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 Post subject: BAM Commands Comment and Discussion
 Post Posted: Wed Feb 07, 2018 4:40 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 1993
Location: Ontario, Canada
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BAM Functions and Commands Comments and Discussion
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This thread is for any comments and discussion pertaining to
1.BAM Functions/Commands (Brief descriptions of features for Developers)
viewtopic.php?nomobile=0f=86&t=6569

2.BAM How-to-Guides (More thorough explanation for all users)
viewtopic.php?nomobile=0f=55&t=6587#p85591

So far the following topics have been started :
xBAM.GameRoom to Toggle standard FP game room on/off -> 1. viewtopic.php?nomobile=0f=86&t=6569&p=85367#p85367
2. viewtopic.php?nomobile=0f=55&t=6587&p=85657#p85657

xBAM.SetTexture for object texture swapping -> 1. viewtopic.php?nomobile=0f=86&t=6569&p=85599#p85599
2. viewtopic.php?nomobile=f=55&t=6587&p=85592#p85592

xBAM.CreateMagneticField for creating magnets/magnetic fields ->1. viewtopic.php?nomobile=0f=86&t=6569&p=85357#p85357
2. viewtopic.php?nomobile=f=55&t=6587&p=85594#p85594

BAM Fail safe code ( to prevent old versions of BAM and FP only systems from crashing)
viewtopic.php?nomobile=0f=86&t=6569&p=85656#p85656

xBAM.BallManager Many custom ball features
1. viewtopic.php?nomobile=0f=86&t=6569&p=85761#p85761
2. viewtopic.php?nomobile=f=55&t=6587&p=85765#p85765

BAM Animation Sequencer for setting camera angles for game play and attract mode
1. viewtopic.php?nomobile=0f=86&t=6569&p=85722#p85722
2. viewtopic.php?nomobile=0f=55&t=6587&p=85723#p85723

xBAM.CreateMiniPlayfield For grabbing, scaling ,animating objects and playfields
MiniPlayField.SetGravity For gravity settings unique to each defined playfield
1. viewtopic.php?nomobile=0f=86&t=6569&p=85767#p85767
2. viewtopic.php?nomobile=1&f=55&t=6587&p=85768#p85768

xBAM.PhysicsTweaks On the Fly Physics Adjusting, xml saving
viewtopic.php?nomobile=0f=55&t=6587&p=85810#p85810

' xBAM.FixScore Code to fix FP crashing at very high scores -> viewtopic.php?nomobile=0f=86&t=6569&p=85371#p85371

Other Required sections include:

xBAM.BallCloseTo Tracking balls for sound and attaching objects to balls

BAM VR
Head Tracking Options
Lighting settings
Pendulums
Custom Models, normal Maps
Enhanced code ( doubling NVS and NVR capacities)

I am sure there are numerous other features I have forgotten..


Last edited by Gimli on Fri Mar 02, 2018 11:57 pm, edited 50 times in total.

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 Post subject: Re: BAM Commands Comment and Discussion
 Post Posted: Wed Feb 07, 2018 5:25 pm 
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Joined: Fri Jul 02, 2010 4:50 am
Posts: 1111
Location: Paris - France
Done (sticky)...

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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: BAM Commands Comment and Discussion
 Post Posted: Wed Feb 07, 2018 5:29 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 1993
Location: Ontario, Canada
Thanks JP !


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 Post subject: Re: BAM Commands Comment and Discussion
 Post Posted: Wed Feb 07, 2018 8:44 pm 
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Joined: Sun May 08, 2011 4:57 pm
Posts: 1060
Location: Turin-ITALY
I ask some questions:
1- because you repeated the command "Magnet" that I had already done.
2- What practical utility does the command for "textures" have? Why do we need to change texture on an object?
3- In the section "Bam Functions / Comadi", it should be concise. then always add a demo and a reference to the original discussion. Each page should have only one command
Only to discuss, without wishing to scold anyone (I can not do it to those who work and undertakes) :)
Greetings

Gianfranco


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 Post subject: Re: BAM Commands Comment and Discussion
 Post Posted: Wed Feb 07, 2018 10:18 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 1993
Location: Ontario, Canada
Hey thanks for you reply GF !
Please scold away :D

I will try to understand your plan
1. Give Commands only (minimal context )
2.cite link to original discussion
3. Show demo/give demo table

These objectives are great! And I can move my stuff, as it is more of a "how to" approach

My response is
1.There really is no previous discussion about textures, just the code that I started the thread with.

I did include demos

2. I don't use the exact same BAM magnet code as you.

There are many xbam code options
But the simplest ones are created in BAM menu with control-c
BAM creates it automatically and most importantly you can adjust magnet in real time from BAM menu)

3.Most people won't understand without context
4.BAM is conceptual as much as it technical, so it depends what we are trying to teach
5. You seem to want a cookbook for coders and I was trying show everyone
how easy BAM is.

So I hope we can accomplish both
Give enough meat for the coders and open a creative portal for the newbies

Sorry if this not what the plan was

I have no problem at all keeping this as you intended

My ultimate question for my stuff will be is it helpful?


Last edited by Gimli on Thu Feb 08, 2018 1:43 am, edited 11 times in total.

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 Post subject: Re: BAM Commands Comment and Discussion
 Post Posted: Wed Feb 07, 2018 10:35 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 1993
Location: Ontario, Canada
Texture swapping has unlimited potential depending on what type of table you are making .

1. Authentic table reproduction
some tables may have for instance lights that change colour . Rather than superimposing numerous light objects from table editor, use one light object only and swap
it's texture. Not only is this easier to do but it helps limit the number of table objects.

2.Authentic style tables you can have multicolour neon effects or whatever
Fluctuating based on table events just by swapping textures

3.Dream style tables the sky is the limit! swap table graphics, room art, room environment etc....

Slams version of TRON is good fantasy example that could have been much easier if XBAM.settexture was available at that time

When you go to the "grid" all the room art and table colours change.

He used two half wall toys for walls
(Now we can use one and swap the graphic)
For the table art and colours superimposed lights and overlays were used(Now we just swap the colours and graphics)
Not to mention all the tweaking to get the desired effect to show ...it's huge!

We may still need the old tricks for some effects but texture swapping gives us new options


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 Post subject: Re: BAM Commands Comment and Discussion
 Post Posted: Thu Feb 08, 2018 9:36 am 
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Posts: 1111
Location: Paris - France
Added direct link for each feature (see first post).

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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: BAM Commands Comment and Discussion
 Post Posted: Thu Feb 08, 2018 10:00 am 
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Joined: Sun May 08, 2011 4:57 pm
Posts: 1060
Location: Turin-ITALY
Gimli wrote:
.........
1. Give Commands only (minimal context )
2.cite link to original discussion
3. Show demo/give demo table .........


I think we need to be minimalist in order to get Bam into the common use of programmers.
And if someone wants to know more, follow the link to the original discussion.

So, simplicity + minimalism, demo, link

Greetings and thanks for your work

Gianfranco


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 Post subject: Re: BAM Commands Comment and Discussion
 Post Posted: Thu Feb 08, 2018 10:00 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 1993
Location: Ontario, Canada
Thanks Popotte,
I added a Reference link for the minimal set texture discussion
Many features have not had discussion :D

Ok GF I'll pare it down
I'll create a separate thread in tutorial section for how-to guides
viewtopic.php?nomobile=0f=55&t=6587&p=85595#p85595


Last edited by Gimli on Sun Mar 04, 2018 10:45 pm, edited 1 time in total.

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 Post subject: Re: BAM Commands Comment and Discussion
 Post Posted: Thu Feb 08, 2018 2:06 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 1993
Location: Ontario, Canada
Popotte, I edited my stuff
so the links above might be wrong now..


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