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 Post subject: Re: Custom balls
 Post Posted: Mon Mar 14, 2016 4:36 am 
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Joined: Fri Jul 02, 2010 4:50 am
Posts: 1192
Location: Paris - France
Just a dumb question: have you a CreateCustomCaptiveBall?
Otherwise, it's look great.

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 Post subject: Re: Custom balls
 Post Posted: Mon Mar 14, 2016 3:22 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1001
Popotte wrote:
Just a dumb question: have you a CreateCustomCaptiveBall?
Otherwise, it's look great.

Here you have:
Code:
Sub BAM_CreateCaptiveBall(Source, Red, Green, Blue, BallID, Dirt, Reflection, ReflectionInPlayfield)
  Dim bi
  Set bi = xBAM_CreateBall(Red, Green, Blue, BallID, Dirt, Reflection, ReflectionInPlayfield)

  Source.CreateCaptiveBall bi.Red, bi.Green, bi.Blue BallID
Sub End

Line: "Source.CreateBall ..." is same as "Kicker1.CreateBall ...".
So BAM_CreateCaptiveBall is like BAM_CreateBall with "Source.CreateCaptiveBall ...".

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current BAM version: v1.4-267, released: Nov 9, 2019


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 Post subject: Re: Custom balls
 Post Posted: Mon Mar 14, 2016 4:01 pm 
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Joined: Fri Jul 02, 2010 4:50 am
Posts: 1192
Location: Paris - France
OK. Thanks!

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My tables avalaible at http://www.pinsimdb.org/fpreleases/ and http://www.irpinball.org/
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Le prix s'oublie, la qualité reste


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 Post subject: Re: Custom balls
 Post Posted: Fri Mar 18, 2016 4:05 am 
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Joined: Fri Nov 22, 2013 8:25 am
Posts: 166
I updated the first post as per suggestions.
I now have the name of the balls with the pictures.

Pack 2 has been updated.
I brightened the Boulder some and renamed to Boulder Brown.
I also added a new Boulder "Gray".
I brightened Pacman a little.

Pack 3 is now up.
I now have a rolling "EYEBall".

8-)


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 Post subject: Re: Custom balls
 Post Posted: Fri Mar 18, 2016 9:16 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2813
Location: Ontario, Canada
Ravarcade and Miownmhan:

have you noticed a difference in appearance between "selectable" vs "coded" balls ?
Ie "selectable" Fireball vs "coded" Fireball

i notice that with "coded" Balls , you are only using 2 of the 3 bitmaps
As you can only assign 2 bitmaps textures to a surface

also Miownkhan , I notice some custom balls will have one of three bmp's in common

Is there a way to standardize the process, so the balls look the same in both contexts ?
(Or we may have to come up with a "cookbook" with a "recipe" to get the coded balls looking the same...)


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 Post subject: Re: Custom balls
 Post Posted: Fri Mar 18, 2016 3:16 pm 
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Joined: Fri Nov 22, 2013 8:25 am
Posts: 166
Quote:
Miownkhan , I notice some custom balls will have one of three bmp's in common


When starting this, I found FP use 3 textures for the balls.
269.bmp the base, this is non-rotational.
334.bmp is similar to 269.bmp. The 334.bmp is darker and is Flipped Vertically.
452.bmp is the "dirt" that I've been exploiting for the patterns on the ball.

:arrow: I found when loading via Bam (c:\fp\bam\balls) if 269.bmp or 334.bmp is missing, FP will crash or will have a black ball.

Quote:
have you noticed a difference in appearance between "selectable" vs "coded" balls ?
Ie "selectable" Fireball vs "coded" Fireball

i notice that with "coded" Balls , you are only using 2 of the 3 bitmaps
As you can only assign 2 bitmaps textures to a surface


I tried the Ball Demos, I realized Ravarcade has coded for 334.bmp and 452.bmp.
I notice in the demos the scripted ball is darker than normal loading.
I would say this is because the Scripted is using the darker 334.bmp as the base.
I believe Normal loading is still using 269.bmp as the base as it is brighter.

:idea:
Should I make 269.bmp and 334.bmp the same ???
Should I not make 334.bmp darker and Flip it Vertically ???

If Bam is only loading one or the other texture this would have the balls look the same in both contexts.

If so it would be an easy fix on my end, just a copy and paste job.


8-)


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 Post subject: Re: Custom balls
 Post Posted: Fri Mar 18, 2016 3:38 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1001
Gimli wrote:
....
i notice that with "coded" Balls , you are only using 2 of the 3 bitmaps
As you can only assign 2 bitmaps textures to a surface

Not true. You can change all 3 bitmaps.
From my ballDemo6.fpt:
BALL_A = BallManager.DefineCustomBall(192,192,192,"basket_452","basket_334","basket_334")
In this line are 3 textures name. I put 2 time "basket_334" because i'm lazy.
You can replace last texture with for example "basket_269".
It works like this:
When you have "Playfield reflections (components)" enabled, ball is drawed 2 times: normal ball and reflection of ball in playfield.
To draw normal ball up to 3 textures are used: dirt, reflection, playfield.
basket_452 is "dirt" texture.
basket_269 is "reflection" texture.

To draw reflection of ball in playfield, reflection texture "269" is replaced with "334".

Both textures in most cases are almost same. "334" is just verticaly mirrored "269" and may be little darker.
Thats all.

Right now it is impossible for BAM to make error about it. I use that textures to detect all ball draw calls. That textures can't me used on anything else on table and (without BAM) it is impossible to replace that textures. It is most reliable way for me to find ball on table.

Gimli wrote:
.... we may have to come up with a "cookbook" with a "recipe" to get the coded balls looking the same...

When you compare how balls look, you may miss one important element: color.

When you create ball in script, you give it color (and brighnes). You can do same thing with custom balls. Also for selectable/normal balls in BAM you can set ball brigness (in "Addons" menu). Default color of ball in FP is 192,192,192 (rgb). To set same color/brighness in BAM "Addons" menu you should set "brighness" to 0.753 (=~192/255).
So if you try to compare how look ball, it is easy to miss that.

---------------- edit ---------------

miownkhan answerd first. If some of my explanations are not same as his version. I'm focused on other thing and i can make error in explanation. (But i'm 100% that BAM replace correct textures).

miownkhan wrote:
Should I make 269.bmp and 334.bmp the same ???
Should I not make 334.bmp darker and Flip it Vertically ???

If Bam is only loading one or the other texture this would have the balls look the same in both contexts.

Please don't. I put in demo table only 2 textures, because i was to lazy to add 3.
All works 100% if you use all 3. Just make sure, that textures in script are in correct order:
(...,452, 269, 334) == (...,dirt, reflection, reflection_in_playfiled)

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


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 Post subject: Re: Custom balls
 Post Posted: Fri Mar 18, 2016 4:31 pm 
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Joined: Fri Nov 22, 2013 8:25 am
Posts: 166
Quote:
All works 100% if you use all 3. Just make sure, that textures in script are in correct order:
(...,452, 269, 334) == (...,dirt, reflection, reflection_in_playfiled)


Thanks for the clarification.

8-)


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 Post subject: Re: Custom balls
 Post Posted: Fri Mar 18, 2016 7:56 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2813
Location: Ontario, Canada
is there any rhyme or reason to which bmp textures get assigned to which surface or can you mix and match (in your demo for instance, you created surface "BasketballTex" and assigned BasketBall.452 and BasketBall.334, but in order to get the 3rd texture BasketBall.269, you need to create a totally different surface to assign it to)

it seems like once you assign them to surfaces in table editor , then you can call on them in any way you like in the script as long as you use order:
(...,452, 269, 334) == (...,dirt, reflection, reflection_in_playfiled)


Code:
Dim BALL_A, BALL_B

BALL_A = xBAM_BallManager.DefineCustomBall(192, 192, 192, "Brown_452", "Boulder_269", "Boulder_334")  'Boulder Brown
BALL_B = xBAM_BallManager.DefineCustomBall( 192, 192, 192, "Gray_452", "Boulder_269", "Boulder_334")  'Boulder Gray


As long as the table designer hasnt reached his max of 800 table objects , it is
Fine to use 1.5 surfaces /ball .

in the IJ table I am tweaking , the limit was reached and I had to delete 4 redundant bulbs
To be permitted on more "surface" to which I could assign 2 of the 3 ball textures.

However, some of Miownkans balls have textures in common, so that can help ....


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 Post subject: Re: Custom balls
 Post Posted: Sat Mar 19, 2016 6:32 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1001
Gimli wrote:
..is there any rhyme or reason to which bmp textures get assigned to which surface ...

No. There is no rule. To one surface you can assign up to 3 textures: top texture, side texture, enamel map).
Order/place doeas not matter. You can have one/two or three textures per surfece.If texture is used on FP on somthing else (like as reflection on metal part) then you don't need to add it to any surface.

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Better Arcade Mode
current BAM version: v1.4-267, released: Nov 9, 2019


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