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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Sep 03, 2019 12:51 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2822
Location: Ontario, Canada
Hi Rav,
You posted a link some time ago a free program that created normal maps and model texturing ?


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Sep 03, 2019 1:17 pm 
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Joined: Wed Nov 17, 2010 7:41 pm
Posts: 947
Yes, it's called 'tc' it's on his website but I can't get it to work.

Rav, can I use this online map generator to create the model textures I need for Diffuse, Normal and Specular maps?

I'm keen to add more details to models in Future Pinball, with those wonderful 'bump maps' that give them more detail.

https://cpetry.github.io/NormalMap-Online/


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Sep 03, 2019 1:18 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 159
TerryRed wrote:
djlunchbox wrote:
Another plus in using the OG FP.exe is that certain tables that wouldn't load in my front end with the modified EXEs now load!

So happy to get to play Monezza's amazing Buccaneer table.

Wow it's so beautiful


Yah, I've been lucky with my nvidia cards... all exe's have worked no problem...but AMD card users have issues with some tables and modified exe's.

I too kind of like being able to see the FP logo on my backbox and not just a black screen... though for me I still find I need to use the Zed x64 1.1 exe to load some tables and be able to see the textures in the editor (if i need to replace or export them)...otherwise they will crash with "Load Images in Editor" enabled.

That said...you can just use a 1.0 xml physics file as your default xml or use it with each table as well while using any exe.


Yeah i was using the 2.5 xml but along the way I was making custom physics files as well. It was just a number of tables that wouldn't load into my PinballY front end. They also wouldn't load into Pinball X either. The backglass would load, i would see the text that shadowmaps and textures would load but the playfield would be a black screen. i could load outside of the FE but not within. It was literally a few tables (Buccaneer, 300, Black Pyramid and one more) so it really wasn't a big deal. However after re-downloading FP and trying the the new BAM with the watermark fade those tables worked in PBY. For the record I'm running a GTX980 graphics card.

And yes the loading splash screen is so much better to see.


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Sep 03, 2019 2:19 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1001
SLAMT1LT wrote:
Yes, it's called 'tc' it's on his website but I can't get it to work.

Rav, can I use this online map generator to create the model textures I need for Diffuse, Normal and Specular maps?

I'm keen to add more details to models in Future Pinball, with those wonderful 'bump maps' that give them more detail.

https://cpetry.github.io/NormalMap-Online/

Yes, it will work.
You may also look at Materialize: http://www.boundingboxsoftware.com/mate ... /index.php
It has a lot of filtering options and nice tutorial.


I would remind, that you have 2 path to use normal maps:
First, with replacing textures editor: viewtopic.php?p=60020#p60020
(This version works only in New Renderer)

Second, with model and textures imported as one single TGA.
See: viewtopic.php?f=86&t=6402
This should work always.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-267, released: Nov 9, 2019


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Sep 03, 2019 3:00 pm 
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Joined: Wed Nov 17, 2010 7:41 pm
Posts: 947
Thanks Rav, I can see you spent a lot of time on this but it's hardly being used, so I'm going to have a go. I don't understand any of it so I may need your help when I get stuck.


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Sep 03, 2019 3:47 pm 
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Joined: Wed Nov 17, 2010 7:41 pm
Posts: 947
I'm going to document my progress on this for anyone following who wants to have a go. As an example, I want to convert a flat textured model of a Raptor (dinosaur) to make it look like it has scales with light reacting to the 'bump map' texture.

ravarcade wrote:
I would remind, that you have 2 path to use normal maps:
First, with replacing textures editor: http://gopinball.com/forum/viewtopic.php?p=60020#p60020
(This version works only in New Renderer)


Now this works perfectly. Adding a simple Normal Map to the texture as per Rav's detailed instructions (generate a Normal Map of any texture here: https://cpetry.github.io/NormalMap-Online/) does give the Raptor 'bump mapped' scaly skin, that looks much more realistic.

ravarcade wrote:
Second, with model and textures imported as one single TGA.
See: http://gopinball.com/forum/viewtopic.php?f=86&t=6402
This should work always.


But this isn't working for me. The Model Importer included in the BAM directory will not import any .fpt model, instead it only seems to import .ms3d models but then it doesn't load the texture, so I only have a blank model.

Now this process will create a much better texture for my Raptor model, and this is where I need Rav's help.....I'm opening the .ms3d model into the Model Importer which also has the texture file but the texture isn't loading onto the model. Is there another way to create the TGA file I need? I have the Colour Map and a Normal Map. I understand I need to blend these 2 together to create a single TGA?

I was going to use the 'tc' file you created but it doesn't work. The window only flashes up for a second then shuts down.

Any help to make the process much easier to understand would help me and other game creators
in creating much more realistic models for Future Pinball.


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Sep 03, 2019 4:01 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2822
Location: Ontario, Canada
https://www.dropbox.com/s/f96a4k87hzmi09z/bb8.rar?dl=0

This contains BB8 models that I can load into BAM using RAVs second method
and it has normal maps and bump maps....how do you load the color component ?


Last edited by Gimli on Tue Sep 03, 2019 6:06 pm, edited 1 time in total.

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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Sep 03, 2019 4:06 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1001
SLAMT1LT wrote:
ravarcade wrote:
Second, with model and textures imported as one single TGA.
See: viewtopic.php?f=86&t=6402
This should work always.


But this isn't working for me. The Model Importer included in the BAM directory will not import any .fpt model, instead it only seems to import .ms3d models but then it doesn't load the texture, so I only have a blank model.

.ms3d format dont have any material/texture info. Try to save model as .obj (wavefront). It is text format. It should also create .mtl file (this is material description).
See Geralt model in: http://www.ravarcade.pl/debug/models.zip

If it fails, you may try other formats, like fbx.

ModelImporter is using Assimp and many formats are supported (but some are broken): https://github.com/assimp/assimp/releases/tag/v4.1.0/

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-267, released: Nov 9, 2019


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Sep 03, 2019 5:49 pm 
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Joined: Wed Nov 17, 2010 7:41 pm
Posts: 947
Thanks again. The 2nd method is too complex for me but I have achieved the results I need from the 1st method. So that will do me.


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Sep 03, 2019 5:52 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2486
Location: Arkansas, USA
I take it that this needs a 3D monitor? I remember when this came out. I added the 3D code to the bam.cfg and played the demo table. When I press "U", nothing happens.

George


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