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 Post subject: Shadows on playfield.
 Post Posted: Mon May 14, 2018 3:50 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 880
Still WIP.
For now only video:
https://youtu.be/V2qmRNKzd_I

Feature list:
- shadows are cast ONLY at playfield.
- shadows are create from "shadow maps" generated in BAM at start. It can take few second.
- shadow are good quality (see video).
- every light source on table can use shadow maps. For now only Flashers.
In FP only flasher can be light source, all other "lights" don't cast light to other objects, they can only create flares.
- in FP up to 7 light sources can be active at once. Every active light source can use shadow map.
- custom light source can be create in script and can be used with shadow map create for bulbs (still in work)
- FP rendering mode will be supported as mix with new renderer: All objects on table drawed with old, FP light model and playfield surface drawed with "new renderer".

[ more stuffs will be added ... in week or two. ]

[ usege guide for table devs will be put here. ]

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http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-207, released: Apr 20, 2018


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 Post subject: Re: Shadows on playfield.
 Post Posted: Mon May 14, 2018 6:00 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1536
Location: Arkansas, USA
Wow! That is very impressive! The light seems to cast natural shows. From what you say, BAM creates its own shadow map and the table author would not have to create it manually?

George


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 Post subject: Re: Shadows on playfield.
 Post Posted: Tue May 15, 2018 8:29 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 1994
Location: Ontario, Canada
That looks amazing !
Well done Rav!


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 Post subject: Re: Shadows on playfield.
 Post Posted: Tue May 15, 2018 6:20 pm 
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Joined: Thu Jul 01, 2010 3:02 pm
Posts: 260
:shock: amazing work! Looks great!

-mark


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 Post subject: Re: Shadows on playfield.
 Post Posted: Tue May 15, 2018 10:32 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 294
Location: Abbotsford
Very nice. very very nice. Looks quite good, and saves me time in photoshop doing static shadows. These are dynamic and if I got this right only flashers can be used right? Hmmm, looks like I will be changing some bulbs to flashers shortly.

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 Post subject: Re: Shadows on playfield.
 Post Posted: Wed May 16, 2018 12:59 pm 
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Joined: Sun May 08, 2011 4:57 pm
Posts: 1061
Location: Turin-ITALY
ravarcade wrote:
......In FP only flasher can be light source, all other "lights" don't cast light to other objects, they can only create flares........


If I create a flash model with bulb dimensions, can I use this feature?

Congratulations for the work you did. It sounds very interesting........

Greetings

Gianfranco


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 Post subject: Re: Shadows on playfield.
 Post Posted: Wed May 16, 2018 1:18 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 880
It is not finished yet.
Now i work on bulb light. You don't need to replace bulbs with frashers. Don't worry.

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http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-207, released: Apr 20, 2018


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 Post subject: Re: Shadows on playfield.
 Post Posted: Wed May 16, 2018 10:16 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 294
Location: Abbotsford
ravarcade wrote:
It is not finished yet.
Now i work on bulb light. You don't need to replace bulbs with frashers. Don't worry.


Very very very cool. ;)

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Latest projects and rants at My Facebook Page
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Latest Project: FPx Template Engine


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 Post subject: Re: Shadows on playfield.
 Post Posted: Fri May 18, 2018 4:31 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1536
Location: Arkansas, USA
Rav,

I was thinking that the "shadow maps" generated in BAM might be saved to the fpRam file for the table. This might save time when the table is loaded again. The "shadow maps" would only need to be generated one time that way. Of course, you probably already thought about this.

George


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