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FP Arcade Model
http://www.gopinball.com/forum/viewtopic.php?f=7&t=6385
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Author:  ravarcade [ Tue Mar 21, 2017 3:53 pm ]
Post subject:  Re: FP Arcade Model

Here is updated New Game Room:
http://www.ravarcade.pl/beta/room-demo.zip

HappyCab wrote:
Hey Rav, there are some intersecting polygon in your version on the ceiling

Problem with broken polygons is solved.
Every day i learn new quirks in FP.
Cellin object when it is put on table with offset = 0, FP create trangles for model wird way and change normal vectors. When i set offset above playfield (like =200), all is correc. So solution was to set offset = 200 for whole "mini-room-model" (all objects).

I must be blind. I just noticed "Better Arcade Mode" sign above doors in game room. Thanks Steve :).

----------
Here is list of change on demo table.
I move whole mini-room to coords: x=0, y=-200, offset=200.
At this coords model is not visible when BAM is not present.
I changed Mini-Playfields source box coords to that coords.
I added ready to use code for game-room at begin of script:
Code:
' -------------------------------------------------- NEW GAME ROOM CODE
Const BAM_VERSION = 0
If BAM_VERSION > 133 Then
   Dim NewGameRoom
   Set NewGameRoom = xBAM.CreateMiniPlayfield(-130,130,-330,70,199,270,0,-200,200)
   Call NewGameRoom.MoveTo(258,534,-866,0,0,0,50,0)
   If BAM_VERSION > 157 Then
      xBAM.GameRoom = false
   End If
End If
' ------------------------------------------- END OF NEW GAME ROOM CODE

This version of code have "fail-safe" code path. If there is no BAM or it is version without Mini-Playfields suppor (older than 134) code will not run.
If it is version without "xBAM.GameRoom" switch i twill also not hide fp-game-room. (User will have to disable it in FP video/rendering options.)

Gimli gived good tutorial how to add new game room to another table. My only advice is to use code above. It will not make trouble to users without BAM or with older version.

Author:  Gimli [ Fri Mar 24, 2017 3:51 pm ]
Post subject:  Re: FP Arcade Model

Using current state of the Art
HappyCab VR room and Ravarcade Bam Beta, here's Astrohits VR.....
with occulus head tracking casts a table shadow, that we are looking into.
I added some arcade art just for fun (but more room model pieces and textures would definely be tres cool!)

https://youtu.be/H3zaepVff8k

Author:  HappyCab [ Fri Mar 24, 2017 8:52 pm ]
Post subject:  Re: FP Arcade Model

I might say...this is becoming very close to the PinFX2 room :)

I want to see multipede!!!! and let's make a tron texture Dark wall neon everywhere!!!

Author:  HappyCab [ Fri Mar 24, 2017 10:22 pm ]
Post subject:  Re: FP Arcade Model

hey just a thought gimli...why not make the ceiling spin a bit!!!

Author:  Gimli [ Fri Mar 24, 2017 10:39 pm ]
Post subject:  Re: FP Arcade Model

No problemo !

Author:  Gimli [ Mon Mar 27, 2017 9:33 pm ]
Post subject:  Re: FP Arcade Model

Here's a preliminary attempt at Multipede VR...
with a spinning ceiling

Here's the table for those who want to test:
https://www.dropbox.com/s/wnd1yc5vgwber ... R.fpt?dl=0


https://youtu.be/70oy79Qf1kg

Author:  Gimli [ Wed Mar 29, 2017 3:13 pm ]
Post subject:  Re: FP Arcade Model

updated Version:
DMD high score entry
5 balls per game
attract mode music and sounds adjusted a little

https://www.dropbox.com/s/wnd1yc5vgwber ... R.fpt?dl=0

it's using the Bam beta posted above

Author:  HappyCab [ Wed Mar 29, 2017 4:03 pm ]
Post subject:  Re: FP Arcade Model

the spinning effect is really cool!!!

Author:  Gimli [ Wed Mar 29, 2017 5:17 pm ]
Post subject:  Re: FP Arcade Model

It looks really sweet in VR Steve, great idea!!
I like your neon Tron idea, have you played with that idea more?

Author:  HappyCab [ Thu Mar 30, 2017 3:42 am ]
Post subject:  Re: FP Arcade Model

hmm no..can work on these less and less...spring is a busy time for me. but we'll see.

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