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 Post subject: Re: Custom balls
 Post Posted: Sat Mar 19, 2016 7:12 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2013
Location: Ontario, Canada
Thanks for the clarification
I didn't know you could assign one of the textures to "enamel map"
That helps !


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 Post subject: Re: Custom balls
 Post Posted: Mon Mar 28, 2016 5:12 am 
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Joined: Fri Jul 02, 2010 4:50 am
Posts: 1111
Location: Paris - France
Hello Rav,

seems your new custom ball version have a bug.
If you rotate your screen by 270° and create a normall ball with custom color:
- FP 1.0: OK,
- "old" BAM version: OK
- custom ball BALL version: KO -> you get a normal silver ball.

Could you have a look to that?
Thanks in advance.

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My tables avalaible at http://www.pinsimdb.org/fpreleases/ and http://www.irpinball.org/
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 Post subject: Re: Custom balls
 Post Posted: Mon Mar 28, 2016 6:16 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 898
Popotte wrote:
Hello Rav,

seems your new custom ball version have a bug.
If you rotate your screen by 270° and create a normall ball with custom color:
- FP 1.0: OK,
- "old" BAM version: OK
- custom ball BALL version: KO -> you get a normal silver ball.

Could you have a look to that?
Thanks in advance.

Try this BAM:
http://www.ravarcade.pl/beta/BAM.dll
This should work fine.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-223, released: Jun 16, 2018


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 Post subject: Re: Custom balls
 Post Posted: Mon Mar 28, 2016 7:14 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1571
Location: Arkansas, USA
ravarcade wrote:
Popotte wrote:
Hello Rav,

seems your new custom ball version have a bug.
If you rotate your screen by 270° and create a normall ball with custom color:
- FP 1.0: OK,
- "old" BAM version: OK
- custom ball BALL version: KO -> you get a normal silver ball.

Could you have a look to that?
Thanks in advance.

Try this BAM:
http://www.ravarcade.pl/beta/BAM.dll
This should work fine.


Rafal,

This fixed it on my PC.

George


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 Post subject: Re: Custom balls
 Post Posted: Tue Mar 29, 2016 2:58 am 
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Joined: Fri Jul 02, 2010 4:50 am
Posts: 1111
Location: Paris - France
It's OK. Thanks.

_________________
Les cons ça ose tout. C'est même à  ça qu'on les reconnaît.
My tables avalaible at http://www.pinsimdb.org/fpreleases/ and http://www.irpinball.org/
Image
Image
Le prix s'oublie, la qualité reste


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 Post subject: Re: Custom balls
 Post Posted: Tue Mar 29, 2016 12:08 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1571
Location: Arkansas, USA
Guys,

It might seem obvious but you want to be sure you don't save any zip files other than those that contain balls to this folder:

C:\Games\Future Pinball\BAM\balls\

I accidently saved an incorrect zip file there and got a message like the following after the normal table loading sequence had passed:

loading ball: [name of incorrect zip file]

The message did not leave the screen until I pressed enter. Then it displayed a screen that looked like the table loading screen only the table loading did not progress. So I pressed enter again a couple of times and then could play the table. After I removed the incorrect file, tables started loading normally.

It appears that all the balls in the folder get loaded into memory when you open a table. I am guessing that there may be a point where you might exceed the memory capability of your PC if you save too many balls in the folder.

George


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 Post subject: Re: Custom balls
 Post Posted: Fri Apr 22, 2016 5:38 pm 
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Joined: Fri Nov 22, 2013 8:25 am
Posts: 165
I updated the first post :)

I added Packs 5, 6, and 7

Pack 5
I had requests for FP's 'default' Balls. I converted all the balls found in my libraries for general use. I found 12 spheres within the Future Pinball Libraries ("fpSphereMaps.fpl").
Since these came with FP, I did not ask permission. I will correct if permission issues should arise.


8-)


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 Post subject: Re: Custom balls
 Post Posted: Sat Apr 23, 2016 12:04 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2013
Location: Ontario, Canada
Excellent work Miownkhan

@Ravarcade
I am not clear how to use Transformations . I can get it to work on one ball in five that gets
released. Like your table demo , only certain balls are affected by the script.

1.How do I get it so all balls on the playfield are affected by the script at the same time.
Code:
'   Kicker2Transformations.UpdateBall(fpBallID)
'If more than one ball is on the table, only one ball changes ....


Does each ball that gets released from plungerkicker, have an id? How do I find it?
fp debug doesn't seem to work in BAM is that true?
is it " xBAM_BallID = 0" or "fpBallId"

I know that each kind of ball has a given a name "BALL_A or BALL_B), but that is different


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 Post subject: Re: Custom balls
 Post Posted: Sat Apr 23, 2016 4:21 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 898
Gimli wrote:
... only certain balls are affected by the script...

It not easy... it try to explain.
First: Ignore part of exampe between "CUT HERE START" and "CUT HERE ENE". It is only to remove script errors when BAM is not present.
Second: FP debug works fine for me. Just run game with F9 key not F5.

Now about script.

When you create ball, you can give it ID. That ID is set by FP to fpBallID for "_Hit()" events.
This ID is just integer number.

BAM uses another integer value to give ball custom textures. That "BAM ID" is not same thing as fpBallID, but in my examples i give same value to both of them. Look at my CreateCustomBall subroutine:
Code:
  Set bi = xBAM_BallManager.CreatCustomBall(BallName)

It do 2 things:
- generate unique "BAM ball ID" = bi.BallNumber. Only one ball on table will have that ID.
- sets how ball with that unique "BAM ball ID" looks.
In next line i use that unique "BAM ball ID" as argument for FP function CreateBall.
So when FP will set fpBallID it will be same as my "BAM ball ID".

With function: xBAM_BallManager.GetBallName(fpBallID) inside _Hit() subroutine i can get "BallName" = i know how that ball looks.

With my "transformation" in one function call i do:
- Find "BallName" for fpBallID (and fpBallID is set for by FP for _Hit() subroutine)
- Look at table with conversion rule, like: If ballName = BALL_A then ballName = BALL_B.... there may be many rules here
- I use ballName to change textures for fpBallID (note, fpBallID = "BAM ballID").

That solution make some thing easy, other hard.
- It will work if you create all balls with "CreateCustomBall". If create some balls without it, you can assign "fpBallID" same value as in "CreatCustomBall" for other ball. It may create troubles.
- If you want to change many balls on table at once you have to keep tracking all ball IDs. It will require you to:
1. Modify CreateCustomBall to store in array bi.BallNumber
2. Create own DestroyBall subroutine and remove bi.BallNumber from that array.

You have one more option. That unique "BAM ball ID" is number between 0 and 4095. You may in loop change all balls like this:
Code:
Dim i
For i = 0 To 4095
  xBAM_BallManager.UpdateBall(i, BALL_A)
Next

Please remember, that it may be slow function (like ~10ms).

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-223, released: Jun 16, 2018


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 Post subject: Re: Custom balls
 Post Posted: Thu Aug 04, 2016 4:39 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1571
Location: Arkansas, USA
I revised my posting that is directly below Miownkhan's first posting on this topic to provide a guide on "How to Install Custom Balls" and "Creating Custom Balls". I how you find it useful.

George


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