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 Post subject: Re: Monster Bash
 Post Posted: Mon Mar 25, 2019 12:10 pm 
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Joined: Mon Sep 21, 2015 10:33 am
Posts: 152
Location: UK - Bridgnorth (Shropshire)
Great progress! Looking forward to playing this version... and thanks for all the work :-)


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 Post subject: Re: Monster Bash
 Post Posted: Mon Mar 25, 2019 6:03 pm 
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Joined: Mon Aug 15, 2011 10:02 am
Posts: 1847
Location: Argentina
Nice, keep it up

Gimli wrote:
dynamic lighting


Im interested in what you mean with this

Gimli wrote:
Bugs, bugs, bugs...


I have some if you need more :lol:


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 Post subject: Re: Monster Bash
 Post Posted: Tue Mar 26, 2019 11:18 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2587
Location: Ontario, Canada
francisco666 wrote:
Nice, keep it up

Gimli wrote:
dynamic lighting


Im interested in what you mean with this


If you try one of Slam's recent tables from here:
https://speak1970.wixsite.com/slamspinballemporium

you will see what I mean. You have to set lighting to "new renderer" and "dark night" in BAM

By Dynamic lighting , I mean:
1. BAM "per pixel" lighting from FP flashers (with Hardware lighting set to 7 which is the Max in FP video settings).

2. BAM shadows on playfield

3.Francisco's BAM ball shadows ;)

1 - 3 work best (only ? ) on FP playfield with NO SUPERIMPOSED SURFACES

Alot of table makers have in the past added "fake playfield surfaces" on top of the main playfield

This is no longer necessary with BAM texture swapping code. You can now swap the playfield images without the need to add surfaces....you have to import the texture using texture manager and then assign texture to a random "surface" in table editor (this "surface" can be placed next to the table and non rendered...then use this code:

Code:
xBAM.SetPlayfieldTexture "NameOfTexture"


This way table reflections and shadows work perfectly :D


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 Post subject: Re: Monster Bash
 Post Posted: Tue Mar 26, 2019 3:28 pm 
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Joined: Mon Aug 15, 2011 10:02 am
Posts: 1847
Location: Argentina
Oh thats the deal xBAM.SetPlayfieldTexture "NameOfTexture" though BAM cant change the playfield

But Bam dont take the "Top color" or "side color" you asign , am I right?, you have to edit the image if you want it darker


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 Post subject: Re: Monster Bash
 Post Posted: Tue Mar 26, 2019 3:32 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2587
Location: Ontario, Canada
francisco666 wrote:
Oh thats the deal xBAM.SetPlayfieldTexture "NameOfTexture" though BAM cant change the playfield

But Bam dont take the "Top color" or "side color" you asign , am I right?, you have to edit the image if you want it darker

Yes, you simply have numerous images and swap them when needed and because they are assigned to the actual playfield , you will be able to see shadows, and reflections of objects and flashers

For most objects you can swap the texture on the sides as well....

Code:
xBAM.SetTexture "fpObjectName", "TextureName", "ObjectFace"


ObjectFace (0,1,2) refers to objects with more than one side (front, top, side )

See this tutorial on texture swapping with BAM:
viewtopic.php?nomobile=f=55&t=6587&p=85592#p85592


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 Post subject: Re: Monster Bash
 Post Posted: Tue Mar 26, 2019 6:46 pm 
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Joined: Mon Aug 15, 2011 10:02 am
Posts: 1847
Location: Argentina
Yes i have saw the post and it say

"Textures can be swapped on the following object types:
Surface
Toy
Bulb,Light
Gate
Spinner
Trigger
TriggerOpto
SpinningDisk
AutoPlunger
Bumper
Diverter
EmKicker
Popup
Flipper
Target
DropTarget
SwingTarget
TargetVari
"

There is no playfield on the list :o , so i though it cant be used on it :oops:


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 Post subject: Re: Monster Bash
 Post Posted: Tue Mar 26, 2019 7:49 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2587
Location: Ontario, Canada
francisco666 wrote:
Yes i have saw the post and it say

"Textures can be swapped on the following object types:
Surface
Toy
Bulb,Light
Gate
Spinner
Trigger
TriggerOpto
SpinningDisk
AutoPlunger
Bumper
Diverter
EmKicker
Popup
Flipper
Target
DropTarget
SwingTarget
TargetVari
"

There is no playfield on the list :o , so i though it cant be used on it :oops:


My bad, I have been wanting to update tutorial

There are also these.
Code:
xBAM.SetTransliteTexture textureName
xBAM.SetCabinetTexture textureName
xBAM.SetPosterTexture textureName
 


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 Post subject: Re: Monster Bash
 Post Posted: Tue Mar 26, 2019 9:02 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2587
Location: Ontario, Canada
https://youtu.be/hI78rqbyic0


Here's an updated video showing some of the stuff...
It shows phantom flipper, creature mode, drack atttack, mosh pit multiball etc...

Done
Added Status Mode (not in video above)
Added Guitar Smash replay (not in video above)

To Do:
Add a bunch of static images of various things like mode totals..
fix a match bug
numerous bugs to squash
physics
lighting, shadows etc..


Last edited by Gimli on Tue Mar 26, 2019 9:19 pm, edited 1 time in total.

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 Post subject: Re: Monster Bash
 Post Posted: Tue Mar 26, 2019 9:18 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2587
Location: Ontario, Canada
here's another video with some other stuff
It shows Ball and Chain Mode, Full Moon Fever, Mummy Mayhem, Frankenstein Multiball, Instrument Awards, Guitar smash Replay

https://youtu.be/n6swTtCzZ8w


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 Post subject: Re: Monster Bash
 Post Posted: Tue Mar 26, 2019 9:34 pm 
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Joined: Mon Aug 15, 2011 10:02 am
Posts: 1847
Location: Argentina
Looks fantastic with all the colors


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