I noticed that Slam posted on his site that he is updating the table. I had already put a lot of work into it before he posted this so I will finish my version. It might take years for him to post his version.I see @SLAMT1LT is now updating his version of this table.
Funny, when I posted T2 a week later he was updating this table also.
Seems a waste to have two talented people working on the same table individually, but since @SLAMT1LT
doesn't seem to be releasing his tables anymore, we now only get to watch a video and be told how great it is.
At least we will all be able to play your version when it is done, looking forward to it, cheers!
Hello,I have finished adding JP's menu system. I added 9 menu options, the most I have ever added to any table (see the list below). I have never added any options for physics before (items 2-4).
I see @SLAMT1LT is now updating his version of this table.
Funny, when I posted T2 a week later he was updating this table also.
Seems a waste to have two talented people working on the same table individually, but since @SLAMT1LT
doesn't seem to be releasing his tables anymore, we now only get to watch a video and be told how great it is.
At least we will all be able to play your version when it is done, looking forward to it, cheers!
Thanks! It shows off the clean up I performed on the texture for the miniplayfield. It had quite a few scratches from the original scan that I cleaned up.Looks rather cool :)
I am sending George and Terry to the front...Yes, this is how "Forward Rendering" works.
Pretty much anything can be affected by Send to Front and Send to Back. It comes down to arranging everything on the table in a way so that certain objects will be the most "forward rendered".
Some objects / models may act differently with others, so its very much trial and error sometimes. With RetroFlair 2 this became much trickier once I started moving ramps and various other things around with mini playfields.
Interesting!So @GeorgeH , do you use BAM Flipper Dynamic or Shiva flipper?
Also, BAM flipper Dynamic use linear straight math calculation... But I make test yesterday, we could make this math calculation as square ( curve ), or divide flipper bats in 10 "zone" or more or less. So with that, instead of a linear straight force along the flipper bats, we can make a "curve" calculation, or a flat on half flipper then curve, or decrease flat or increase flat... So all what you want to corrected aimshot and force. It's in the same spirit like chart, or same spirit nfozzy for VPX ( which flipper bats are separate in zone where each zone have their own correction )