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 Post subject: Textures
 Post Posted: Mon Jul 29, 2019 1:59 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 159
Ok so i need a quick rundown on how textures work and how to incorporate them.

I'm currently trying my hand at spricing up SMoke's amazing TOTAN table. I really want to make the lamp look awesome like real gold but don't know how.

I tried to see what GLXB did on the T2 table with the chrome exo skeleton head and when I pulled the texture it was a JPG of the skull. I tried doing the same but it's not working for me lol

So for example I want the lamp to look like something like this in game:

Image

I know it can be done. I've tried d/l the pictures and using them as the texture but the result is not right. Am I not using a big enough JPG?

My inspiration is the WIP on the VPX table that looks magnificent and i figure the FP version can look just as amazing

http://vpforums.org/imghost/213/screenshot402.jpg


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 Post subject: Re: Textures
 Post Posted: Mon Jul 29, 2019 2:40 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2487
Location: Arkansas, USA
I don't know how to do it very well. If someone is better at it than I, please post your comments. I replaced the textures on the mock pinball tables on CFTBL with higher resolution textures. I just enlarged the existing texture to the next power of 2 dimensions larger. Then I overlaid higher res textures from other tables onto the enlarged texture. The size of the textures can be larger but the height and width proportions need to be the same. The proportions will be right if you enlarge the existing texture and paste your new texture on top. You have to match the placement of the image on the texture pretty accurately. It can be difficult on something like this.
The textures on CFTBL where easy to edit because everything was rectangular.

You need to be aware there is some coding that detects whether you have BAM installed. If you have it installed, you get a higher res texture of the lamp than if you don't have BAM installed. ...So there may be 2 texture for the lamp -- maybe. I haven't looked.

You can change the color of the lamp very easily. Just click on the lamp and then color to adjust it.

George


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 Post subject: Re: Textures
 Post Posted: Mon Jul 29, 2019 4:22 pm 
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Joined: Mon Aug 15, 2011 10:02 am
Posts: 1886
Location: Argentina
Texturing 3d objects can be really hard.

First you must to know that every object have diferents ways to asign the texture coordinates, so if you are using a image, like George say, it must fit the original texture.

If you want to use a different texture you must:

1- Export the model, via FPM editor
2- Edit the texture map in the 3d software you want to use
3- Re import the model, also via FPM editor


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 Post subject: Re: Textures
 Post Posted: Mon Jul 29, 2019 4:57 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2823
Location: Ontario, Canada
djlunchbox wrote:
Ok so i need a quick rundown on how textures work and how to incorporate them.

I'm currently trying my hand at spricing up SMoke's amazing TOTAN table. I really want to make the lamp look awesome like real gold but don't know how.

I tried to see what GLXB did on the T2 table with the chrome exo skeleton head and when I pulled the texture it was a JPG of the skull. I tried doing the same but it's not working for me lol

So for example I want the lamp to look like something like this in game:

Image

I know it can be done. I've tried d/l the pictures and using them as the texture but the result is not right. Am I not using a big enough JPG?

My inspiration is the WIP on the VPX table that looks magnificent and i figure the FP version can look just as amazing

http://vpforums.org/imghost/213/screenshot402.jpg


Actually I think if you simply enable "Normal Maps" in BAM menu, smoke already included
a hi resolution lamp....


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 Post subject: Re: Textures
 Post Posted: Mon Jul 29, 2019 5:01 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 159
Ok thanks for all the tips!

I will check your suggestion first Gimli see if I can save myself some time!


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 Post subject: Re: Textures
 Post Posted: Mon Jul 29, 2019 5:27 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2823
Location: Ontario, Canada
It does seem to use normal maps if you look under "BAM textures" there is one for Genie and Lamp
You must have New Renderer On

Also, I know nothing about this but the script has the following:



'[BAM] !texture = lamp
'[BAM] !normalMap = lampNM
'[BAM] !shininess = 5.0
'[BAM] !specularLevel = 10.0
'[BAM] !specularBalance = 0.01
'[BAM] !normalMapScale = 1.0

'[BAM] !texture = genie
'[BAM] !shininess = 1.00
'[BAM] !specularLevel = 0.50
'[BAM] !specularBalance = 0.01
'[BAM] !normalMapScale = 1.0



So Looks like yo likely can tweak the settings a little.
Specular level in BAM custom lighting seems to also impact the brightness of the lamp and genie specifically....


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 Post subject: Re: Textures
 Post Posted: Mon Jul 29, 2019 7:00 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 159
Ok I might have to adjust the lighting however my goal is to get it as close to this as possible

Image


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 Post subject: Re: Textures
 Post Posted: Mon Jul 29, 2019 9:23 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2823
Location: Ontario, Canada
I believe you can grab the model and texture from vpx


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 Post subject: Re: Textures
 Post Posted: Tue Jul 30, 2019 1:27 am 
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Joined: Mon Aug 15, 2011 10:02 am
Posts: 1886
Location: Argentina
Yes he can, but is it releazed?

Also you can search for some Aladdin lamps 3d models, there must be some around


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 Post subject: Re: Textures
 Post Posted: Tue Jul 30, 2019 2:55 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 159
Yeah the 'textures' in VPX aren't the same file types as in FP.

so like for example below is a screen shot from GLXB's mod of T2. If you look at the exo skeleton skull it has the chrome lifelike look which is what I want for the lamp. When you extract the texture it's simply a JPG picture of the exo skull. Maybe i need to look at the skull image more carefully.

Image

I'm not in front of my rig to link the picture but this is the T2 version i'm referencing

http://www.pinsimdb.org/pinball/table-3 ... 2_glxb_mod


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