That is an interesting find, I need to look into how the table was initially shipped and get back to you guys. Thanks for pointing this out, I am surprised we would have passed approval if this is indeed wrong in our game.
The wobbling boogie men were not part of the initial production model shipped. For approval reasons, we could not do the moving boogie men, the lights on the candles and skulls are also not in the initial production model of the table.
I am hoping to make a run through the ps3 lighting very soon. I apologize for the inconsistency in the lighting on the ps3. Keep pointing this stuff out guys, it keeps us motivated to always improve and fix our mistakes.
In order for us to get WMS approval, we have to release the table as it was "shipped". So anything that was cut or a MOD added later we cannot put in. We are hoping to add some MOD's that are popular to the pinball community if we can get the necessary approvals in the future.
The reason for the upper playfield art looks blurry: depending on how far the camera is from a specific area it will drop the texture size down for performance. I am going to mention this to code and see if we can adjust that value to keep some of the detail in the upper playfield. Thanks again...
We are aware of the resolution issues on the backglass area of Scared Stiff. Scared Stiff is a very organic table which made it difficult to keep the polycount down, at the risk of losing the resolution on the table assets where most of the game is played we decided to take the quality loss in...
Sorry for the long absence, I will be spending some of my time today going through the art forums and trying to answer as many questions as possible. I can say that we are working on a new menu for this game. We are doing are best to get it out there as soon as we can.
The flipper positions and angles are done with numbers. The right flipper is an exact mirror of the left flipper. The cases where the flipper is not lining up with the hole in the floor, the problem is with the play field texture, not the flippers. In some cases the texture on the play field and...
No excuse for missing the decals. We were concentrated on the visual look of the light coming on and off and missed the decals. We are trying to get these fixes out for our community as fast as we can. Thanks for all the feedback and keep it coming.
Thanks for the feedback, we are currently working on many of these bugs. Some of the transparency that you guys are not seeing is performance related, we can only have so much transparent geometry before the performance is hurt.
We are missing the decal. I will also make another pass on the transparency. Thanks for the heads up guys, I am hoping to get this fix to you in the near future
An art forum would be awesome. I am going to do my best to answer any questions and fix the bugs as we find them. Thanks everyone for all the support and feedback.
Hey guys, I am the Lead Artist here at Farsight Studios. I know I am a little late to the forum, but I am hoping to start helping you guys with any art issues and also improving our game with your help.
Hey guys, I am the lead artist here at Farsight. Our lighting for our flashers and other lights throughout our tables rely on the emulation for on and off states. Due to the amount of lights on a typical pinball table, we cannot make every light on the table effect the geometry around it and...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.