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Found 23 results

  1. Visual Pinball Wheel Images - Animated Backglass Style View File Backglasses are there to attract you to the table, the PinballX wheel serves the same purpose - the wheel images in this pack combine the two, backglass animated wheels All images are 800*600 as the 4:3 ratio seems to the best general fit amongst the different backglass size ratios and i wanted the size of the image to be consistent so they occupy the same space as each other on screen in PinballX. Over 1000 images in this pack, all in GIF format regardless of whether or not the backglass is actually animated or not (most are). Gif format is limited to 256 colour so file sizes are kept low (>1000 wheels for <300MB ) Also available to download is a simple full screen underlay image which you can use with the gif images as is, or as a template if you want. To use it make sure you set 'Underlay image type' to 'Fill screen' in PinballX Display Settings and then place the underlay in the PinballX\Media\Images folder (for use as a global underlay) or rename it to match your Visual Pinball system name and place it in PinballX\Media\System Underlays to use as an underlay for one system. Examples can be see in the previews, and in use look like this using the underlay; If you have a table with no backglass gif and want to keep everything with the same look and feel then so long as you have a backglass video you can build you own on https://ezgif.com/, or you could just use a static backglass image (as .png or .gif) if you want. Either way i'd recommend keeping to the 4:3 size ratio. Note for members with GameEx subscriptions - the images have also been uploaded to the FTP (under PinballX\Media\Visual Pinball\Wheel Images). On the FTP they are named as 'tablename[backglass style].gif' for easy identification and file import via PinballX Database Manager. Thanks - Rajo Joey and other media contributors, i'm not a table collector like some so most of the images in the pack use the content of backglass videos i did not record and i couldn't have made them without theirs. Of course, biggest thanks to all the Backglass creators @wildman, @hauntfreaks, Blacksad, @nestorgian, @HiRez00, @stefanaustria, @chucky87, @editoy , @32assassin + all the others (sorry if i missed you out, drop me a message and i'll add you!). Submitter scutters Submitted 05/20/21 Category Wheel Images  
  2. Version 1.4.1

    178 downloads

    Note - This is a not a pack of pre-built wheel images These are two apps that will allow you to easily build animated wheel images (.apng format) for all your tables, either as rotating plain, neon text (as seen in preview images above) or convert existing images to spinning spheres with options to bulk build all your existing tables or single file build for any tables you add later. No more searching for a wheel for the latest table release - just build your own!. The apps do not overwrite your existing wheel images. New images are created in a separate ('Made') folder where you can view them before deciding if you want to use them (at which stage you can backup existing wheel images if you wish and then copy the new wheel images across) Prerequisites The apps are 64bit only. They will not run on a 32bit OS (sorry!). They also needs .Net 4.5 to run. You should only use the images produced by this app PinballX with version 4.84 and later. Install No installer as such, just download the file and extract the contents to a folder somewhere and then run TextToSpinball.exe or ImageToSpinball.exe Using the Applications Hopefully the app is straightforward, but just in case; Text To Spinball Input Text Area Set the text to be converted to a spinning ball if building a single animation, with some options for formatting. Format options are used for both bulk and single animations. Output Image Font Select a font to use. You can have different fonts for different systems if you wish (or if you have time specific fonts for individual tables). I tend to go for 'chunky' fonts like compacta, or a small caps font like mech effects 2. Output Image Type and Format Set the resolution required and number of frames for animations. To produce a static single frame png image set Rotation Frames to 1. Larger resolutions may not necessarily look better (because of the animation and short time each frame is shown), but will increase file sizes (as will increasing the frame count). Then set the animation type required plain text front, front and back or neon. For neon you can also set to use a colour or leave it as Auto which will pick a colour based on the text being animated (rainbow colours as the PinballX wheel is rotated), and from v1.1 also choose if you want to 'fill' the letters with dark transparency (useful if not being used with underlays in PinballX) Overlay APng in Image - use this option to overlay the animation on top of an existing static image file. The static image will then be the background for the completed apng (the static image can be larger than the animation size and can be placed at x,y co-ordinates) Frame Timing Speed up or slowdown the animation as you wish. The variate timing option will offer a degree of randomness (0-50%) if you want to vary the speed of wheel image animations (variation is by animation not frame to frame, so that the wheels will 'spin' in PinballX at slightly different speeds). Image Compression Compress output images using pingo compression. Use the default auto option unless you need more compression to lower file sizes or less compression because artefacts are seen in output images. If using manual compression note that 1 is maximum compression, 100 is minimum. Overwrite Existing Files - If unchecked then existing files (in the 'Made') will not be overwritten and will save processing time in bulk mode if no output options are changed and you are just creating wheels for new tables. Bulk Build Apngs - Select either a text file or a PinballX database xml file to process. If database xml is chosen wheel images will be created using text of the Table Description filed and named as the Table Name field, for txt files the text and file name will be the same single line from the file. Using xml as source allows you to copy the processed wheels to your databases' Wheel Images folder with no need to import individually (backup existing wheel image first!). Use Esc key to stop processing if needed. Open Made Folder - Opens the output folder. Build APng - Single animation build using text for as entered in in Input Text area. Image To Spinball This application is mainly intended for use converting logo type images to spinning animations. A lot of the options are very similar to Text To Spinball. Exceptions are; Source Image Select an image to convert. For images with transparent backgrounds you can also select to 'auto pad' the image ensuring a transparent margin is present around the image (to help prevent warping around the top and bottom of the source image in the ball image, and wrapping the start and end of the image together as it rotates without having a gap. For images with solid backgrounds best results can be achieved be ensuring a tileable background is used (to prevent a visible seam during rotation) and by using a square canvas. Output Image Type and Format Underlay Colour - Select a solid colour for use as a background colour in the output ball. Use Suggested Underlay Colour - Intended for bulk build of apngs where a complementary RYB underlay colour is auto selected based on the dominant colours in the source image Rotation Axis - Control the angle of rotation for output images Add Light Overlay - Adds light/shadow highlights to sphere image produced. Full Sphere - Applies the light/shadow to transparent areas as well. Add Tarcisio Overlay - Adds Tarcisio style overlay around the sphere images. Thanks to Rajo Joey for the template used. Add Extra Overlay - You can select this to add an image as an extra overlay (top level) on the output image. Options allow for placement of the overlay location on the output image. Full control of the overlay location can be done by manually adjusting the overlay image using a canvas size of 1000*1000, the placement and sizing of the overlay will then be respected relative to the output resolution from that. Bulk Build Apngs - Select image files rather than from database or text files. Example outputs Source Image With 250*250 resolution set Tarcisio Non Tarcisio General Usage Tips Some files are used by both applications - don't run ImageToSpinball and TextToSpinball at the same time! Only use the wheel images produced by this app with PinballX 4.84 or later Refine / test your settings using single image output before running a bulk build. When bulk processing the app is likely to use 100% CPU so best to just let it run when you're not trying to do something else. Depending on CPU you can expect to process one or two wheels a minute. Different output types produce different file sizes, neon images are the largest. Different fonts also produce different file sizes. You may need to tweak combinations of output resolution, frame count and compression settings to a find file size range that suits your font and output type. Configuration options are saved on exit and restored on next use so any new wheels you make will match the style of ones you made last time. If you want to preview any of the 'Made' files before adding them to PinballX then right click to 'open with' and choose any modern browser like Edge or Chrome, or use MNGer Although intended for use as wheel images you can use apng files for other media areas in PinballX (Topper etc), and with the release of PinballX Database Manager 21.04.08.0 you can also convert them to mp4 format during the import (which will reduce file sizes) if being used in other media areas. The images will likely look stretched into an egg shape though if your defined screen area is not square. Sample PinballX Underlay and Overlay images for use with these wheel images are provided in the support thread. If the apngs produced by these apps do not play back correctly in GameEx apps then try building them with the compression option turned off (and then try alternate compression methods e.g. https://tinypng.com/). Any Issues Please attach the Log_TextToSpinBall.txt and Config_TextToSpinBall.ini files or Log_ImageToSpinBall.txt and Config_ImageToSpinBall.ini from the apps folder with a description of any issue. Other Notes The application uses PixelMap, Magick.Net, ColorPicker, apngasm and Pingo libraries, my thanks to their authors. Please visit their sites and support their work! Feel free to distribute any wheels made with the app as you wish, please don't distribute the app itself - for support reasons just include a link to this page instead, thanks.
  3. Spinning Ball Animated Wheel Images View File Note - This is a not a pack of pre-built wheel images These are two apps that will allow you to easily build animated wheel images (.apng format) for all your tables, either as rotating plain, neon text (as seen in preview images above) or convert existing images to spinning spheres with options to bulk build all your existing tables or single file build for any tables you add later. No more searching for a wheel for the latest table release - just build your own!. The apps do not overwrite your existing wheel images. New images are created in a separate ('Made') folder where you can view them before deciding if you want to use them (at which stage you can backup existing wheel images if you wish and then copy the new wheel images across) Prerequisites The apps are 64bit only. They will not run on a 32bit OS (sorry!). They also needs .Net 4.5 to run. You should only use the images produced by this app PinballX with version 4.84 and later. Install No installer as such, just download the file and extract the contents to a folder somewhere and then run TextToSpinball.exe or ImageToSpinball.exe Using the Applications Hopefully the app is straightforward, but just in case; Text To Spinball Input Text Area Set the text to be converted to a spinning ball if building a single animation, with some options for formatting. Format options are used for both bulk and single animations. Output Image Font Select a font to use. You can have different fonts for different systems if you wish (or if you have time specific fonts for individual tables). I tend to go for 'chunky' fonts like compacta, or a small caps font like mech effects 2. Output Image Type and Format Set the resolution required and number of frames for animations. To produce a static single frame png image set Rotation Frames to 1. Larger resolutions may not necessarily look better (because of the animation and short time each frame is shown), but will increase file sizes (as will increasing the frame count). Then set the animation type required plain text front, front and back or neon. For neon you can also set to use a colour or leave it as Auto which will pick a colour based on the text being animated (rainbow colours as the PinballX wheel is rotated), and from v1.1 also choose if you want to 'fill' the letters with dark transparency (useful if not being used with underlays in PinballX) Overlay APng in Image - use this option to overlay the animation on top of an existing static image file. The static image will then be the background for the completed apng (the static image can be larger than the animation size and can be placed at x,y co-ordinates) Frame Timing Speed up or slowdown the animation as you wish. The variate timing option will offer a degree of randomness (0-50%) if you want to vary the speed of wheel image animations (variation is by animation not frame to frame, so that the wheels will 'spin' in PinballX at slightly different speeds). Image Compression Compress output images using pingo compression. Use the default auto option unless you need more compression to lower file sizes or less compression because artefacts are seen in output images. If using manual compression note that 1 is maximum compression, 100 is minimum. Overwrite Existing Files - If unchecked then existing files (in the 'Made') will not be overwritten and will save processing time in bulk mode if no output options are changed and you are just creating wheels for new tables. Bulk Build Apngs - Select either a text file or a PinballX database xml file to process. If database xml is chosen wheel images will be created using text of the Table Description filed and named as the Table Name field, for txt files the text and file name will be the same single line from the file. Using xml as source allows you to copy the processed wheels to your databases' Wheel Images folder with no need to import individually (backup existing wheel image first!). Use Esc key to stop processing if needed. Open Made Folder - Opens the output folder. Build APng - Single animation build using text for as entered in in Input Text area. Image To Spinball This application is mainly intended for use converting logo type images to spinning animations. A lot of the options are very similar to Text To Spinball. Exceptions are; Source Image Select an image to convert. For images with transparent backgrounds you can also select to 'auto pad' the image ensuring a transparent margin is present around the image (to help prevent warping around the top and bottom of the source image in the ball image, and wrapping the start and end of the image together as it rotates without having a gap. For images with solid backgrounds best results can be achieved be ensuring a tileable background is used (to prevent a visible seam during rotation) and by using a square canvas. Output Image Type and Format Underlay Colour - Select a solid colour for use as a background colour in the output ball. Use Suggested Underlay Colour - Intended for bulk build of apngs where a complementary RYB underlay colour is auto selected based on the dominant colours in the source image Rotation Axis - Control the angle of rotation for output images Add Light Overlay - Adds light/shadow highlights to sphere image produced. Full Sphere - Applies the light/shadow to transparent areas as well. Add Tarcisio Overlay - Adds Tarcisio style overlay around the sphere images. Thanks to Rajo Joey for the template used. Add Extra Overlay - You can select this to add an image as an extra overlay (top level) on the output image. Options allow for placement of the overlay location on the output image. Full control of the overlay location can be done by manually adjusting the overlay image using a canvas size of 1000*1000, the placement and sizing of the overlay will then be respected relative to the output resolution from that. Bulk Build Apngs - Select image files rather than from database or text files. Example outputs Source Image With 250*250 resolution set Tarcisio Non Tarcisio General Usage Tips Some files are used by both applications - don't run ImageToSpinball and TextToSpinball at the same time! Only use the wheel images produced by this app with PinballX 4.84 or later Refine / test your settings using single image output before running a bulk build. When bulk processing the app is likely to use 100% CPU so best to just let it run when you're not trying to do something else. Depending on CPU you can expect to process one or two wheels a minute. Different output types produce different file sizes, neon images are the largest. Different fonts also produce different file sizes. You may need to tweak combinations of output resolution, frame count and compression settings to a find file size range that suits your font and output type. Configuration options are saved on exit and restored on next use so any new wheels you make will match the style of ones you made last time. If you want to preview any of the 'Made' files before adding them to PinballX then right click to 'open with' and choose any modern browser like Edge or Chrome, or use MNGer Although intended for use as wheel images you can use apng files for other media areas in PinballX (Topper etc), and with the release of PinballX Database Manager 21.04.08.0 you can also convert them to mp4 format during the import (which will reduce file sizes) if being used in other media areas. The images will likely look stretched into an egg shape though if your defined screen area is not square. Sample PinballX Underlay and Overlay images for use with these wheel images are provided in the support thread. If the apngs produced by these apps do not play back correctly in GameEx apps then try building them with the compression option turned off (and then try alternate compression methods e.g. https://tinypng.com/). Any Issues Please attach the Log_TextToSpinBall.txt and Config_TextToSpinBall.ini files or Log_ImageToSpinBall.txt and Config_ImageToSpinBall.ini from the apps folder with a description of any issue. Other Notes The application uses PixelMap, Magick.Net, ColorPicker, apngasm and Pingo libraries, my thanks to their authors. Please visit their sites and support their work! Feel free to distribute any wheels made with the app as you wish, please don't distribute the app itself - for support reasons just include a link to this page instead, thanks. Submitter scutters Submitted 02/13/21 Category Wheel Images  
  4. Pinball FX Tarcisio Wheels View File Tarcisio Style wheels for Pinball FX named as the names my pinball FX Launcher uses Submitter joyrider3774 Submitted 12/02/22 Category Wheel Images  
  5. Version 1.6.0

    2111 downloads

    These are the docklet wheels for pinball FX, named in such a way that they are compatible with my launcher script
  6. Version 1.6.0

    2524 downloads

    Tarcisio Style wheels for Pinball FX named as the names my pinball FX Launcher uses
  7. Version 1.0.92

    505 downloads

    Backglasses are there to attract you to the table, the PinballX wheel serves the same purpose - the wheel images in this pack combine the two, backglass animated wheels All images are 800*600 as the 4:3 ratio seems to the best general fit amongst the different backglass size ratios and i wanted the size of the image to be consistent so they occupy the same space as each other on screen in PinballX. Over 1000 images in this pack, all in GIF format regardless of whether or not the backglass is actually animated or not (most are). Gif format is limited to 256 colour so file sizes are kept low (>1000 wheels for <300MB ) Also available to download is a simple full screen underlay image which you can use with the gif images as is, or as a template if you want. To use it make sure you set 'Underlay image type' to 'Fill screen' in PinballX Display Settings and then place the underlay in the PinballX\Media\Images folder (for use as a global underlay) or rename it to match your Visual Pinball system name and place it in PinballX\Media\System Underlays to use as an underlay for one system. Examples can be see in the previews, and in use look like this using the underlay; If you have a table with no backglass gif and want to keep everything with the same look and feel then so long as you have a backglass video you can build you own on https://ezgif.com/, or you could just use a static backglass image (as .png or .gif) if you want. Either way i'd recommend keeping to the 4:3 size ratio. Note for members with GameEx subscriptions - the images have also been uploaded to the FTP (under PinballX\Media\Visual Pinball\Wheel Images). On the FTP they are named as 'tablename[backglass style].gif' for easy identification and file import via PinballX Database Manager. Thanks - Rajo Joey and other media contributors, i'm not a table collector like some so most of the images in the pack use the content of backglass videos i did not record and i couldn't have made them without theirs. Of course, biggest thanks to all the Backglass creators @wildman, @hauntfreaks, Blacksad, @nestorgian, @HiRez00, @stefanaustria, @chucky87, @editoy , @32assassin + all the others (sorry if i missed you out, drop me a message and i'll add you!).
  8. All; I recently had a problem that (embarrassingly) took me 2 days to solve. To save someone else from wasting their time: I figured that I would post what I found. My Virtual Pinball Cabinet uses a PinScape/KL25Z Controller. Which emulates a game controller, rather than a keyboard. It was working fine for months, then all of a sudden: A single button press would cause the PinballX Wheel to spin as if the button was being pressed multiple times very quickly. The cause was that 2 buttons were being pressed at the same time. I have a locking button inside the coin door that I press to simulate "coin door open". (switch open = coin door closed. switch closed = coin door open.) I had left this button in the wrong position after changing a VPX Table's Operator Settings. Simply opening the switch solved my problem. If you want to re-create the issue for fun: In the PinballX Table Selection Wheel: Hold down your insert coin button and press a flipper button. If your reaction to this post was "Well, duh!": Please feel free to flame me in a reply. - Mark
  9. Version 1.0.0

    367 downloads

    I am creating the Megadocklets for Visual Pinball, I personally like I was doing that type sign. Roughly half of them have done from existing Draco for Pinball Arcade and the other half from scratch, using your template. The other type sign are good to put in the hollow of the DMD when the game has DMD, but these MegaDocklets are more colorful and since I have them in use in PinballFX2, Pinball Arcade and Pro Pinball, because I want everyone to see for same. At the moment I turn up the initial Pack 1 with 44 tables that are in VPX packs that I have uploaded. Later I will go up another pack with the main tables that are not yet in VPX but that we VP9. ------------------------------------------------------------------------------------------------------------------------ Estoy creando los Megadocklets para Visual Pinball, personalmente me gustan más que los que estaba haciendo tipo letrero. Más o menos la mitad de ellos los he hecho a partir del ya existente de Draco para Pinball Arcade y la otra mitad desde cero, usando su plantilla. Los otros tipo letrero quedan bien para poner en el hueco del DMD cuando el juego no tiene DMD, pero estos MegaDocklets son más vistosos y ya que los tengo en uso en PinballFX2, Pinball Arcade y Pro-Pinball, pues quiero que se vean todos por igual. De momento subo el Pack 1 inicial con las 44 mesas que hay en los packs de VPX que yo tengo subidos. Posteriormente subiré otro pack con las principales mesas que aún no están en VPX pero sí que las tenemos en VP9. Visual-MegaDocklet-Template.psd
  10. I createt the new Universal Classics Pack. first E.T. Okay it's a joke, that's not E.T., that's his wife T.Na. (sorry, I saw him and could not resist) Now im serious. The Head Editon And a Night Mod version for E.T. also on FTP: /-PinballX-/Other Uploads/MiG/Pinball FX3/Wheel Images/UNIVERSAL Pack/
  11. MegaDocklets Visual Pinball Pack1 View File I am creating the Megadocklets for Visual Pinball, I personally like I was doing that type sign. Roughly half of them have done from existing Draco for Pinball Arcade and the other half from scratch, using your template. The other type sign are good to put in the hollow of the DMD when the game has DMD, but these MegaDocklets are more colorful and since I have them in use in PinballFX2, Pinball Arcade and Pro Pinball, because I want everyone to see for same. At the moment I turn up the initial Pack 1 with 44 tables that are in VPX packs that I have uploaded. Later I will go up another pack with the main tables that are not yet in VPX but that we VP9. ------------------------------------------------------------------------------------------------------------------------ Estoy creando los Megadocklets para Visual Pinball, personalmente me gustan más que los que estaba haciendo tipo letrero. Más o menos la mitad de ellos los he hecho a partir del ya existente de Draco para Pinball Arcade y la otra mitad desde cero, usando su plantilla. Los otros tipo letrero quedan bien para poner en el hueco del DMD cuando el juego no tiene DMD, pero estos MegaDocklets son más vistosos y ya que los tengo en uso en PinballFX2, Pinball Arcade y Pro-Pinball, pues quiero que se vean todos por igual. De momento subo el Pack 1 inicial con las 44 mesas que hay en los packs de VPX que yo tengo subidos. Posteriormente subiré otro pack con las principales mesas que aún no están en VPX pero sí que las tenemos en VP9. Visual-MegaDocklet-Template.psd Submitter PcTeknic Submitted 07/13/2016 Category Wheel Images  
  12. Hello, i'm searching like crazy for the wheel logos for consoles like the nes or Sega genesis. I could not find anything on the Emumovie page and also nothing in the systempaks in the download section here. Where do i get the nice cut out names of games in .png fromat? I do have the MAME ones. Thanks and sorry if i'm asking something obviously but i really tried hard to find them.
  13. MegaDocklets Visual Pinball Pack4 View File This fourth installment consists of 33 Mega Docklets of tables that I have in use and it makes a total of 195 MegaDocklets that future releases and petitions will be added. ------------------------------------ Esta cuarta entrega consta de 33 MegaDocklets de mesas que yo no tengo en uso y con ella hacen un total de 195 MegaDocklets a los que se añadirán futuros lanzamientos y peticiones. Submitter PcTeknic Submitted 07/15/2016 Category Wheel Images  
  14. Version 1.0.0

    1368 downloads

    This fourth installment consists of 33 Mega Docklets of tables that I have in use and it makes a total of 195 MegaDocklets that future releases and petitions will be added. ------------------------------------ Esta cuarta entrega consta de 33 MegaDocklets de mesas que yo no tengo en uso y con ella hacen un total de 195 MegaDocklets a los que se añadirán futuros lanzamientos y peticiones.
  15. A wheel design for Star Wars Rebels - PinballFX2
  16. Playing around with creating a wheel for the new Avengers- Ultron table. I'm not great at Photoshop so go easy on me. Thanks to Draco for sharing his docklet file! One has the Marvel logo, one has the PBFX2 logo...I couldn't decide which one I like more.
  17. Sorry Tom, But the off-centre wheel image issue hasn't disappeared after all Cheers Rusty
  18. Version v1.0

    80 downloads

    A selection of underlay images for Desktop use. (landscape orientated screens) A variety of colours & under-wheel shading have been provided. Images are sized at 1920p and have been saved as png WITHOUT compression. Those using low powered machines or resolution screens may wish to resample for a smaller file size. PLEASE NOTE: PinballX has a hard coded limit with regard to underlay image position. For this reason, these images have been designed as a "baseline path" for the wheel images to follow, as apposed to a "background path". This results in the table wheel images extending above the underlay arch. This is an intentional work-around for the hard code limit. Cheers Rusty
  19. Version v1.0

    265 downloads

    A selection of underlay images for Cabinet use. (portrait orientated screens) A variety of colours & under-wheel shading have been provided. Images are sized at 1080p and have been saved as png WITHOUT compression. Those using low powered machines or low resolution screens may wish to resample for a smaller file size. Cheers Rusty
  20. Version 1.0

    255 downloads

    Marvel Pinball - Mega Docklets style Pinball FX2 Wheel Images
  21. Version 1.0

    415 downloads

    A collection of wheel underlay images for portrait/cabinet mode in various colors with transparency to match the bottom bar and overall style of PinballX. The image to be used needs to be renamed to "underlay.png" and placed in the PinballX\Media\Images folder
  22. Hello and good morning/evening with some good news to report. I'm becoming really, really close to having Pole Position, as well as other 360 games work with a 270 degree wheel - or at least really playable . I am using a Logitech G27 Wheel, with it's settings for 270 degrees for that game. What I learned so far, is not really trying to remap the controls under the Logitech Profile, but more of configuring settings for the rom and in MAME itself. Of course, doing what I'm about to tell you won't be 100% perfect (yet) - you won't be able to spin the wheel like it was meant to be spun for the game, but as long as you drive it like a normal 270 game, you can easily finish laps with little to no problems. The way I have it set (so far, still have to tweak it up a little - maybe with a script): For Pole Position - Deadzone = .05 Joystick Saturation = .70 (In Mame "Analog Settings") Paddle Digital Speed = 0 Paddle Sensitivity = 2% Also, if you have a logitech wheel, I found it a good idea to map out the gear button to using the cluch pedal. Don't ask me why, lol, it just seems easier and a better feel for limited controls. Please feel free to let me know what ya think. LC
  23. Allo Allo! Gotta quick question...well two of them. 1. Is it possible to boot GameEx directly into a page other than the start page? (Like maybe an emulator page perhaps? ) 2. General question...actually was a bit of a brain fart: If a joystick can be configured to emulate a mouse, and a 360 degree steering wheel works basically off a spinner (which is somewhat mouse related in the eyes of windows), would it be possible to take a steering wheel like a logitech G25/27, and make it emulate a spinner device? Lol, I know this probably sounds like a noob question, but it's one that kinda makes sense in a way...need some enlightenment on this subject lol. Thanks! LC
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