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djlunchbox
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Post subject: Tables we would like George H to work on :) Posted: Mon Jul 15, 2019 5:38 pm |
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Joined: Sun Mar 10, 2019 5:13 pm Posts: 177
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Since George invited me to be more active in this group vs VPforums I'll migrate his thread over here. He's been an awesome well of information whenever I had a question. So i'll start this one up here 
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GeorgeH
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Post subject: Re: Tables we would like George H to work on :) Posted: Mon Jul 15, 2019 6:05 pm |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2524 Location: Arkansas, USA
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Ok. That cool. I am currently working on Jurassic Park. There is a lot to love on this table. So far I have added custom physics, dynamic flippers, reworked the playfield texture and the texture for one of the dino models. Although the playfield is high resolution, parts of it had too much red color so I spent a lot of time working on it and it looks great now. I figured out how to remove the "execute" command from the script with Francisco's help. It performs amazingly well now.
I decided to mod both Rom's and Slamt1lt's versions because I couldn't decide which one I liked better. Slam's version had 3 textures for HUD overlays and he only used 1 so I decided to add 3 HUDs and let the end user switch between the 3.
I am in the process of working on the GI and will add the lighting mode switch like I added to DarkQuest.
If anyone wants anything else changed, please let me know.
George
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Gimli
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Post subject: Re: Tables we would like George H to work on :) Posted: Mon Jul 15, 2019 7:03 pm |
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Joined: Mon Jan 27, 2014 12:36 pm Posts: 2859 Location: Ontario, Canada
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You are welcome here dj !
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djlunchbox
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Post subject: Re: Tables we would like George H to work on :) Posted: Tue Jul 16, 2019 1:45 am |
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Joined: Sun Mar 10, 2019 5:13 pm Posts: 177
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Awesome George! I love that table. I modded Slam’s last version to use the original music. I just need to remember to turn off my defender real-time scamming since the script triggers it How’s monster bash coming? Also i think The Walking Dead could use a refresher 
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GeorgeH
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Post subject: Re: Tables we would like George H to work on :) Posted: Tue Jul 16, 2019 11:58 am |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2524 Location: Arkansas, USA
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You might want to try Rom's version. The download is sort of hidden in the first posting of the table. I haven't played this table in quite a while. I think the reason is that it is so dark. I started working on just because I thought it needed it but last night I got to 1.7 billion and was a lot of fun. It was almost to the point of high score overflow. I guess I will have to add the code to fix that. I don't work too fast but this is the code to remove the "execute" commands if you want to play it before I post it: Replace this: Code: Sub blockItBAllOff() Dim x for x=1 to 17 Execute "blockItB"&x&".Collidable=false" Execute "blockItB"&x&".Render=false" next End Sub
Sub blockItAllOff() Dim x for x=1 to 16 Execute "blockIt"&x&".Collidable=false" Execute "blockIt"&x&".Render=false" next End Sub
Sub blockItBAllOn() Dim x for x=1 to 17 Execute "blockItB"&x&".Collidable=true" Execute "blockItB"&x&".Render=true" next End Sub
Sub blockItAllOn() Dim x for x=1 to 16 Execute "blockIt"&x&".Collidable=true" Execute "blockIt"&x&".Render=true" next End Sub with this: Code: Sub blockItBAllOff() blockItB1.Collidable=false blockItB2.Collidable=false blockItB3.Collidable=false blockItB4.Collidable=false blockItB5.Collidable=false blockItB6.Collidable=false blockItB7.Collidable=false blockItB8.Collidable=false blockItB9.Collidable=false blockItB10.Collidable=false blockItB11.Collidable=false blockItB12.Collidable=false blockItB13.Collidable=false blockItB14.Collidable=false blockItB15.Collidable=false blockItB16.Collidable=false blockItB17.Collidable=false blockItB1.Render=false blockItB2.Render=false blockItB3.Render=false blockItB4.Render=false blockItB5.Render=false blockItB6.Render=false blockItB7.Render=false blockItB8.Render=false blockItB9.Render=false blockItB10.Render=false blockItB11.Render=false blockItB12.Render=false blockItB13.Render=false blockItB14.Render=false blockItB15.Render=false blockItB16.Render=false blockItB17.Render=false End Sub
Sub blockItAllOff() blockIt1.Collidable=false blockIt2.Collidable=false blockIt3.Collidable=false blockIt4.Collidable=false blockIt5.Collidable=false blockIt6.Collidable=false blockIt7.Collidable=false blockIt8.Collidable=false blockIt9.Collidable=false blockIt10.Collidable=false blockIt11.Collidable=false blockIt12.Collidable=false blockIt13.Collidable=false blockIt14.Collidable=false blockIt15.Collidable=false blockIt16.Collidable=false blockIt1.Render=false blockIt2.Render=false blockIt3.Render=false blockIt4.Render=false blockIt5.Render=false blockIt6.Render=false blockIt7.Render=false blockIt8.Render=false blockIt9.Render=false blockIt10.Render=false blockIt11.Render=false blockIt12.Render=false blockIt13.Render=false blockIt14.Render=false blockIt15.Render=false blockIt16.Render=false End Sub
Sub blockItBAllOn() blockItB1.Collidable=true blockItB2.Collidable=true blockItB3.Collidable=true blockItB4.Collidable=true blockItB5.Collidable=true blockItB6.Collidable=true blockItB7.Collidable=true blockItB8.Collidable=true blockItB9.Collidable=true blockItB10.Collidable=true blockItB11.Collidable=true blockItB12.Collidable=true blockItB13.Collidable=true blockItB14.Collidable=true blockItB15.Collidable=true blockItB16.Collidable=true blockItB17.Collidable=true blockItB1.Render=true blockItB2.Render=true blockItB3.Render=true blockItB4.Render=true blockItB5.Render=true blockItB6.Render=true blockItB7.Render=true blockItB8.Render=true blockItB9.Render=true blockItB10.Render=true blockItB11.Render=true blockItB12.Render=true blockItB13.Render=true blockItB14.Render=true blockItB15.Render=true blockItB16.Render=true blockItB17.Render=true
End Sub
Sub blockItAllOn() blockIt1.Collidable=true blockIt2.Collidable=true blockIt3.Collidable=true blockIt4.Collidable=true blockIt5.Collidable=true blockIt6.Collidable=true blockIt7.Collidable=true blockIt8.Collidable=true blockIt9.Collidable=true blockIt10.Collidable=true blockIt11.Collidable=true blockIt12.Collidable=true blockIt13.Collidable=true blockIt14.Collidable=true blockIt15.Collidable=true blockIt16.Collidable=true blockIt1.Render=true blockIt2.Render=true blockIt3.Render=true blockIt4.Render=true blockIt5.Render=true blockIt6.Render=true blockIt7.Render=true blockIt8.Render=true blockIt9.Render=true blockIt10.Render=true blockIt11.Render=true blockIt12.Render=true blockIt13.Render=true blockIt14.Render=true blockIt15.Render=true blockIt16.Render=true End Sub I think the other 2 tables you asked about need the same sort of change. You might see if you can imitate the fix for them. The Walking Dead needs a redraw of the textures for the playfield and plastics. I can't do it myself and can't find anyone who will do it. Aduke really worked hard on the script. He had access to the real table so it was done right. Apart from the textures, the table is actually in pretty good shape. I wish someone would come forward and decide to redraw the textures or maybe find a better version on the internet somewhere. (I performed some searches but couldn't find anything). George
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djlunchbox
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Post subject: Re: Tables we would like George H to work on :) Posted: Tue Jul 16, 2019 1:06 pm |
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Joined: Sun Mar 10, 2019 5:13 pm Posts: 177
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Oh ok cool. I have both versions d/l but I have Slam's on my actual FE. I'll give that script change a go and test it out. And yeah I need to see if I can add those to Last Action Hero and Tales from the Crypt as I think those have the same issue.
Oh i see what you're saying. I can try exporting the playfield and work some photoshop magic.
General question: how is toys animation handled, via the script? are the plastics/toys different than in VPX? I ask because in relation to Attack From Mars, in the VPX version the flying saucers are consistently rotating during play, I'm wondering if that can be achieved in FP and if so is it difficult. I love Slam's ultimate version and think this would be a great addition if possible.
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GeorgeH
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Post subject: Re: Tables we would like George H to work on :) Posted: Tue Jul 16, 2019 3:34 pm |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2524 Location: Arkansas, USA
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I can only tell you generally how animation is done. The T. Rex in Jurassic Park has the model saved as a drop target. So the model has only 2 positions it switches between, head up and head down. The actual motion of the head as it moves from one position to the other is somehow controlled by the model. The script is the same as for a drop target.
Models can be saved as any type of object that FP supports and the script is the same as the type of object. The moat on Medieval Madness is saved as a kicker so that the ball can be destroyed when the ball hits it just like a kicker does. I have done very little with toys but I think they have more capabilities.
I don't know of a way to do rotating saucers using the traditional methods (possibly saving the model as a spin disc?). The effect could probably be done with BAM's miniplayfield option. I know very little about miniplayfield also. Gimli is the expert.
I doubt there are any edits that will work on the textures for The Walking Dead. Everything looks kind of blurred so I doubt there is much you can do but it doesn't hurt to try.
George
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djlunchbox
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Post subject: Re: Tables we would like George H to work on :) Posted: Tue Jul 16, 2019 5:51 pm |
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Joined: Sun Mar 10, 2019 5:13 pm Posts: 177
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GeorgeH
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Post subject: Re: Tables we would like George H to work on :) Posted: Tue Jul 16, 2019 6:15 pm |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2524 Location: Arkansas, USA
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I honestly don't like playfield textures that are painted dark. It is probably an area where you and I don't agree since I remember you like the dark version of Medieval Madness. An undarkened playfield provides something you can work with. If you don't like the way the texture was darkened, there is not much you can do about it. I prefer adjusting lighting with GI and shadow maps and don't like playfields painted dark. Funhouse is an example of a table with GI and shadow maps that I did.
That is my opinion anyway but feel free to do what you can.
George
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francisco666
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Post subject: Re: Tables we would like George H to work on :) Posted: Tue Jul 16, 2019 9:32 pm |
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Joined: Mon Aug 15, 2011 10:02 am Posts: 1890 Location: Argentina
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djlunchbox wrote: General question: how is toys animation handled, via the script? are the plastics/toys different than in VPX? I ask because in relation to Attack From Mars, in the VPX version the flying saucers are consistently rotating during play, I'm wondering if that can be achieved in FP and if so is it difficult. I love Slam's ultimate version and think this would be a great addition if possible. You can rotate a toy around his center, more if it is like a spin disk. You can do it with playfields as George point if the toys have lights, but IDK if you can achive that when the Y axis are non vertical
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