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 Post subject: Re: Custom balls
 Post Posted: Fri Feb 05, 2016 4:54 am 
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Joined: Fri Nov 22, 2013 8:25 am
Posts: 166
@ravarcade

Quote:
...the balls color never changes color as they should...

I found problem. Please test this BAM.dll:
http://www.ravarcade.pl/debug/BAM.dll


Thanks for the fix. I was wondering if this "fix" could maybe be an option.
The current stable version has Balls not changing colors when scripted.
The debug BAM.dll has fixed the scripted coloring. This can have a negative affect for Custom Ball users.

:arrow: I am hoping for a toggle switch a way to turn on\off scripted ball coloring.
reasons for off
1 I am sure some may not like it.
2 This can negatively affect Custom Balls when in use.

reasons for on
1 Its the way the table was intended.
2 Some like the color changes
3 Some Custom Balls benefit.

I would like toggle switch to be per table, perhaps part of the params in Postprocessing menu, Please :D If it is not possible I understand.


:arrow: Would there be a way to "merge" Postprocessing and Lighting setting between Forced Arcade Mode on\off.
I can see some instances where this might be a bad idea.
I would like to at least have a "copy to" option.
I believe this may be beneficial and solve some confusion.

@GeorgeH
Quote:
I'm sorry for the confusion I caused.

I believe some confusion is a good thing. I think this may have lead to finding the color changing issue ;)

8-)


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 Post subject: Re: Custom balls
 Post Posted: Fri Feb 05, 2016 6:07 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 995
@miownkhan:
Good idea about script ball coloring switch.
So on my todo list:
- ball changing one the fly
- ball coloring switch
- fix missing ball when user disable "dirt on ball" in fp menu and have rotated screen.
-----------------
Lighting & postprocessing mess in menu.
I need to think about if for a while.
Right now we have 3 sets of settings: [1] Basic menu (with arcade mode or not, same settings), [2] Normal FP mode (without Arcade Mode) and [3] Arcade Mode (forced or not)
You can copy settings, [1]-> [2], [2] -> [1], [1] -> [3], [3] -> [1]. Options are in "Config" menu.
It is complicated. From basic menu i can always copy settings, but in basic menu only subset of values is possible. If i copy settings for example from Arcade Mode [2] to Basic menu [1]. Settings in Basic menu some values wont be exacly same.

Also you can't copy setting in Advanced menu from "normal mode" to "arcade mode". So this is missing part.

I have also two ideas:
1. Combining both menus (Lightning and Postprocessing) in one verticaly scrollable, grid style menu. In columns i would place settings for all types of settings.
or
2. Display in menu values from other settings sets.
Both options are ugly and make BAM menu more scary/complicated.
-----------------------
@GeorgeH
You helped a lot. With that last case with ball color too. Now i'm 100% sure that it is almost impossible to track all settings. I have to think again how make it simple.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-258, released: Sep 3, 2019


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 Post subject: Re: Custom balls
 Post Posted: Sat Feb 06, 2016 2:18 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2422
Location: Arkansas, USA
ravarcade wrote:
...
@GeorgeH
You helped a lot. With that last case with ball color too. Now i'm 100% sure that it is almost impossible to track all settings. I have to think again how make it simple.


My problem was that I set all the lighting up with Forced Arcade Mode turned on. When I turned Forced Arcade Mode off, I assumed it used the same settings as when it was turned on. Obviously not. It seems odd that the lighting changes appeared to affect the ball more than the rest of the table. It might help if there were a way a user directed method to copy settings from one mode to the other. I think some folks might like having different settings for each mode as it is now.

What would help me more than anything would be a Lighting Guide. I would write it myself except I don't really know enough about lighting to write it. I would be willing to assist anyone that would like to write it.

George


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 Post subject: Re: Custom balls
 Post Posted: Tue Feb 16, 2016 12:53 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2796
Location: Ontario, Canada
Quote:
Miownkhan Said :I found you can Load a new ball image into the image manager which means table edit
scripting method; also table edit
CreateBall.Image="xxxx"


so if I want to code different balls for different points , I just import your Bmp into texture manager and then in script instead of Plunger1.createball() , I use Plunger1.createball.Image = "xxxx" ?

I'll have to experiment....


Last edited by Gimli on Thu Feb 18, 2016 2:20 pm, edited 2 times in total.

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 Post subject: Re: Custom balls
 Post Posted: Tue Feb 16, 2016 1:59 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2796
Location: Ontario, Canada
I can change colour with
Createball number,number,number

But not clear about syntax for image


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 Post subject: Re: Custom balls
 Post Posted: Tue Feb 16, 2016 2:26 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2796
Location: Ontario, Canada
I don't think there is a way to alternate ball images from the script unless Rav has a way
I guess you would need a script based flag that Bam intercepts and chooses an alternate bitmap. I have no idea what I am talking about :oops:

I think the confusion was from this link:

http://www.vpforums.org/index.php?showtopic=6562


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 Post subject: Re: Custom balls
 Post Posted: Tue Feb 16, 2016 7:42 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 995
Gimli wrote:
I don't think there is a way to alternate ball images from the script unless Rav has a way...

I can try to add way to change ball images, but there is one problem: i can do it only for all balls on table. You can't have 2 balls on table with different textures.

.... well ... there is a way. I can detect ball color. So ok. I can create function, lets say: ChangeBallImage( ball, image_for_reflection, image_for_dirt, color_r, color_g, color_b)

Right now i work on in game ball selector. I need few more days.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-258, released: Sep 3, 2019


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 Post subject: Re: Custom balls
 Post Posted: Tue Feb 16, 2016 11:17 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2796
Location: Ontario, Canada
Very cool Rav
So you can detect colour and assign different textures to different coloured balls?

that would definitely do the trick!

So all "red balls" in script (createball 255,0,0) could be a soccer ball
And all "blue " balls (createball 0,0,255) could be a fireball or a boulder or whatever?

We are working on an update to Indiana Jones and Miownkhan has come up with a cool Boulder ball. I would like to start with the silver standard ball and switch to a boulder during multiball when the DMD shows the boulder video :D


Last edited by Gimli on Thu Feb 18, 2016 2:16 pm, edited 1 time in total.

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 Post subject: Re: Custom balls
 Post Posted: Wed Feb 17, 2016 8:09 am 
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Joined: Mon Sep 21, 2015 10:33 am
Posts: 165
Location: UK - Bridgnorth (Shropshire)
@ Rav - This sounds like a great addition :shock: .... thanks for all that you do - it's really appreciated :!:

@ Gimli - Let's hope that Rav can get this implemented, as

Quote:
switch to a boulder during multiball when the DMD shows the boulder video


sounds like a real neat effect for the game; and for other/future tables :) .

End of Line...


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 Post subject: Re: Custom balls
 Post Posted: Sat Feb 20, 2016 8:46 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2422
Location: Arkansas, USA
I wrote a guide for new members and wrote some directions for setting up custom balls. Then I realized that there is no guidance here for setting up the balls, so Miownkhan included it on his first post.


Last edited by GeorgeH on Mon Feb 22, 2016 5:55 pm, edited 2 times in total.

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