diff --git a/VisualPinball.Unity/Documentation~/creators-guide/manual/mechanisms/troughs.md b/VisualPinball.Unity/Documentation~/creators-guide/manual/mechanisms/troughs.md index 4b91ae7c9..7c8db3ce9 100644 --- a/VisualPinball.Unity/Documentation~/creators-guide/manual/mechanisms/troughs.md +++ b/VisualPinball.Unity/Documentation~/creators-guide/manual/mechanisms/troughs.md @@ -6,7 +6,7 @@ description: How VPE works with troughs (ball drains). # Troughs / Ball Drains -If you are unfamiliar with ball troughs, have a quick look at [MPF's documentation](https://mpf-docs.readthedocs.io/en/latest/mechs/troughs/), which does an excellent job explaining them. +If you are unfamiliar with ball troughs, have a quick look at [MPF's documentation](https://missionpinball.org/mechs/troughs/), which does an excellent job explaining them. VPE comes with a trough mechanism that simulates the behavior of a real-world ball trough. This is especially important when emulating existing games, since the [gamelogic engine](xref:gamelogic_engine) expects the trough's switches to be in a plausible state, or else it may have errors. diff --git a/VisualPinball.Unity/Documentation~/creators-guide/setup/running-vpe.md b/VisualPinball.Unity/Documentation~/creators-guide/setup/running-vpe.md index 35b3235a1..f9652ce30 100644 --- a/VisualPinball.Unity/Documentation~/creators-guide/setup/running-vpe.md +++ b/VisualPinball.Unity/Documentation~/creators-guide/setup/running-vpe.md @@ -4,7 +4,7 @@ description: How to run VPE --- # Running VPE -Now we can begin with some simple game play. Open [Visual Pinball](https://github.com/vpinball/vpinball), create a new "blank" table, and save it somewhere. In Unity, go to *Visual Pinball -> Import VPX* and choose the `.vpx` file you've just created. +Now we can begin with some simple game play. Open [Visual Pinball](https://github.com/vpinball/vpinball), create a new "empty" table (File > New > New Table), and save it somewhere. In Unity, go to *Visual Pinball -> Import VPX* and choose the `.vpx` file you've just created. You should now see Visual Pinball's blank table in the Editor's scene view: diff --git a/VisualPinball.Unity/Documentation~/creators-guide/setup/unity-packages-after-installation.png b/VisualPinball.Unity/Documentation~/creators-guide/setup/unity-packages-after-installation.png index c6861470d..abe5c30c0 100644 Binary files a/VisualPinball.Unity/Documentation~/creators-guide/setup/unity-packages-after-installation.png and b/VisualPinball.Unity/Documentation~/creators-guide/setup/unity-packages-after-installation.png differ diff --git a/VisualPinball.Unity/Documentation~/creators-guide/setup/unity-scoped-registry.png b/VisualPinball.Unity/Documentation~/creators-guide/setup/unity-scoped-registry.png index c523bb7ec..62f725831 100644 Binary files a/VisualPinball.Unity/Documentation~/creators-guide/setup/unity-scoped-registry.png and b/VisualPinball.Unity/Documentation~/creators-guide/setup/unity-scoped-registry.png differ diff --git a/VisualPinball.Unity/Documentation~/creators-guide/tutorials/realistic-playfield/index.md b/VisualPinball.Unity/Documentation~/creators-guide/tutorials/realistic-playfield/index.md index 2060fb200..8855c9eeb 100644 --- a/VisualPinball.Unity/Documentation~/creators-guide/tutorials/realistic-playfield/index.md +++ b/VisualPinball.Unity/Documentation~/creators-guide/tutorials/realistic-playfield/index.md @@ -9,7 +9,7 @@ description: How to create a playfield with proper geometry and PBR material Every table build starts with the playfield. You'll be looking at it a whole lot of time, so let's make it worthwhile. We'll use Photoshop to create the albedo source texture, Adobe Illustrator to mask out the materials, Blender to create the 3D model, and Substance Painter for the texturing. > [!note] -> We're aware that most of the software used here is commercial and not free. While Illustrator can be easily replaced with Inkscape and Photoshop by any pixel-based image editor, there isn't a good free alternative for Painter yet. Good news is that Blender will invest significantly in texturing tools this year (2022), but until then, you may be able to use the trial version of Painter. There is also a [non-subscription-based version at Steam](https://store.steampowered.com/app/1775390/Substance_3D_Painter_2022/). +> We're aware that most of the software used here is commercial and not free. While Illustrator can be easily replaced with Inkscape and Photoshop by any pixel-based image editor, there isn't a good free alternative for Painter yet. Good news is that Blender will invest significantly in texturing tools this year (2022), but until then, you may be able to use the trial version of Painter. ~~There is also a [non-subscription-based version at Steam](https://store.steampowered.com/app/1775390/Substance_3D_Painter_2022/).~~ [Notice: Substance 3D Painter 2022 is no longer available on the Steam store.] Technically, the playfield is purely for visualization, i.e., its geometry doesn't affect gameplay in any way. The advantage of VPE over Visual Pinball is that material properties such as reflection apply to all objects equally, so there is no need for a special "playfield object".