Skateball¶
VLM development project featuring insert implementation, VR room creation, and nestmap troubleshooting.
3D & Art¶
Clear Inserts with Visible Bulbs Implementation¶
Transparent amber shoot again insert technique: - Transparent insert plastic with visible bulb below - Real machines: Some use yoppsicles + wheel bearing to mask bulb - VLM: Cut holes in playfield for insert opening - Use 3D bake target below with bulb geometry - Distinct bulb visibility matches real appearance - Works well for clear colored inserts (amber, red, clear)
Reference Clytor on Pinside for yoppsicle mod photos.
Contributors: mcarter78, friscopinball (2024-07-03 to 2024-07-12)
Shooter Lane Groove Creation Methods¶
Shooter lane groove methods:
- Boolean Method: Long cylinder rotated almost horizontal along Y-axis (slightly angled up), boolean cut PF mesh. Requires extruding mesh to make room for groove.
- Knife Tool + Bevel: Cut square first (prevents shader issues), stretched cone for groove, then bevel
- Extrude entire playfield mesh to add depth before cutting
Contributors: apophis79, bord1947, gedankekojote97 (2024-07-11 to 2024-07-12)
Venice Beach VR Room Creation¶
Venice Beach themed VR room: - Ground, water, buildings, palm trees, skater props - Silhouette figures watching (mannequins controversial - prefer empty or avoid static people) - Totem poles, seagulls for atmosphere - Sky/horizon for mega room - Conditional lighting for sunset progression (bake shadows separate, swap sky textures) - Audio ambience for mega room
Authentic details: Head shops, boardwalk vibe, salt air atmosphere.
Contributors: mcarter78, dardog81, cyberpez (2024-07-10 to 2024-08-02)
Troubleshooting¶
Layer Separator Material Corruption¶
Layer separators rendering visible or not working. Issue: Material node setup wrong or corrupted. When joining plastics, can stack multiple decal materials in one object - remove extras, keep one. Append from known-working blend file safer than copying: File > Append > (navigate to blend) > Materials > layer.sep
Layer separator node setup critical - check against reference screenshot or working file.
Contributors: mcarter78, retroritchie, apophis79 (2024-07-05 to 2024-07-08)
Gate Physics and Sound Implementation¶
Gates missing sound when hit from closed direction. Missing bounce when ball hits from wrong side. Solutions: - Add triggers for gate hit sounds from both directions - Increase gate bounciness (especially top gate) - Test with plunge - should bounce not drop dead
Gates need hit events for both swing-through and bounce-back directions.
Contributors: mcarter78, studly_do_right (2024-07-15)
Bumper Light Assignment Discovery¶
Bumper lights not part of GI but separately controlled. Unknown lamp numbers. Solution: All-in-1 Visual B2S tool (https://vpuniverse.com/files/file/4829-all-id-in-1-visual-b2s/). Run as normal backglass, watch lights flicker during gameplay to deduce lamp assignments. Great detective tool for lights and solenoids.
Contributors: mcarter78, apophis79 (2024-08-21)
Lamp Assignment Verification Methods¶
Manual lamp assignments sometimes wrong. Verification methods:
- Watch attract mode light show videos, match animation patterns
- Swap left/right switches and lights to test directionality
- Use All-in-1 B2S to watch ROM behavior live
- Compare gameplay videos to table behavior
Manuals can have errors - rely on multiple sources. Early table builders had no clear assignments - owed much to pioneers who figured them out.
Contributors: apophis79, mcarter78, thalamus (2024-08-06 to 2024-08-21)
Indirect Light Clamping Zero Overexposure¶
Renders showing crazy overexposure (no light in inserts/posts, everything glowing). Cause: Indirect Light Clamping in render settings zeroed out. Reset to 1.0 or higher. Zero = fireflies and extreme overexposure everywhere. Common accidental setting change.
Contributors: mcarter78, apophis79 (2024-08-23)
Nestmap Memory Exhaustion Solutions¶
Nestmap stage failing with "expected 'Image' type found 'Image' instead" = out of memory. Solutions:
- Reduce nestmap size (8k to 4k)
- Close ALL other applications (Discord, Chrome, File Explorer)
- Chrome extremely memory hungry - close first
- Re-run meshes and nestmaps together if changing resolution
- Check Task Manager during process
Large blend files (>500MB) and 8k nestmaps require significant RAM. Packed blend files consume more memory during processing.
Contributors: mcarter78, apophis79, cyberpez (2024-08-24 to 2024-08-26)