Table of Contents
- What is the table .ini file?
- Resolution settings
- [BackBufferScale] - How to gain performance or increase resolution
- [MaxTexDimension] - How to set max resolution
- [AAFactor] - Performance
- [FXAA] - How to set anti aliasing
- Update Ball Image
- Resume Countdown Timer
- POV
- How to Edit the POV
- Getting a Good POV
- Brightness
- Set coin button to multiple coins
- Button mapping settings
- Make Table DMD Fullscreen
- Example full table .ini
What is the table .ini file?¶
The table .ini file is where all the table settings are stored. This includes POV settings, resolution settings, button mapping, dmd settings etc.
There are multiple .ini files that VPXS use, but only one that we would want to edit.
The .ini file that you want to edit will be called the same name as your .vpx file, but with the .ini extension.
Resolution settings¶
The below fields controls the resolution of the table.
[Standalone]
BackBufferScale = 0.5
[Player]
MaxTexDimension = 3072
FXAA = 1
[BackBufferScale] - How to gain performance or increase resolution¶
BackBufferScale is the field that scales up or down the total resolution displayed.
| BackBufferScale | Resolution (w/ default [MaxTexDimension]) | Graphics | Performance |
|---|---|---|---|
| 1.000000 | Max Resolution | Best Graphics | Worst Performance |
| 0.833333 | 3200x1800 | Amazing Graphics | Big hit to Performance |
| 0.666666 | 2560x1440 | Better Graphics | Slight hit to Performance |
| 0.500000 | 1920x1080 | Default Graphics | Default Performance |
| 0.416666 | 1600x900 | Slight hit to Graphics | Better Performance |
| 0.355729 | 1366x768 | Big hit to Graphics | Amazing Performance |
| 0.333333 | 1280x720 | Worst Graphics | Best Performance |
If set to 1, then tables will display in 4K.
0.5 is the default we use for VPX standalone.
Setting this setting, to one of the values above that is below 0.5, is a really good way to gain additional FPS.
[MaxTexDimension] - How to set max resolution¶
MaxTexDimension is the maximum resolution at which textures will display. 2048 and 4096 are also valid settings, but things start getting pretty fuzzy at 2048. This doesn't have a huge impact directly on performance, but setting it below 4096 does seem to improve frame consistency, and will get some tables to run without locking up which would otherwise.
[AAFactor] - Performance¶
You can lower the anti anliasing via this setting.
It's defaulted to 1, and lowering it can help with FPS. I would keep it at 0.9 or above. 0.8 if you need to push it.
[Player]
AAFactor = 0.95
[FXAA] - How to set anti aliasing¶
FXAA is the anti aliasing. the below list are the available settings:
- 0 - Disabled
- 1 - Fast FXAA
- 2 - Standard FXAA
- 3 - Quality FXAA
- 4 - Fast NFAA
- 5 - Standard DLLA
- 6 - Quality SMAA
Note: Some tables actually run better with FXAA set to 1 rather then 0! So make sure to double check which setting is the fastest on the table you are testing.
Update Ball Image¶
The ball image a table uses can be updated to your preference by including the specific ball image in the root folder of a table.
Once you have a ball image you want uploaded to the folder, use the following .ini tweaks to enable it (this example uses hd_pinball_v1.3.png for reference).
[Player]
OverwriteBallImage = 1
BallImage = hd_pinball_v1.3.png
You can download a ball image from VPUniverse or VPForums, like here: HD ball graphic v1.3 by baloo42
Or, to extract a ball image from another table: 1) Open Visual Pinball on your PC 2) Open table (vpx file) that has the ball image you want 3) Go into 'Image Manager' 4) Find the ball image 5) Extract
Resume Countdown Timer¶
Pause menu now has a countdown timer when you un-pause.
Defaults to 5 seconds, but is configurable under:
[Player]
PauseResumeCountdownSeconds =
POV¶
How to Edit the POV¶
The below video does a great job of running through how to edit a tables POV:
YOUTUBE: โฅ๏ธ EASY โฅ๏ธ How to Adjust POV in VPX 10.8 Visual Pinball - VP Wizards
The basics are:
- While a table is running, plug in a keyboard and press F12.
That brings up the table settings menu.
-
Press the left and right
shiftkeys to change the values/page number up or down. -
Press the left and right
controlkeys to move up and down the menu items. -
Press the
1key, orStarton the cab, to save the file.
Getting a Good POV¶
The below photos of a real pinball machine are a good illustration of what we are looking for in a POV. The playfield disappears away from you towards a vanishing point, creating a keystone shape. That still happens in lesser degrees if you pull the rails up parallel, but that's not really a realistic POV most of the time because pinball playfields have depth and lcd screens do not. Then, you kind of fiddle with each table because they may have features that you want to be sure are visible. For instance, Megadeth would just not be the same if you were only looking at the top of Vic's head instead of that handsome mug.
To add a little more detail, we have chosen to prefer Cam 2 POV in wizard tables because unlike the legacy view, they do not warp the features of the table as the POV is adjusted. The legacy (and still default POV) 'physically' alters the table as you move it around and can really screw shots up. Lanes may become narrower or distorted, etc.
So, in Cam 2, you are essentially given a 3d object for which you can stretch the X and Y, or raise and lower the front or the back of the cabinet, effectively adjusting the appearance of its pitch, and that keystoning happens as a practical and realistic result. There is a little more than that, but that's the gist and the most of it. So, commonly, you end up with the side rails. If the table has side art, that helps conceal some of the narrowing of the table. If we can hide the top rails, often we (mostly) will. But usually it's going to look like your Megadeth example to some degree.
Brightness¶
[Player]
OverrideTableEmissionScale = 1
EmissionScale = 0.5
First is the flag that says to override the brightness, the second is the brightness 0 to 1
Set coin button to multiple coins¶
You can swap the button mapping for the AtGames button to JoyAddCredit2Key to have multiple coins be added through one button push.
[Player]
JoyAddCreditKey =
JoyAddCredit2Key = 1
First is the flag that says to override the brightness, the second is the brightness 0 to 1
Button mapping settings¶
The standard buttons used by the 4KP while in a VPXS table can be remapped, by adding the below lines to your tables .ini file.
ALP 4KP button id's are as follows: - Left Flipper: 10 - Left Nudge: 14 - Right Flipper: 11 - Right Nudge: 15 - DPad Up: 6 - DPad Down: 3 - DPad Left: 8 - DPad Right: 9 - Front Nudge: 12 - Start Button: 2 - AtGames Button: 1 - Rewind Button: 13 - A: - X: 12 - B: 4 - Y: - C: 15 - Z: 11
To remap an existing button, set the current mapping to 0 then assign the button elsewhere.
For example, to remap the left and right nudge buttons to left and right magnasave you need to unmap the current mapping of JoyLTiltKey and JoyRTiltKey in order to move the mapping to JoyLMagnaSave and JoyRMagnaSave.
[Player]
JoyLTiltKey = 0
JoyRTiltKey = 0
JoyLMagnaSave = 14
JoyRMagnaSave = 15
Below is a full list of joykey settings:
[Player]
JoyLFlipKey =
JoyRFlipKey =
JoyStagedLFlipKey =
JoyStagedRFlipKey =
JoyPlungerKey =
JoyAddCreditKey =
JoyAddCredit2Key =
JoyLMagnaSave =
JoyRMagnaSave =
JoyStartGameKey =
JoyFrameCount =
JoyVolumeUp =
JoyVolumeDown =
JoyLTiltKey =
JoyCTiltKey =
JoyRTiltKey =
JoyMechTiltKey =
JoyDebugKey =
JoyDebuggerKey =
JoyCustom1 =
JoyCustom2 =
JoyCustom3 =
JoyCustom4 =
JoyPMBuyIn =
JoyPMCoin3 =
JoyPMCoin4 =
JoyPMCoinDoor =
JoyPMCancel =
JoyPMDown =
JoyPMUp =
JoyPMEnter =
JoyLockbarKey =
JoyTableRecenterKey =
JoyTableUpKey =
JoyTableDownKey =
JoyPauseKey =
JoyTweakKey =
JoyExitGameKey =
Make Table DMD Fullscreen¶
You can edit the size of the DMD screen by using the ...WindowWidth and ...WindowHeight settings.
If you want the DMD to be fullscreen, set the width to 1920 and the height to 1200. Just a warning though, it will stretch the image.
[Standalone]
FlexDMDWindowWidth = 1920
FlexDMDWindowHeight = 1200
PinMAMEWindowWidth = 1920
PinMAMEWindowHeight = 1200
Example full table .ini¶
The below is an example of all (or most) available fields in a tables .ini file.
This might not be 100% accurate as changes are being made constantly, but it will contain most fields you'd want to edit.
[!WARNING] Do NOT copy/paste this whole ini anywhere!
Doing so will break any future updates.
; #######################################################
; # Visual Pinball X settings file
; #
; # This file holds all visual pinball settings.
; # If you need to reset all settings to their default,
; # just delete this file and it will be recreated on
; # next application start, eventually using your
; # existing settings from Windows registry.
; #
; # When a property is not defined (nothing after the
; # equal '=' sign), VPX will use a default value for it.
; #
; #######################################################
; # Standalone
[Standalone]
LaunchTable =
HighDPI = 0
BackBufferScale = 0.5
VPRegPath =
PinMAMEPath = pinmame/
PinMAMEWindow =
PinMAMEWindowX = 3840
PinMAMEWindowY = 0
PinMAMEWindowWidth = 1200
PinMAMEWindowHeight = 380
PinMAMEWindowRotation = 1
AltSound =
AltColor =
FlexDMDWindow =
FlexDMDWindowX = 3840
FlexDMDWindowY = 0
FlexDMDWindowWidth = 1200
FlexDMDWindowHeight = 380
FlexDMDWindowRotation = 1
B2SHideGrill =
B2SHideB2SDMD = 1
B2SHideB2SBackglass =
B2SHideDMD = 1
B2SDualMode =
B2SWindows =
B2SBackglassX = 5040
B2SBackglassY = 0
B2SBackglassWidth = 1920
B2SBackglassHeight = 1080
B2SBackglassRotation =
B2SDMDX = 3840
B2SDMDY = 0
B2SDMDWidth = 1920
B2SDMDHeight = 1200
B2SDMDRotation =
B2SDMDFlipY =
B2SPlugins =
PUPCapture =
PUPPlugin =
PUPWindows =
PUPTopperScreen =
PUPTopperWindow =
PUPTopperWindowX =
PUPTopperWindowY =
PUPTopperWindowWidth =
PUPTopperWindowHeight =
PUPTopperWindowRotation =
PUPBackglassScreen =
PUPBackglassWindow =
PUPBackglassWindowX = 5040
PUPBackglassWindowY = 0
PUPBackglassWindowWidth = 1920
PUPBackglassWindowHeight = 1080
PUPBackglassWindowRotation =
PUPDMDScreen = 0
PUPDMDWindow =
PUPDMDWindowX = 3840
PUPDMDWindowY = 0
PUPDMDWindowWidth = 1920
PUPDMDWindowHeight = 1200
PUPDMDWindowRotation =
PUPPlayfieldScreen =
PUPPlayfieldWindow =
PUPPlayfieldWindowX =
PUPPlayfieldWindowY =
PUPPlayfieldWindowWidth =
PUPPlayfieldWindowHeight =
PUPPlayfieldWindowRotation =
PUPFullDMDScreen = 0
PUPFullDMDWindow =
PUPFullDMDWindowX = 3840
PUPFullDMDWindowY = 0
PUPFullDMDWindowWidth = 1920
PUPFullDMDWindowHeight = 1080
PUPFullDMDWindowRotation =
DOFPlugin = 0
WindowRenderer = 1
WindowRenderMode = 1
ZeDMD = 0
ZeDMDDevice =
ZeDMDDebug =
ZeDMDRGBOrder =
ZeDMDBrightness =
ZeDMDSaveSettings =
Pixelcade = 0
PixelcadeDevice =
FindDisplays =
DMDServer =
DMDServerAddr =
DMDServerPort =
WebServer =
WebServerAddr =
WebServerPort =
WebServerDebug =
; #######################################################
; # Player settings
[Player]
; Main audio settings
Sound3D = 0
SoundDevice =
SoundDeviceBG =
PlayMusic =
MusicVolume =
PlaySound =
SoundVolume =
; Nudge
LRAxis =
LRAxisFlip =
UDAxis =
UDAxisFlip =
PBWEnabled =
PBWNormalMount =
PBWDefaultLayout =
PBWRotationCB =
PBWRotationvalue =
PBWAccelGainX =
PBWAccelGainY =
PBWAccelMaxX =
PBWAccelMaxY =
TiltSensCB =
TiltSensValue =
EnableNudgeFilter =
EnableLegacyNudge =
LegacyNudgeStrength =
; Plunger
PlungerAxis = 5
ReversePlungerAxis =
DeadZone = 0
PlungerRetract =
; Behavior while playing
EnableMouseInPlayer =
EnableCameraModeFlyAround =
; Main Input API
InputApi =
; Keyboard input mappings
DisableESC =
LFlipKey =
RFlipKey =
StagedLFlipKey =
StagedRFlipKey =
LTiltKey =
RTiltKey =
CTiltKey =
PlungerKey =
FrameCount =
DebugBalls =
Debugger =
AddCreditKey =
AddCreditKey2 =
StartGameKey =
MechTilt =
RMagnaSave =
LMagnaSave =
ExitGameKey =
VolumeUp =
VolumeDown =
LockbarKey =
Enable3DKey =
TableRecenterKey =
TableUpKey =
TableDownKey =
EscapeKey =
PauseKey =
TweakKey =
; For keyboard codes to use with JoyCustom$Key:
; https://github.com/vpinball/vpinball/blob/standalone/standalone/README.md#keyboard
JoyCustom1Key = 28
JoyCustom2Key =
JoyCustom3Key =
JoyCustom4Key =
; Joystick input mappings
;
; ALP 4KP button id's are as follows:
; Left Flipper: 10
; Left Nudge: 14
; Right Flipper: 11
; Right Nudge: 15
; DPad Up: 6
; DPad Down: 3
; DPad Left: 8
; DPad Right: 9
; Front Nudge: 12
; Start Button: 2
; AtGames Button: 1
; Rewind Button: 13
; A:
; X: 12
; B: 4
; Y:
; C: 15
; Z: 11
;
; To remap an existing button, set the current mapping to 0 then assign the button elsewhere.
;
; For example, to remap the left and right nudge buttons to left and right magnasave you need
; to unmap the current mapping of JoyLTiltKey and JoyRTilt key in order to move the mapping
; to JoyLMagnaSave and JoyRMagnaSave.
;
; JoyLTiltKey = 0
; JoyRTiltKey = 0
; JoyLMagnaSave = 14
; JoyRMagnaSave = 15
JoyLFlipKey =
JoyRFlipKey =
JoyStagedLFlipKey =
JoyStagedRFlipKey =
JoyPlungerKey =
JoyAddCreditKey =
JoyAddCredit2Key =
JoyLMagnaSave =
JoyRMagnaSave =
JoyStartGameKey =
; Map rewind to JoyExitGameKey
JoyExitGameKey = 13
JoyFrameCount =
JoyVolumeUp =
JoyVolumeDown =
JoyLTiltKey =
JoyCTiltKey =
JoyRTiltKey =
JoyMechTiltKey =
JoyDebugKey =
JoyDebuggerKey =
; Map dpadUp to JoyCustom1Key
JoyCustom1 = 6
JoyCustom2 =
JoyCustom3 =
JoyCustom4 =
JoyPMBuyIn =
JoyPMCoin3 =
JoyPMCoin4 =
JoyPMCoinDoor =
JoyPMCancel =
JoyPMDown =
JoyPMUp =
JoyPMEnter =
JoyLockbarKey =
JoyTableRecenterKey =
JoyTableUpKey =
JoyTableDownKey =
JoyPauseKey =
JoyTweakKey =
; Rumble feedback
RumbleMode =
; Video options
Display =
FullScreen =
WindowPosX =
WindowPosY =
Width =
Height =
Render10Bit =
ColorDepth = 32
; Defines the view mode used when running a table
; 0 - Desktop (default)
; 1 - Fullscreen: Gives you a top-down view on the playfield. For cabinet use or multi-window on desktop.
; 2 - Full Single Screen (FSS): Tries to show the whole machine including backglass if set up by the tabledesigner. Falls back to desktop view.
BGSet = 1
RefreshRate =
; Sync the frame rate with the refresh rate of your monitor
; 0 - None: No synchronization.
; 1 - Vertical Sync: Synchronize on video sync which avoids video tearing, but has higher input latency.
; 2 - Adaptive Sync: Synchronize on video sync, except for late frames (below target FPS), also has higher input latency.
; 3 - Frame Pacing (default): Targets real time simulation with low input- and video-latency (also dynamically adjusts framerate).
SyncMode = 0
MaxFramerate =
MaxPrerenderedFrames =
FXAA = 1
Sharpen = 0
ScaleFXDMD =
DisableAO = 1
DynamicAO = 0
SSRefl = 0
PFReflection = 0
MaxTexDimension = 3072
AAFactor =
MSAASamples =
DisableDWM = 1
UseNVidiaAPI =
ForceBloomOff = 1
ForceAnisotropicFiltering = 0
CompressTextures =
SoftwareVertexProcessing = 0
; Stereo rendering (VR have its own dedicated section)
Stereo3D = 0
Stereo3DEnabled = 0
Stereo3DFake =
; Anaglyph settings
Stereo3DBrightness =
Stereo3DSaturation =
Stereo3DDefocus =
; True stereo settings
Stereo3DEyeSeparation =
; Parallax stereo settings
Stereo3DYAxis =
Stereo3DOffset =
Stereo3DMaxSeparation =
Stereo3DZPD =
; Ball options
DisableLightingForBalls = 1
BallAntiStretch =
OverwriteBallImage =
BallImage =
DecalImage =
BallTrail = 0
BallTrailStrength = 0.392157
; Replace table's scene lighting emission scale setup, eventually based on automatic Day/Night computed from geographic position
OverrideTableEmissionScale = 0
EmissionScale =
DynamicDayNight =
Latitude =
Longitude =
; Visual nudge strength
NudgeStrength =
; Level of detail for ball and ramps
AlphaRampAccuracy = 10
; External application capture options
CaptureExternalDMD =
DMDSource =
CapturePUP =
BGSource =
; Counters decremented after each run
NumberOfTimesToShowTouchMessage = 0
; Show the touch overlay
TouchOverlay =
; Use cache to limit stutters and speedup loading
CacheMode =
; Display physical setup
ScreenWidth =
ScreenHeight =
ScreenInclination =
ScreenPlayerX = 0.000000
ScreenPlayerY = 0.000000
ScreenPlayerZ = 70.000000
BAMHeadTracking =
; #######################################################
; # Camera default layout
[Defaults\Camera]
; Desktop default (desktop in landscape)
DesktopMode =
DesktopFov =
DesktopLookAt =
DesktopViewVOfs =
DesktopCamX =
DesktopCamY =
DesktopCamZ =
DesktopScaleX =
DesktopScaleY =
DesktopScaleZ =
; Full Single Screen defaults (desktop in portrait with backglass at top)
FSSMode =
FSSFov =
FSSLookAt =
FSSViewVOfs =
FSSCamX =
FSSCamY =
FSSCamZ =
FSSScaleX =
FSSScaleY =
FSSScaleZ =
; #######################################################
; # Override of table properties
[TableOverride]
Difficulty =
ToneMapper =
; Desktop POV
ViewDTMode =
ViewDTScaleX =
ViewDTScaleY =
ViewDTScaleZ =
ViewDTPlayerX =
ViewDTPlayerY =
ViewDTPlayerZ =
ViewDTLookAt =
ViewDTRotation =
ViewDTFOV =
ViewDTLayback =
ViewDTHOfs =
ViewDTVOfs =
ViewDTWindowTop =
ViewDTWindowBot =
; Cabinet POV
ViewCabMode = 0
ViewCabScaleX = 0.818596
ViewCabScaleY = 1.037503
ViewCabScaleZ = 0.904995
ViewCabPlayerX = -48.500000
ViewCabPlayerY = -0.000000
ViewCabPlayerZ = -340.000000
ViewCabLookAt = 5.000000
ViewCabRotation = 90.000000
ViewCabFOV = 42.999908
ViewCabLayback = 48.000000
ViewCabHOfs =
ViewCabVOfs =
ViewCabWindowTop =
ViewCabWindowBot =
; Full Single Screen POV
ViewFSSMode =
ViewFSSScaleX =
ViewFSSScaleY =
ViewFSSScaleZ =
ViewFSSPlayerX =
ViewFSSPlayerY =
ViewFSSPlayerZ =
ViewFSSLookAt =
ViewFSSRotation =
ViewFSSFOV =
ViewFSSLayback =
ViewFSSHOfs =
ViewFSSVOfs =
ViewFSSWindowTop =
ViewFSSWindowBot =
; #######################################################
; # VR Player preferences
[PlayerVR]
; VR device setting
AskToTurnOn =
ScaleToFixedWidth =
ScaleAbsolute =
ScaleRelative =
NearPlane =
EyeFBFormat =
; Table settings
Slope =
Orientation =
TableX =
TableY =
TableZ =
; Preview
VRPreviewDisabled =
VRPreview =
ShrinkPreview =
WindowPosX =
WindowPosY =
PreviewWidth =
PreviewHeight =
; #######################################################
; # Controller preferences
[Controller]
ForceDisableB2S =
DOFContactors =
DOFKnocker =
DOFChimes =
DOFBell =
DOFGear =
DOFShaker =
DOFFlippers =
DOFTargets =
DOFDroptargets =
; #######################################################
; # Editor preferences
[Editor]
; Behavior
SelectTableOnStart =
SelectTableOnPlayerClose =
; Viewport settings
ShowDragPoints =
DrawLightCenters =
GridSize =
RenderSolid =
BackgroundColor =
FillColor =
ElementSelectColor =
ElementSelectLockedColor =
DefaultMaterialColor =
GroupElementsInCollection =
Units =
; Auto save
AutoSaveOn =
AutoSaveTime =
; Debug tools
ThrowBallsAlwaysOn =
ThrowBallSize =
ThrowBallMass =
BallControlAlwaysOn =
EnableLog =
LogScriptOutput =
; Main window
WindowMaximized =
WindowLeft =
WindowTop =
WindowRight =
WindowBottom =
; Properties window
PropertiesVisible =
PropertiesFloating =
; Script window
AlwaysViewScript =
CodeViewPosX =
CodeViewPosY =
CodeViewPosWidth =
CodeViewPosHeight =
; Search/Select window
SearchSelectPosX =
SearchSelectPosY =
SearchSelectWidth =
SearchSelectHeight =
; Image manager
ImageMngPosX =
ImageMngPosY =
ImageMngWidth =
ImageMngHeight =
; Debugger
DebuggerPosX =
DebuggerPosY =
DebuggerWidth =
DebuggerHeight =
; Collection manager
CollectionMngPosX =
CollectionMngPosY =
; Material manager
MaterialMngPosX =
MaterialMngPosY =
MaterialMngWidth =
MaterialMngHeight =
; Sound manager
SoundMngPosX =
SoundMngPosY =
; Renderprobe manager
RenderProbeMngPosX =
RenderProbeMngPosY =
RenderProbeMngWidth =
RenderProbeMngHeight =
; #######################################################
; # Script Editor preferences
[CVEdit]
BackGroundColor =
BackGroundSelectionColor =
DisplayAutoComplete =
DisplayAutoCompleteAfter =
DwellDisplay =
DwellHelp =
DwellDisplayTime =
Default =
Default_color =
Default_FontPointSize =
Default_Font =
Default_FontWeight =
Default_FontItalic =
Default_FontUnderline =
Default_FontStrike =
ShowVBS =
ShowVBS_color =
ShowVBS_FontPointSize =
ShowVBS_Font =
ShowVBS_FontWeight =
ShowVBS_FontItalic =
ShowVBS_FontUnderline =
ShowVBS_FontStrike =
ShowComponents =
ShowComponents_color =
ShowComponents_FontPointSize =
ShowComponents_Font =
ShowComponents_FontWeight =
ShowComponents_FontItalic =
ShowComponents_FontUnderline =
ShowComponents_FontStrike =
ShowSubs =
ShowSubs_color =
ShowSubs_FontPointSize =
ShowSubs_Font =
ShowSubs_FontWeight =
ShowSubs_FontItalic =
ShowSubs_FontUnderline =
ShowSubs_FontStrike =
ShowRemarks =
ShowRemarks_color =
ShowRemarks_FontPointSize =
ShowRemarks_Font =
ShowRemarks_FontWeight =
ShowRemarks_FontItalic =
ShowRemarks_FontUnderline =
ShowRemarks_FontStrike =
ShowLiterals =
ShowLiterals_color =
ShowLiterals_FontPointSize =
ShowLiterals_Font =
ShowLiterals_FontWeight =
ShowLiterals_FontItalic =
ShowLiterals_FontUnderline =
ShowLiterals_FontStrike =
ShowVPcore =
ShowVPcore_color =
ShowVPcore_FontPointSize =
ShowVPcore_Font =
ShowVPcore_FontWeight =
ShowVPcore_FontItalic =
ShowVPcore_FontUnderline =
ShowVPcore_FontStrike =
EverythingElse =
EverythingElse_color =
EverythingElse_FontPointSize =
EverythingElse_Font =
EverythingElse_FontWeight =
EverythingElse_FontItalic =
EverythingElse_FontUnderline =
EverythingElse_FontStrike =
; #######################################################
; # Recent directory
[RecentDir]
LoadDir =
ImageDir =
ImportDir =
SoundDir =
MaterialDir =
POVDir =
PhysicsDir =
TableFileName0 =
TableFileName1 =
TableFileName2 =
TableFileName3 =
TableFileName4 =
TableFileName5 =
TableFileName6 =
TableFileName7 =
; #######################################################
; # User custom defaults for parts
[DefaultProps\Bumper]
Force =
Scatter =
HeightScale =
RingSpeed =
Orientation =
Threshold =
Surface =
TimerEnabled =
TimerInterval =
CapVisible =
BaseVisible =
RingVisible =
SkirtVisible =
ReflectionEnabled =
HasHitEvent =
Collidable =
[DefaultProps\Decal]
Width =
Height =
Rotation =
Image =
Surface =
DecalType =
Text =
Sizing =
Color =
VerticalText =
FontSize =
FontName =
FontWeight =
FontCharSet =
FontItalic =
FontUnderline =
FontStrikeThrough =
[DefaultProps\EMReel]
Image =
Sound =
UseImageGrid =
Visible =
ImagesPerRow =
Transparent =
ReelCount =
Width =
Height =
ReelSpacing =
MotorSteps =
DigitRange =
UpdateInterval =
BackColor =
TimerEnabled =
TimerInterval =
[DefaultProps\Flasher]
Height =
RotX =
RotY =
RotZ =
Color =
TimerEnabled =
TimerInterval =
ImageA =
ImageB =
Opacity =
ModulateVsAdd =
FilterAmount =
Visible =
AddBlend =
DMD =
DisplayTexture =
ImageMode =
Filter =
[DefaultProps\Flipper]
; Physics
Scatter =
Strength =
EOSTorque =
EOSTorqueAngle =
ReturnStrength =
Mass =
Speed =
Elasticity =
ElasticityFalloff =
Friction =
RampUp =
; Geometry and visuals
StartAngle =
EndAngle =
BaseRadius =
EndRadius =
Length =
MaxDifLength =
TimerEnabled =
TimerInterval =
Color =
RubberColor =
Surface =
Height =
RubberThickness =
RubberHeight =
RubberWidth =
Visible =
Enabled =
ReflectionEnabled =
[DefaultProps\Gate]
Elasticity =
Friction =
AntiFriction =
Scatter =
GravityFactor =
Length =
Height =
Rotation =
ShowBracket =
Collidable =
AngleMin =
AngleMax =
Visible =
TimerEnabled =
TimerInterval =
Surface =
TwoWay =
ReflectionEnabled =
GateType =
[DefaultProps\HitTarget]
; Physics
Elasticity =
ElasticityFalloff =
Friction =
Scatter =
; Visuals
LegacyMode =
TimerEnabled =
TimerInterval =
Visible =
IsDropped =
Position_Z =
DropSpeed =
ScaleX =
ScaleY =
ScaleZ =
Orientation =
Image =
HitEvent =
HitThreshold =
TargetType =
Collidable =
DisableLighting =
DisableLightingBelow =
ReflectionEnabled =
RaiseDelay =
[DefaultProps\Kicker]
TimerEnabled =
TimerInterval =
Enabled =
HitAccuracy =
HitHeight =
Orientation =
Radius =
Scatter =
KickerType =
Surface =
FallThrough =
Legacy =
[DefaultProps\Light]
Falloff =
FalloffPower =
LightState =
TimerEnabled =
TimerInterval =
Color =
ColorFull =
OffImage =
BlinkPattern =
BlinkInterval =
Intensity =
TransmissionScale =
Surface =
FadeSpeedUp =
FadeSpeedDown =
Bulb =
ImageMode =
ShowBulbMesh =
StaticBulbMesh =
ShowReflectionOnBall =
ScaleBulbMesh =
BulbModulateVsAdd =
BulbHaloHeight =
[DefaultProps\LightSequence]
UpdateInterval =
Collection =
CenterX =
CenterY =
TimerEnabled =
TimerInterval =
[DefaultProps\Plunger]
Height =
Width =
ZAdjust =
Stroke =
PullSpeed =
ReleaseSpeed =
PlungerType =
AnimFrames =
Color =
Image =
TimerEnabled =
TimerInterval =
Surface =
MechPlunger =
AutoPlunger =
MechStrength =
ParkPosition =
Visible =
ScatterVelocity =
MomentumXfer =
CustomTipShape =
CustomRodDiam =
CustomRingGap =
CustomRingDiam =
CustomRingWidth =
CustomSpringDiam =
CustomSpringGauge =
CustomSpringLoops =
CustomSpringEndLoops =
ReflectionEnabled =
[DefaultProps\Primitive]
Elasticity =
ElasticityFalloff =
Friction =
Scatter =
SideColor =
Visible =
StaticRendering =
DrawTexturesInside =
Position_Z =
Size_X =
Size_Y =
Size_Z =
RotAndTra0 =
RotAndTra1 =
RotAndTra2 =
RotAndTra3 =
RotAndTra4 =
RotAndTra5 =
RotAndTra6 =
RotAndTra7 =
RotAndTra8 =
Image =
NormalMap =
HitEvent =
HitThreshold =
AddBlend =
Opacity =
Color =
EdgeFactorUI =
CollisionReductionFactor =
Collidable =
IsToy =
DisableLighting =
DisableLightingBelow =
ReflectionEnabled =
BackfacesEnabled =
DisplayTexture =
ObjectSpaceNormalMap =
[DefaultProps\Ramp]
HeightBottom =
HeightTop =
WidthBottom =
WidthTop =
RampType =
TimerEnabled =
TimerInterval =
Image =
ImageMode =
ImageWalls =
LeftWallHeight =
RightWallHeight =
LeftWallHeightVisible =
RightWallHeightVisible =
HitEvent =
HitThreshold =
Elasticity =
Friction =
Scatter =
Collidable =
Visible =
ReflectionEnabled =
WireDiameter =
WireDistanceX =
WireDistanceY =
[DefaultProps\Rubber]
Height =
HitHeight =
Thickness =
HitEvent =
TimerEnabled =
TimerInterval =
Image =
Elasticity =
ElasticityFalloff =
Friction =
Scatter =
Collidable =
Visible =
EnableStaticRendering =
EnableShowInEditor =
RotX =
RotY =
RotZ =
ReflectionEnabled =
[DefaultProps\Spinner]
Length =
Rotation =
ShowBracket =
Height =
AngleMax =
AngleMin =
Elasticity =
AntiFriction =
Scatter =
Visible =
TimerEnabled =
TimerInterval =
Image =
Surface =
ReflectionEnabled =
[DefaultProps\Wall]
Elasticity =
ElasticityFallOff =
Friction =
Scatter =
Width =
Length =
TimerEnabled =
TimerInterval =
HitEvent =
HitThreshold =
SlingshotThreshold =
TopImage =
SideImage =
Droppable =
Flipbook =
IsBottomSolid =
HeightBottom =
HeightTop =
DisplayTexture =
SlingshotForce =
SlingshotAnimation =
Visible =
SideVisible =
Collidable =
DisableLighting =
DisableLightingBelow =
ReflectionEnabled =
[DefaultProps\TextBox]
Width =
Height =
BackColor =
FontColor =
TimerEnabled =
TimerInterval =
Transparent =
DMD =
[DefaultProps\Timer]
TimerEnabled =
TimerInterval =
[DefaultProps\Trigger]
TimerEnabled =
TimerInterval =
Enabled =
Visible =
HitHeight =
Radius =
Rotation =
WireThickness =
ScaleX =
ScaleY =
Shape =
Surface =
AnimSpeed =
ReflectionEnabled =
; #######################################################
; # Version of tables and application used
[Version]
VPinball =