Export FPT to BLENDER to OBJ...

polygame

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Hey everyone, I am looking for someone to export a .fpt table to blender to OBJ
so I can use it in my 3D software for measurements.

I don't know blender (tried before but not my cup of tea to put it mildly).
Does someone here has the ability to do it ?

Please let me know.

EDIT* what I mean is THIS : https://wiki.blender.jp/Extensions:2.6/Py/Scripts/Import-Export/FuturePinball_FPx

Maybe someone has still the original files on their HardDrive?
 
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found it. I t seem only version 279 of blender had this addon...

here is the result :
1595028585795.png
 
Maybe you can write to Blender devs to add the functionality again? Or maybe it is in more recent version as "hidden feature"?

The "no" is always a given but one can hope for the best and questions do no harm :)

Anyway, I though that was Jungle Girl table but it is not... is that the one teased in the animated characters thread? :whistle:
 
I didn't even know this could be done.
 
Anyway, I though that was Jungle Girl table but it is not... is that the one teased in the animated characters thread?

I thought that the circles on the left would give it away but...

hey! I never notice it but indeed there is a lof of similitude with JG.
this being said it is a work in progress it is missing a lot of stuff
 
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Hey, I should sue. :)

Actually steve, if you wanted one of my other Bally style tables, I could just give you one. Have one completely built, though this one is a real old school design Bally, but pretty fun little game. Have a couple others as well, not with the skateball shot though. Not doing anything at all with them anyway.
 
I am good Paul, I am just rebuilding DarkQuest and this is how It came up so far
 
Cool. If you need inspiration, you can always check my designs in my archives, might trigger a few ideas for you (or maybe not)
 
I guess I should have recognized it but it is hard to figure it out without the holograms. You are welcome to start with my modified version if you wish.
 
Yah, guys have used Blender for FP to VPX conversions before. It's helpful since VP can't create wire ramps,etc.

It's actually common now for guys to completely build a table in Blender to pre-render and bake in textures and lighting / shadows since VPX can't do that stuff on it own. This could be done with a FP table as well...and if done right could make for some stunning stuff with FP's better lighting and rendering.
 
@shiva pm me the link please.

Before putting any artwork design and 3d props I'd like some help testing the structure and maybe some advise to make the physic more enjoyable.
I have installed the Slamt1lt physics script (provided by Gimli) but I am not sure how to tweak it according to this design. I also need to know how magnet works

@TerryRed Exactly why I am rebuilding it in softimage, So I can bake my shadows in, and also make details that would be impossible wih FP.
 
I can help. I have done testing and added physics to a few tables.
 
If you need testers I'm volunteering :)

This reminds me; is there a way to manually control the ball with BAM?
 
If you need testers I'm volunteering :)

This reminds me; is there a way to manually control the ball with BAM?

Amazingly, I still have the image that Gimli created for me on setting up the roller ball from 2016:

Rollerball Magic.jpeg
 
not working here??? what do I do wrong? Everything is check properly
Edit* Got it to work but, the camera is moving along and if I lock it.. no more ball roller.
What a sad implementation of something that could be useful.
 
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if I understand correctly, also needs this DLL to be inserted in the fp folder
 

Attachments

  • Dinput8.zip
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not working here??? what do I do wrong? Everything is check properly
Edit* Got it to work but, the camera is moving along and if I lock it.. no more ball roller.
What a sad implementation of something that could be useful.
What doesn't work ? the mouse roller?
Try in a "new table" to verify
 
It work but not simultaneously with the F11 activated since it also control the camera view.
this being said, I can work with that.

On another topic, on the table I am working the bumpers are "meh!?" even after putting your script. (xml)
I have located this line and crank up the impulse' : <bumper impulse="400.0" impulseRandomness="2" vectorRandomness="6"></bumper>

But I don't see much difference. it still feels like the bumpers need cialis...any idea?
 
Some of the guys arrange EM Kickers in a circle to make bumpers kick instead of using the standard bumper. If that is the case, you will need to adjust settings for emkicker. These are the settings I normally use for bumpers and EM Kickers:

<bumper impulse="90.0" impulseRandomness="0" vectorRandomness="6"></bumper>

<emkicker mass="10000.0" omega="80.0"></emkicker>

In fact, I have attached the XML I normally start with and then adjust the 3 ball parameters for the table.
 

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  • fp-pMalificaTemplate.zip
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My memory doesn't serve me as well as it once did. The only other explanation is maybe you have found the max setting in the XML if you have the slider for bumper strength set to the max. There have been no improvements in bumpers in the history of FP that I am aware of since the time you came up with PowerBumpers. I would say you should revert back to them.
 
I recall a few weeks ago having some bumper troubles as well. Now at the time i solved it by adding a bit of mass and gravity to the ball.

I know, I know... It was probably one of FP quirks but.. hey, i don't recall having any problems with bumpers after that and it doesn't hurt to try. I'm also curious if it was something on my side because meanwhile I changed the hardware.
 
I recall a few weeks ago having some bumper troubles as well. Now at the time i solved it by adding a bit of mass and gravity to the ball.

I know, I know... It was probably one of FP quirks but.. hey, i don't recall having any problems with bumpers after that and it doesn't hurt to try. I'm also curious if it was something on my side because meanwhile I changed the hardware.

It is true that changing the mass and gravity of the ball will affect the bumpers but then the ball will interact differently with all the other objects on the table. ..So you have to take the good with the bad sometimes. Steve's PowerBumpers will produce higher bound so it might be the better option.
 
I tried it. doesn't help the bumper but the ball is less floaty, so thx AnonTet!!!

Is it possible via script, to know where the ball xyz are at runtime? (BAM script maybe?)
 
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