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 Post subject: Re: Bam Ball shadow
 Post Posted: Sat Jul 20, 2019 9:20 pm 
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Just to be sure...

I copied over the entire "shadow" section for the script...

made the TimerShadow Timer

copied over the "shab" toy, and imported the shadowtoy model

imported the circle825 texture



The table runs....but I don't see a shadow with the ball. If I drag to shab toy to the middle of the playfield, I can see it...and I can see it turning off when going up ramps...


Not sure what I missed here...


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 Post subject: Re: Bam Ball shadow
 Post Posted: Sun Jul 21, 2019 11:03 am 
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TerryRed wrote:
Just to be sure...

I copied over the entire "shadow" section for the script...

made the TimerShadow Timer

copied over the "shab" toy, and imported the shadowtoy model
imported the circle825 texture

The table runs....but I don't see a shadow with the ball. If I drag to shab toy to the middle of the playfield, I can see it...and I can see it turning off when going up ramps...


Not sure what I missed here...


Well thats odd, I just did it in 1.06 version and works good

ohhhh wait, did you enable the timer :?: , at the right options, like this:

Attachment:
timeset.jpg


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 Post subject: Re: Bam Ball shadow
 Post Posted: Sun Jul 21, 2019 11:34 am 
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Yes...it's enabled. I can see the shadow toy change when going up ramps,etc...


What are you using as a template... your example table, or the ID4 table, etc.


Would it be possible for you to paste the script for Jaws U-Pro here for me to try out, so I can maybe see what I missed?


Thanks for this feature btw!


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 Post subject: Re: Bam Ball shadow
 Post Posted: Sun Jul 21, 2019 2:29 pm 
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Im sending you a PM, but

This is what i have done
1) copy both toy and timer from ballshadowDemo.fpt

2) Paste both on the botton of the JAWS table, location dosent matter anyway

3) copy this code lines from ballshadowDemo.fpt:

Code:
' On Timer function
Sub TimerShadow_Expired()

   shab.Tx = (xBAM_Ball.PositionGlobal.X-259)
   shab.Tz = (xBAM_Ball.PositionGlobal.y- 529.5)
   shab.Ty = (2)

   AddDebugText "x = " & xBAM_Ball.PositionGlobal.X
   AddDebugText "y = " & xBAM_Ball.PositionGlobal.y


End Sub



and paste on the bottom of JAWS

4) exported both model shadowtoy.fpm and texture circle825.tga from ballshadowDemo.fpt and imported on JAWS


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 Post subject: Re: Bam Ball shadow
 Post Posted: Sun Jul 21, 2019 3:04 pm 
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francisco666 wrote:
Im sending you a PM, but

This is what i have done
1) copy both toy and timer from ballshadowDemo.fpt

2) Paste both on the botton of the JAWS table, location dosent matter anyway

3) copy this code lines from ballshadowDemo.fpt:

Code:
' On Timer function
Sub TimerShadow_Expired()

   shab.Tx = (xBAM_Ball.PositionGlobal.X-259)
   shab.Tz = (xBAM_Ball.PositionGlobal.y- 529.5)
   shab.Ty = (2)

   AddDebugText "x = " & xBAM_Ball.PositionGlobal.X
   AddDebugText "y = " & xBAM_Ball.PositionGlobal.y


End Sub



and paste on the bottom of JAWS

4) exported both model shadowtoy.fpm and texture circle825.tga from ballshadowDemo.fpt and imported on JAWS



Thank you so much for this! I'll have to see went I went wrong...

After seeing this on a table... I can't go back to NOT having it. It really helps reduce the "floaty" look of the ball. Using BAM to replace the old method of multiple pf surface layers (for DARK lighting or shadows,etc)... to now use BAM PF texture swaps and shadowmaps would also help bring back the reflective ball on the pf image. Combine that with this Ball Shadow would really make a huge difference!


I will for sure be adding this to any table I update for DOFLinx / PuP. I planned on updating some classic FP favorites for not just DOFLinx / ssf / pup...but also for newer BAM features for physics, better hardware lighting for GI, maybe even shadowmaps, etc. Ball shadows will be added to that for sure!

All in good time!


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 Post subject: Re: Bam Ball shadow
 Post Posted: Sun Jul 21, 2019 4:25 pm 
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...and there was my problem... I copied the huge section that said 'shadows'.... and all I needed what that little Timer expired sub...hahah.

Great job, and thanks!


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 Post subject: Re: Bam Ball shadow
 Post Posted: Sun Jul 21, 2019 6:14 pm 
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Location: Argentina
Glad you can solve it.

Yes shadows make a big diference imo, after you see it for a time, when change to other table I usually get the filling that something is missing


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 Post subject: Re: Bam Ball shadow
 Post Posted: Sun Jul 21, 2019 8:40 pm 
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francisco666 wrote:
Glad you can solve it.

Yes shadows make a big diference imo, after you see it for a time, when change to other table I usually get the filling that something is missing



Yah...just need to figure out a simple way for it to work with multiball use that is fairly easy to implement...but it still is really nice with just one shadow.


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 Post subject: Re: Bam Ball shadow
 Post Posted: Sun Jul 21, 2019 9:11 pm 
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Joined: Mon Aug 15, 2011 10:02 am
Posts: 1889
Location: Argentina
TerryRed wrote:
francisco666 wrote:
Glad you can solve it.

Yes shadows make a big diference imo, after you see it for a time, when change to other table I usually get the filling that something is missing



Yah...just need to figure out a simple way for it to work with multiball use that is fairly easy to implement...but it still is really nice with just one shadow.


Thats the thing hahahahaah, in ID4 I write and try a lot of diferent ways, even whith what I come at the end I couldnt get what I wanted with muliple balls on play


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 Post subject: Re: Bam Ball shadow
 Post Posted: Tue Jul 23, 2019 2:45 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2851
Location: Ontario, Canada
I think I have a way for multiple balls...it is similar
but of course will use "miniplayfields"

Francisco is using BAM ball tracking to assign a shadow texture to the ball being tracked

We know that Bam allows
Numerous varying custom shaped balls at the same time

We also know that BAM allows up to 16 miniplayfields at the same time.

We can attach any Miniplayfield to the ball
(Including any shadow image)

So we use:
if BallsOnPlayfield = 1 then attach Shadow1 to ball in plungerkicker

If BallsOnPlayfield = 2 then attach Shadow 2 etc...

each shadow image is a "miniplayfield"


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