Godzilla (Sega 1998)¶
A full VPW toolkit build that served as a key reference implementation for the Blender bake-to-VPX integration workflow, PWM migration (PinMAME 3.6), room brightness scripting, transparent ramp baking techniques, and the "mayo" glass reflection effect. Collaborative build across apophis79, tomate80, sixtoe, benji084, iaakki, niwak, and others.
Build Story¶
The Godzilla build functioned as a proving ground for multiple foundational VPW techniques. It was one of the first tables to fully implement the Blender toolkit pipeline end-to-end and became the reference implementation for PWM migration when PinMAME 3.6 introduced physics-based output.
Table-Specific Details¶
Mechanisms & Hardware¶
- Building toy -- Referenced by the Die Hard Trilogy team as a model for the Nakatomi tower design (openings, art-on-plastics-with-screws approach, metal ball guides).
- Satellite dish ball lock on Goldeneye was rebuilt using a technique inspired by this table's real ball + kicker approach.
Art & Visuals¶
- Transparent ramp baking -- All three baking approaches (POV-dependent, POV-independent, hybrid) were first documented on this build. See Transparent Ramp Baking Approaches.
- Insert lighting -- The Blender two-light insert method was developed here. See Blender Two-Light Method.
- Mayo glass reflections -- The flasher-based glass reflection technique originated on this build. See Glass Reflections -- The Mayo Technique.
- Room brightness control -- The material color modulation system using
DisableStaticPrerendering(VPX build 1666+) was developed here. See Room Brightness Control.
Physics & Gameplay¶
- The scripted velocity nudge pattern for persistent stuck spots was first developed on this build.
- Discovered that ball reflections on underside appear black if no playfield image is assigned -- even when the playfield mesh is invisible in baked tables. Fix: assign the playfield image regardless of mesh visibility.
Known Issues¶
- VR ghosting on playfield -- double-image effect when moving head. Fix: set playfield reflection probe roughness to 0.
- Fleep VolumeDial bug: Some sounds completely insensitive to VolumeDial. Fix: add
min()function to pre-saturate volume to 1.0 before VolumeDial scale is applied.
Techniques Developed Here¶
- Blender toolkit bake-to-VPX integration workflow -- the 5-step post-batch integration process
- PinMAME 3.6 PWM migration --
UseVPMModSol = 2, float 0..1 range, fader property - GI relay sound threshold triggering for PWM tables -- prevents rapid ticking from PWM updates
- Room brightness control system using material color modulation
- Transparent ramp baking approaches -- POV-dependent, POV-independent, hybrid
- Mayo glass reflection technique
- Flasher naming convention (lowercase "f" + "1" prefix + solenoid number)
- Fleep VolumeDial min() fix
See Also¶
- Transparent Elements -- ramp baking, mayo, refraction probes
- GI and Flashers -- room brightness, PWM relay sounds
- Software Setup -- PWM migration
- Insert Lighting -- two-light method