Paragon Update?

jimform2k1

Pinball Wizard
Joined
May 5, 2022
Messages
60
Reaction score
4
Points
14
Favorite Pinball Machine
paragon
No love for this widebody classic? Hasn't been updated in years for FP. Maybe an expert builder will tackle this.

Thanks

Jim
 
I don't think Paragon was released with FP. I started with Rob046 to recreate the table in 2006...
Code is done. I have a nice BG and PF. If you have nice plastics, just tell me.
And with BAM, no prablem to create the 3 or 4 flippers version.
 
I have a copy actually, i don't remember if it was yours or not. Think it was something I was doing with fransico, but never finished. Have a built table, some new graphics, about halfway redrawn, basic coding that is playable so if you want I can send it.
 
I have a few older (2016?) GRANIT/Ghost versions. Graphics are not super sharp and many sounds are missing or wrong from what I remember back in the day.

Thanks
 
would be great to eventually see this, it was one of my fav SS machines
 

I upscaled the plastics from this site:


It could be better but it isn't bad. You can use the attachment if you wish.
 

Attachments

  • Paragon Plastics.jpg
    Paragon Plastics.jpg
    2 MB · Views: 5
well, there is an old VP version at irpinball.org 70s tables
i play it in 912 or later..
i rotated it, did all the mods for the flippers, slings etc.. for FS.
plays fine in the later VP9 engines.
i think it did have the ball getting stuck problems because of the rotation of the WideBody
all the WB tables had problems of the ball getting stuck when rotated for FS.
had to play in desktop version.
maybe someone could update this old version.
 
Last edited:
I was the one that found those pictures, and was asked to help on the graphics, but it ended up never happening and it wasn't something I had the time to do anyway. I was redrawing a bit, just black, but a brief color cleanup as well etc. If someone wants to take this over, fine by me. I still have the psd file so I can send it over and save 30 hours of redraw work. Here's a screen of the plastics, suitable for a table of what I had finished plus the rest of the plastics overlayed. The second was the redraw, just the black lines of what was finished. You can tell there was still a lot of work that was needed to be done.

Found the last fpt file, francisco basic script with additions by me to get it playable. This was one that was to be after Embryon, but he retired and I was too busy afterwards. It's quite rough, but if someone wants to finish it, here you go...
 

Attachments

  • a2_plastic_paragon.jpg
    6.6 MB · Views: 8
  • a2_linework_plastic_paragon.jpg
    5.6 MB · Views: 8
  • Paragon_xse5.zip
    33.8 MB · Views: 10
Last edited:
I was the one that found those pictures, and was asked to help on the graphics, but it never happened and it wasn't something I had the time to do anyway. I was redrawing a bit, just black, but a brief color cleanup as well etc. If someone wants to take this over, fine by me. I still have the psd file so I can send it over and save 30 hours of redraw work. Here's a screen of the plastics, suitable for a table of what I had finished plus the rest of the plastics. You can tell which parts still need to be done.
nice, shiva....
the graphics are fine.
why not use the old images or the irpinball version and change it over to FP and VPX?
it won't play FS unless you have a 50 class tv.
50 class tv is @26inches wide and a WB table is 24-26 depending on the maker
a smaller screen won't work
ball gets stuck.

google---what are the dimensions of a wide body pinball table
AI Overview
Learn more

Whats the exact width of a widebody table? : r/virtualpinball
A wide-body pinball table is generally wider and shorter than a standard pinball table. Wide-body tables typically have a playfield width of around 23.25 inches and a length of around 46 inches. The overall cabinet width is usually around 25 inches.


Here's a more detailed breakdown:
  • Playfield: A wide-body playfield is 23.25" wide and 46" long.

  • Cabinet: The cabinet width is typically around 25 inches.


  • Overall Length: The overall length of the table, including the backbox and potentially the kickstand, is usually 51-52 inches.
It's important to note that these dimensions can vary slightly depending on the specific manufacturer and year of the table.


In summary, wide-body tables are wider than standard tables, with a playfield that is approximately 23.25" wide and 46" long. The overall cabinet width is typically around 25 inches.



  • Standard vs. Widebody dimensions
    Sep 12, 2013
    1748285972822.png
    Reddit ·
    r/pinball

  • Flat Pack - WPC-style Widebody Virtual Pinball Cabinet
    Aug 7, 2012 — Complete step-by-step instructions on how to assemble included. Our Widebody inside dimensions are 23.25" x 45" playfie...
    1748285972888.png
    Virtual Pinball Cabinets

  • 1748285972954.jpeg

  • Widebody Virtual Pinball Cabinet -Flat Pack- Williams ...
    Widebody Virtual Pinball Cabinet -Flat Pack- Williams Pinball Company WPC style Premium Version. ... Shipping calculated at checko...
    1748285973005.png
    Digital Pinball Cabinet
  • 1748285973057.jpeg

  • Show all


AI responses may include mistakes.
 
Last edited:
added the fpt file to images above. As to the graphics, paragon had the best artwork ever done IMHO. It deserves a proper redo by someone willing to take the time and finish it off, the graphics enclosed is a good start, some plastics need to be recolored and fixed as damage is there and the table is playable at least. I'm happy to put it up, as it's a shame to just have it sit there on a hard drive.

I will say this could be a pretty big commitment for someone though. A lot of work would need to be done still.
 
shiva#11
>>As to the graphics, paragon had the best artwork ever done IMHO
I will say this could be a pretty big commitment for someone though. A lot of work would need to be done still.<<<
i'm ok with it...leave it alone...it just needs
an update to FP and VPX.
i played it in VP9 for years...i'm good.
 
I was the one that found those pictures, and was asked to help on the graphics, but it ended up never happening and it wasn't something I had the time to do anyway. I was redrawing a bit, just black, but a brief color cleanup as well etc. If someone wants to take this over, fine by me. I still have the psd file so I can send it over and save 30 hours of redraw work. Here's a screen of the plastics, suitable for a table of what I had finished plus the rest of the plastics overlayed. The second was the redraw, just the black lines of what was finished. You can tell there was still a lot of work that was needed to be done.

Found the last fpt file, francisco basic script with additions by me to get it playable. This was one that was to be after Embryon, but he retired and I was too busy afterwards. It's quite rough, but if someone wants to finish it, here you go...
is there something special I have to do playing a "xse" fp table? I get the following errors trying to load the table, but it does load into the editor, but then I get a ctd when attempting to play it
 

Attachments

  • fperror4.jpg
    fperror4.jpg
    64.5 KB · Views: 2
Missing the librarys
Here you go...
 

Attachments

  • Paragon (2012).zip
    63 MB · Views: 8
re, plastic scans
do you artists need them orientated a 'right' way or does it not bother you?
How about plastics too big to scan? it putting them together not an issue?
 
re, plastic scans
do you artists need them orientated a 'right' way or does it not bother you?
How about plastics too big to scan? it putting them together not an issue?
This depends on the artist more than anything, so I will give out my process. My sorcerer plastics are actual size and very large in file size, even though they were badly damaged and missing bits in them, so it's not tough to resize them smaller. I actually like one master image for all my plastics, that way I can also use that image for metal work etc in the blank spots. (old habit from my vp days) It's just easier for me. I add and rotate each of my plastics to fit and then scale them on the main plastic image. I then warp them to fit properly (using puppet warp in photoshop) as usually the image is not shot or scanned straight down, but at a slight angle so I have to straighten them out. I then line the plastics up with the pf image underneath, and make sure the holes in the plastics match the drill holes in the playfield and adjusting if needed. I usually take a hour/hour and a half for each plastic, and get it as perfect as possible because I have found from personal experience that if I don't take the time, it usually bites me in the ass later on. I then run a couple filters to preserve sharpness and detail, even though Photoshop does a very good job now with resizing.

A lot of devs will just put the thing on a decal etc, but for my particular style, this works the best for me, and I know this way will work the best with fewer problems down the road for how I like to do my games. It makes it easier for say a redraw as photoshop can be quite a heavy load with multiple images, and also for other things like resizing the image. Usually I have a image that is 4096 by 2048, few people have monitors that can display higher, even as a cab, and I would need more memory, as photoshop will chug if I go too high sometimes. It also is best for the user, as too large textures could cause performance issues or even the dreaded white texture error/crashes, so the size is the sweet spot for everyone. But I am sure other devs do it differently, and it is also dependent on the software they use as well.

As to stitching, it's actually pretty easy if you use photoshop (and gimp etc) as long as both images are shot at as close to the same angle and most of us would prefer the same scale (width/length). having 2 images at different angles shot or completely different scales can be a real pain to glue together
 
Last edited:
re, plastic scans
do you artists need them orientated a 'right' way or does it not bother you?
How about plastics too big to scan? it putting them together not an issue?

I have found that rotating a texture does not usually cause problems unless the resolution is poor. Poor resolution can make diagonal lines become quite rough when rotated. It does work best when the camera is positioned directly above the object. Warping is a tricky affair and I find it difficult to get the image just right. I pieced together a playfield once and it is even trickier because of the different camera angles of each shot. Sometimes it is impossible to orient seams perfectly so I end up editing the texture manually to make the seams blend.
 
With the art work, I feel for you guys.
Currently cleaning and flattening the plastics for Bally's X's & O's, and to be honest, the original art looks like it was done by the work-experience kid at 5.00PM Friday afternoon.
The art and the cutting pattern do not match, there is art that crosses lines.

Keeping it authentic or fixing mistakes?
 
With the art work, I feel for you guys.
Currently cleaning and flattening the plastics for Bally's X's & O's, and to be honest, the original art looks like it was done by the work-experience kid at 5.00PM Friday afternoon.
The art and the cutting pattern do not match, there is art that crosses lines.

Keeping it authentic or fixing mistakes?

I usually fix mistakes but some of the guys leave them. I remember working on the Twilight Zone. The table had 2 identical repeating sections of graphics on a texture. One of them was damaged and the other was good. It took me about 15 minutes to copy the good graphic and paste it on top of the bad. It made me wonder why the original table developer left it. Maybe they didn't want to take the time to fix it or maybe they wanted it to be authentic. I don't know.
 
Sounds like overspraying. The companies were not known for being a paragon of quality, it was more likely "good enough".
 
General chit-chat
Help Users
You can interact with the ChatGPT Bot in any Chat Room and there is a dedicated room. The command is /ai followed by a space and then your ? or inquiry.
ie: /ai What is a EM Pinball Machine?
  • No one is chatting at the moment.
  • Chat Bot Mibs Chat Bot Mibs:
    Forsaken43 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    duduky72 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Gerge has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    nunolilo has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    DavidT2025 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Gary-7 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Thunderbird has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    alug has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    bluebird has left the room.
  • HZR @ HZR:
    It’s nice to go all see a place I can play actual machines!!!!
    Quote
  • Chat Bot Mibs Chat Bot Mibs:
    Sunrise74 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Rai has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    liebowa has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    gustave has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    hoovie108 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    creatine481 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    fabioaugusto4 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Dangerpin has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Teeball65 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Skimd17 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Brex82! has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    DrazeScythe has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Torntabittz has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    brotherboard has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    GARRY040 has left the room.
      Chat Bot Mibs Chat Bot Mibs: GARRY040 has left the room.
      Back
      Top