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GeorgeH
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Post subject: Apollo 13 Version 1.1 Posted: Fri Jan 10, 2020 12:50 pm |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2781 Location: Arkansas, USA
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wild
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Post subject: Re: Apollo 13 Version 1.1 Posted: Fri Jan 10, 2020 1:43 pm |
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Joined: Sat Jan 29, 2011 4:54 pm Posts: 1434 Location: Italy
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sorry if I allow myself, a suggestion, if I can......
since you have implemented the "bump map", it requires the active "new renderer",right....!
so you should say and write that this type of "mod" requires the "new renderer" active ", I know that perhaps you have already inserted it" active "in some way in the script .... (xml, cfg or SetLightsBam) but not everyone has a powerful pc to use the new renderer.
I have not tried your "mod", but you have certainly done a great job.
PS:maybe one day I will amaze you, and I see your comment in my tables with bam.
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GeorgeH
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Post subject: Re: Apollo 13 Version 1.1 Posted: Fri Jan 10, 2020 6:15 pm |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2781 Location: Arkansas, USA
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Wild,
I inserted nothing into the script for the bump maps. You just add the color map and the normal map to the texture manager. Then BAM takes care of the bump maps. If you play the table with "FP Original" lighting, the standard texture without bumps is displayed automatically. You don't need to change anything. I would think you should be able to play the table on your PC.
George
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Nitronimbus
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Post subject: Re: Apollo 13 Version 1.1 Posted: Sat Jan 11, 2020 7:34 pm |
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Joined: Thu Jan 28, 2016 6:26 am Posts: 54
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Hi George, Thanks mate been waiting for this one, great job as always. Yet another excellent table created by Francisco and Rom, cheers!
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francisco666
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Post subject: Re: Apollo 13 Version 1.1 Posted: Sat Jan 11, 2020 8:10 pm |
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Joined: Mon Aug 15, 2011 10:02 am Posts: 1915 Location: Argentina
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Great update, many thanks Geroge
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GeorgeH
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Post subject: Re: Apollo 13 Version 1.1 Posted: Sat Jan 11, 2020 10:17 pm |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2781 Location: Arkansas, USA
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Thanks. I appreciate the feedback. The download count is already up to 175 and it has only been posted a little longer than a day. I thought about not even including the normal map for the rocket in the download because it really does not add all that much to the model. But now I am glad I included it because someone said they used it.
I made this change thinking that guys that have low end PCs would be able to play it. I added the TGA file so you won't have to wait to load the shadow maps. To my thinking, low end PCs should be able to play the table if you use the "FP Original" lighting option. Please let me know it it works so I might provide some different options in the future. Another option would be to delete the normal map for the lunar lander:
MoonLander-NormalMap
Lastly, try deleting the normal map:
MoonTexture-NormalMap
This will delete the bump maps but they do require quite a few system resources, probably more than anything else. Using "FP Original" lighting option would turn off the bump maps anyway but deleting these 2 files might allow you to use the New Renderer lighting options.
George
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sims0729
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Post subject: Re: Apollo 13 Version 1.1 Posted: Sat Jan 11, 2020 11:17 pm |
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Joined: Tue May 17, 2011 8:46 pm Posts: 15
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well i play your table and i think it nice 13 ball muiltiball it hard to keep up with them all shooting down at you  here my high score on your table 
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GeorgeH
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Post subject: Re: Apollo 13 Version 1.1 Posted: Sun Jan 12, 2020 1:20 am |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2781 Location: Arkansas, USA
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You made my day! The 13 ball multiball does get rather intense.
Thanks, I spent about a month working on it off and on.
George
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sims0729
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Post subject: Re: Apollo 13 Version 1.1 Posted: Sun Jan 12, 2020 1:41 am |
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Joined: Tue May 17, 2011 8:46 pm Posts: 15
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GeorgeH
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Post subject: Re: Apollo 13 Version 1.1 Posted: Sun Jan 12, 2020 5:53 am |
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Joined: Thu Aug 16, 2012 11:12 pm Posts: 2781 Location: Arkansas, USA
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I have never learned to script a new table but ghost in the shell would be a fun one to work on.
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