Blender on the MOTU CE table, I always loved turning on the neon lighting and making it "emissive" to see how cool it looked in Blender with ray traced lighting and shadows. I always wished I could make my tables look like that. Well... Hold my Timmies... First pic is the table in Blender with the neon lighting preview. Second pic is a side by side comparison of the older lighting in-game on the left... and the new lighting in-game on the right. As Blockbuster would say.... "WOW! What a difference!" It's amazing what some pre-baked ray traced lighting, and a few smartly placed Future Pinball realtime dynamic lights will do. You need both to get this effect. The prebaked lighting textures on the wall, ramps, etc makes it look more realistic. The FP realtime dynamic lights actually light up everything in 3D space around those areas. I never thought all those months ago when I first tried Blender baking, I would actually have the table look very similar in FP, including the neon lighting! So.... who's ready for some excessive neon lighting? These pics show how the new neon ramp lights look when both ramps are on and the G.I. is off. These pics show how the new neon ramp lights look during different modes and with different colour combos, etc This looks cool in pics. Looks VERY cool in gameplay. Looks insane in VR.
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  34. It’s on hold for now. Real-life events taking priority at the moment for Dtatane. He’ll be back! 😉
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  35. clear logos only - no round logos EVAH! Record my own table, backglass, and DMD videos
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  36. WORK IN PROGRESS New Man-E Mode : TRI-STOP (Tri-Klops) ================================= I just completed creating an all new Man-E Mode bringing MOTU CE up to 13 modes now. This new mode is called TRI-STOP. Tri-Klops appears through a portal as a BumperHead toy. He is trying to stop you from escaping. He has 3 types of vision. His main vision (square eye) searches for you all over the playfield as a spot light eye. Anything that is red won't advance you. If you hit him directly at this time, he will see you and shoot away your ball! After making a couple of shots, Tri-Klops visor rotates to change to his Gamma Vision (triangle eye). The colour of the playfield will change to black and white except for the Tri-Klops spotlight triangle eye and the mirror. After making a couple of shots, Evil-Lynn yells at Tri-Klops to change to his Dista Vision. His visor rotates to his circular eye which changes the colour back again. Now when you make any shot, he will track your ball and fire some laser blasts at you! After making a couple of shots, now you must hit Tri-Klops directly in the BumperHead. When you hit him, it makes his visor spin rapidly, and non-stop which make it so he can't see you! Now you need to make the last shot in the He-Man kicker to complete the mode and collect the Tri-Klops action figure! Now with the new pre-baked (ray traced) neon lighting, you get a crazy cool lightshow when combined with FP's realtime dynamic lighting! You also see me making good use of my Orko Shots to have Orko help me make a shot easily, and to save my ball from draining! More Man-E Modes are coming! motu ce - tri-klops demo.mp4
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  37. ok, here we go! I decided to start coloring. So this is my first try, I'm learning at the same time to use the tools available. Lots of work... patience!
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  38. Unfortunately I don't have any good pictures of "KnockOut" - if for any odd reason, you don't have any projects https://pinballvideos.com/m/knockout You're work is really impressive. If I only had a few percents of you talent.
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  39. Work in progress... Dodge City is pretty easy. Colors can be adjusted later on, no problem.
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  41. Hah, yeah I had to watch it a few times as well to spot the issues with missing frames and transitions. I'm really happy how it's turning out and actually enjoyed watching it as well! lol
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  42. I am seeing this as well. The odd thing is, I did get it to work a couple times - not sure why it stopped. I tried the nvram file above - it did not fix the issue. I FIXED IT by re-running VpinMame setup (v3.6.0-929) for both 32 & 64 bit. -JK
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  43. just to make it clear... @Cliffyis referring to EM's when he's talking about custom b2s table scripts... SS tables the b2s is handled by the ROM the only time we need a custom script for the EM b2s now, is if the machine had special features like spinners, odd lights, specific animations
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  44. My Lord what a great time to be around. Absolutely STUNNING.
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  45. freakin' awesome
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  46. Like I said, this one is pretty easy, except for the cowboy. Attached is the picture of the current status. I will make some detail pictures of the cowboy on my machine this weekend. Also the lettering will take some more time. And please do not use .jpg's. The compression makes it really hard to see all the details. I'm writing a small tutorial how to make better pictures. I will show some pictures I made in .jpg and in raw format. The different is significant. Some questions to all of you making VPs . Should I place small indicators (crosshairs) where all the screws go? Do the holes for the lamps and the switches need to be transparent or is a simple black circle good enough? Thanks, Jens
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  47. Thank You that worked. I mean I did do the update but many moons ago when I first setup Vpinball I did so with the scripts being in the same folder as my tables and so once I added and updated the scripts that way it worked. I guess my setup doesn't tell it to look for scripts inside the scripts folder but rather my tables folder if that makes sense. Regardless it works now thank you very much.
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