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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Sep 14, 2019 4:35 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 415
Location: Abbotsford
GeorgeH wrote:
TerryRed wrote:
GeorgeH, I assume you meant this?

https://youtu.be/KaM2kqSRyVQ



I think that is it. Rav called it "Custom Models". Version 162 discussed it here:

viewtopic.php?nomobile=f=55&t=6587&p=83447#p83447

It is a shame no one ever used it as far as I know. It seemed to have potential. The models move less stiffly than the the usual FP models.

George

Link to the custom models is dead though

Also, after a summer of doing nothing, back at fpx. Working on the menu system right now, but I do intend to add some BAM stuff to that so it's select able. I am so far behind with this now, so okay to use some stuff already posted that I can fold in? Time is a major factor with me, I really don't have the time everyone else has to play with this stuff, as I have far more important features to add in rather than mess around with BAM again.

Have to keep it pretty simple though, only 16x2 memory locations for save and load (though there is a way to greatly expand that into thousands, just don't understand that code yet) so I'm reserving 3 nvR slots for BAM, the rest would be script based.

A lot of this stuff is just fascinating, but alas, not exactly useful for a beginners template, to confusing.

Oh, There was a file somewhere in this thread that had a example of adjusting Ball Mass. Can someone tell me where it is, hell of a time finding anything here now. I believe it was one of your files Gimli?

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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Sep 14, 2019 5:04 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2859
Location: Ontario, Canada
blue wrote:
Oh, There was a file somewhere in this thread that had a example of adjusting Ball Mass. Can someone tell me where it is, hell of a time finding anything here now. I believe it was one of your files Gimli?


Yes I believe only if you using the Bam Custom Ball Code, Rav has several variations of this but here is one:

Code:
Function CreateCustomBall ( Source, BallName, Radius, Mass, Opacity )
   xBAM.BallRadius = Radius
   xBAM.BallMass = Mass
   xBAM.BallOpacity = Opacity

   Dim bi
   Set bi = xBAM.BallManager.CreatCustomBall(BallName)
   Source.CreateBall bi.Red, bi.Green, bi.Blue, bi.BallNumber
   AddDebugText "["&xBAM.BallID&"]"
   CreateCustomBall = bi.BallNumber

   ' Instantly kick off ball
   'Source.SolenoidPulse
End Function



So you are able to define Radius, Mass and Opacity of custom ball

to make it work, you need two more things.

1. Define a ball

Code:
''''''''''''''''''''''''''''''''''''Define Custom Balls''''''''''''''''''''''''''''''''''''''''''''''''''''
Dim BlackBall 'Choose a name

BlackBall = xBAM.BallManager.DefineCustomBall(192, 192, 192, "BlackBall_452", "BlackBall_334", "BlackBall_269")


192,192,192 are the R,G,B colors
the rest are the custom ball textures, I believe if you don't add these you will get default silver ball.

2. Enter code createcustomball code in script usually under Sub CreateNewBall

Code:
Sub CreateNewBall()
   ' create a ball in the plunger lane kicker.
   'PlungerKicker.CreateBall
   call CreateCustomBall(PlungerKicker, BlackBall, 12, 20, 1)

   ' There is a (or another) ball on the playfield
   BallsOnPlayfield = BallsOnPlayfield + 1

   ' kick it out..
   PlungerKicker.SolenoidPulse
End Sub


So in above code it creates the "BlackBall" that you defined above
Radius 12 'default
Mass 20 'default
Opacity 1 ( 0 is invisible, 1 is solid)


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Sep 14, 2019 9:35 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 415
Location: Abbotsford
Thanks, so if I want to change the ball mass in game depending on condition, then I can just put this in the script?

Code:
xBAM.BallMass = 5000


Being able to change the ball mass whenever you want it is very important if we want better physics

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Latest projects and rants at My Facebook Page
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Latest Project: fpxEngine


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Sep 14, 2019 11:04 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2859
Location: Ontario, Canada
blue wrote:
Thanks, so if I want to change the ball mass in game depending on condition, then I can just put this in the script?

Code:
xBAM.BallMass = 5000


Being able to change the ball mass whenever you want it is very important if we want better physics


That may be a Bam feature I can't recall...
That is not what I was saying . ..I was showing how to change mass in CUSTOM BALLS ONLY


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sun Sep 15, 2019 7:28 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1001
bam beta (v259)
https://www.ravarcade.pl/beta/BAM.dll

https://www.ravarcade.pl/beta/LightExtDemo.fpt

On demo table keys:
- [ , ] - increase decrease brightness of all lights
- U , I - increase decrease glow brightness of all lights
- O - lock / unlock glow brightness (default: lock)
- Y - lock / unlock flasher light brightness (default: lock)
On numpad:
- 9 - change controled light (select 1 of 4 lights)
- 8 - on/off selected light
- 4 - change glow radius (few values in script)
- 5 - change color of selected light
- 6 - change brightness of selected light
- 2 - change glow color of selected light (yes, glow color can be different than main)
- 1 - change glow brightness of selected light

Run table in debug mode (F9) you will see messages.

List of new stuffs:
- LightExt.SetGlowColor red, green, blue - change glow color
- LightExt.Brightness - change brightness of object (default 1.0)
- LightExt.GlowBrightness - change glow brightness (default 1.0)

- xBAM.Lights.Brightness - change brightness of all lights on table
- xBAM.Lights.GlowBrightness - change glow brightness of all lights
- xBAM.Lights.LockGlowBrigthness (TRUE or FALSE) - if TRUE then you set xBAM.Lights.Brightness or LightExt.Brightness it will not change glow brightness.
- xBAM.Lights.LockLightBrightness (TRUE or FALSE) - if TRUE then you change flasher brightness it will not change brightness of light visible on all other objects.

Note: if you want to use only xBAM.Lights.Brightness and xBAM.Lights.GlowBrightness, you still need xBAM.CreateAllExt at begin of script to make it working.

Have fun

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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: Mon Sep 16, 2019 7:08 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2859
Location: Ontario, Canada
Very nice thanks Rav !


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Mon Sep 16, 2019 9:37 am 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1235
thanks Rafal, who always updates Bam, for the better ..... I wait for that day when, Bam, can create a "createcaptiveball" .. i.è, (fixed camera) via script, without using a kicker .. .... it is a dream .... it is an absurdity, who can tell.... :D


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Mon Sep 16, 2019 10:25 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2524
Location: Arkansas, USA
Wow! This is cool! We have never been able to control the brightness of the base of a light insert. We could only control the glow.

The next step would be to add something like "xBAM.Lights.Brightness" to BAM's "Lights" menu so that you can adjust the brightness of only the light inserts on the table (meaning to exclude brightness adjustment of the GI lights). I have noticed that many people seem to like to have the table with quite dark GI lights but have the light inserts quite bright. If we have an adjustment like this on the Lights menu, you could set it up that way very easily. I think the existing controls on the Lights menu work well enough to control the GI lighting. I would say to continue to use the existing controls but just be able to increase/decrease the brightness of just the inserts.

George


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Mon Sep 16, 2019 8:42 pm 
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Joined: Sun Sep 13, 2015 1:16 pm
Posts: 536
Awesome stuff Rav!

This could definitely allow for cool lighting on things like beacons or possibly moving objects like a flying police car in Blade Runner, using flashers with a smaller glow and brightness radius so it doesn't affect too much of the objects around it.... but that could look really impressive flying across the table!


You are so close....so close.... the only thing left is being able to have the "image" used in Light inserts somehow be able to have their own brightness controlled....even if it's ALL of them being fully bright with no level of control. This would free the other hardware and GI lights to do whatever they want without having an affect on the images in those light inserts (not being lit up).

(Edit: Update... Rav was already there! This new update does what I was hoping for...read my later posts to see examples.)


Great work as always Rav!


Last edited by TerryRed on Thu Sep 19, 2019 3:18 pm, edited 1 time in total.

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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Sep 17, 2019 5:56 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2524
Location: Arkansas, USA
I have changed a table using Rav's new brightness option so that all the light inserts on the playfield are set to a brightness of 2.2. I set it up with the simple "Dark Night" lighting mode. I have seen many people try to set their tables this way. It is why I suggested to Rav that we have an option on the "Lights" menu to adjust the brightness of light inserts on the playfield.


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