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 Post subject: Re: Custom balls
 Post Posted: Sat Sep 07, 2019 8:45 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2758
Location: Ontario, Canada
I refined BB8 and this is the result...
https://youtu.be/vkVMj6p8tE8


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 Post subject: Re: Custom balls
 Post Posted: Sat Sep 07, 2019 9:32 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2347
Location: Arkansas, USA
Francisco might be able to help with the model.

George


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 Post subject: Re: Custom balls
 Post Posted: Sat Sep 07, 2019 10:29 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2758
Location: Ontario, Canada
GeorgeH wrote:
Francisco might be able to help with the model.

George


I cut the load time down by 60 % by using a stock ball model for the base, the head component takes longer...I found a quicker way using Ravs second model animation technique but there is a glitch..


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 Post subject: Re: Custom balls
 Post Posted: Sun Sep 08, 2019 5:54 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2758
Location: Ontario, Canada
https://www.dropbox.com/s/84vbksq0qj0uq ... 8.fpt?dl=0

Here is demo version of Star Wars DSA , newest SLAM version

1.Added BB8 ball turn it on or off with Special1/Special2 keys
if you turn it off during a ball..the ball will be invisible. The DMD will notify you. So toggle this between balls before next ball is launched or prior to starting a game

2. Added FP games room off in code
3. Added tga shadow map file, for quicker loading of shadow maps
4. Added SLAMs preferred new renderer lighting settings to code
.......
I haven't gotten to multiball so I am not sure if it works then...
In cabinet mode it may look better if BB8's head is offset more...which can be done in MP menu under ID 4 (Miniplayfield 4) by moving centre point of yellow capture box in "y" centre setting...

You can remove BB8s head if you just want the body part as a ball, by setting scale of miniplayfield_4 to zero under Sub NewtonPhysicsTick

It's a gimmick but BB8 looks very cool :lol:

…..................
SLAM is using a strange custom ball code that Rav must have given him that numbers the balls for ID purposes somehow I guess..


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 Post subject: Re: Custom balls
 Post Posted: Mon Sep 09, 2019 12:39 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2347
Location: Arkansas, USA
This is cool. You should post it on PinSimDB.

George


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 Post subject: Re: Custom balls
 Post Posted: Mon Sep 09, 2019 5:39 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2758
Location: Ontario, Canada
GeorgeH wrote:
This is cool. You should post it on PinSimDB.

George

Whitey made the model smaller for me and I really am only using BB8's head , so I imported that and it loads better, I also added bump maps to the head image , I will do the same with body later...


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 Post subject: Re: Custom balls
 Post Posted: Tue Sep 10, 2019 10:45 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2758
Location: Ontario, Canada
I added the bump maps that came with the models to both the body and the head

3 options with special1 or special2 key:
1. Default game ball
2. BB8 Body only as ball
3.Full BB8 model as ball. BB8's head tracks directionally

https://www.dropbox.com/s/84vbksq0qj0uq ... 8.fpt?dl=0


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 Post subject: Re: Custom balls
 Post Posted: Tue Sep 10, 2019 12:04 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2347
Location: Arkansas, USA
This is nice! On my PC, the default ball shows up as invisible.


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 Post subject: Re: Custom balls
 Post Posted: Tue Sep 10, 2019 1:00 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2758
Location: Ontario, Canada
GeorgeH wrote:
This is nice! On my PC, the default ball shows up as invisible.


if you start a game with default ball then you can toggle between them...if you start with
BB8 then dafault ball is invisible and you have to wait to switch between game balls , prior to next ball being released from plunger kicker.

The invisible ball gives a better bb8 as sometimes the black game ball shows through the superimposed BB8skin


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 Post subject: Re: Custom balls
 Post Posted: Wed Sep 11, 2019 7:34 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2758
Location: Ontario, Canada
If you find BB8 ball too fast , you can decrease the mass of the CreateCustomBall code that is at bottom of Sub CreateNewBall code from 28. At the default value of 20, the ball floated while in plunger Lane


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