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 Post subject: Re: Pinball Nintendo Nes
 Post Posted: Mon Jan 15, 2018 7:26 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2125
Location: Ontario, Canada
so I probably can take your spinning princess and attach it to an invisible ball...


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 Post subject: Re: Pinball Nintendo Nes
 Post Posted: Mon Jan 15, 2018 7:40 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1698
Location: Arkansas, USA
Gimli wrote:
Very nice Paolo....
I just remembered, for moveto animations, it doesn't have to be either FP or BAM. They can be used together!

In the demo below I grabbed Happycabs cowboy from Shootanza using Bam and moved it and enlarged it , but the cowboy animation is all thru FP (It was done by happycab years ago...on the original table)


This video reminds me of a Demo table that Ravarcade posted a long time ago that had animated objects on it. I seem to remember it was part of a rev of BAM that improved methods of adding animated objects. ...that is if I remember correctly anyway.

George


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 Post subject: Re: Pinball Nintendo Nes
 Post Posted: Mon Jan 15, 2018 7:48 pm 
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Location: Ontario, Canada
No that is something totally different George . .what you are referring to is the totally unused feature that alows importing of animated 3d models...
All animations and modelling is done outside of FP and BAM and imported thru BAM to table


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 Post subject: Re: Pinball Nintendo Nes
 Post Posted: Mon Jan 15, 2018 8:43 pm 
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Joined: Sun May 08, 2011 4:57 pm
Posts: 1063
Location: Turin-ITALY
Gimli wrote:
......what you are referring to is the totally unused feature that alows importing of animated 3d models.......


Bob, this could be a Bam command explained in a simple way
easy for everyone. You have used it many times and you know it well.
Greetings

Gianfranco


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 Post subject: Re: Pinball Nintendo Nes
 Post Posted: Mon Jan 15, 2018 10:45 pm 
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Posts: 1698
Location: Arkansas, USA
Gimli wrote:
No that is something totally different George . .what you are referring to is the totally unused feature that alows importing of animated 3d models...
All animations and modelling is done outside of FP and BAM and imported thru BAM to table


That is right. I remember now. I never understood why no one used it.

George


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 Post subject: Re: Pinball Nintendo Nes
 Post Posted: Tue Jan 16, 2018 10:37 am 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1041
Location: Sicily-Italy
Gimli wrote:
I just remembered, for moveto animations, it doesn't have to be either FP or BAM. They can be used together!


I, alone can not do it....I do not know how the moveto di bam works,for now only those of fp, for they are understandable.

that model of the cowboy, not only moveto of fp, but also movements made by the program used by steve, is a whole other story.

but it is also true that if you catch, any toy, with Bam, this can be said to do this and that...the big problem for me, for now, is to manage the various commands of the moveto of bam,I manage everything with subroutines,and timers.I understand only this.

Gimli wrote:
so I probably can take your spinning princess and attach it to an invisible ball...


ok,I "test or try", for, seeing is believing :D but for me the walk over Mario is impossible to do.

franzleo wrote:
Bob, this could be a Bam command explained in a simple way
easy for everyone. You have used it many times and you know it well.


I agree with Franzleo, but for me it is not enough,for try to understand the kilometric translation(like in other places)it takes something simpler, something that you see in action, of that particular context. But pay attention only to that, and not to others things that can be discussed.

GeorgeH wrote:
That is right. I remember now. I never understood why no one used it.


excellent self-reply, just because it's too complicated to understand,if you then add, that a person like me, who does not understand a "bat", of English,code,and etc,etc....you put yourself in my clothes...please... to make a translation, of 300 pages. :shock:


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 Post subject: Re: Pinball Nintendo Nes
 Post Posted: Tue Jan 16, 2018 5:45 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2125
Location: Ontario, Canada
I will show you how when I get back... I have several ideas....


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 Post subject: Re: Pinball Nintendo Nes
 Post Posted: Tue Jan 16, 2018 5:51 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2125
Location: Ontario, Canada
franzleo wrote:
Gimli wrote:
......what you are referring to is the totally unused feature that alows importing of animated 3d models.......


Bob, this could be a Bam command explained in a simple way
easy for everyone. You have used it many times and you know it well.
Greetings

Gianfranco


Actually I have never used it GF!
There are certain standard animated 3d files that Bam will import..I am not a model creator but I thought of finding some on the Internet to try at some point to see how it works


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 Post subject: Re: Pinball Nintendo Nes
 Post Posted: Fri Jan 26, 2018 1:10 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2125
Location: Ontario, Canada
Wild wrote:
ok,I "test or try", for, seeing is believing :D but for me the walk over Mario is impossible to do


I am making major progress...hoping for a green light, from Wild ;)


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 Post subject: Re: Pinball Nintendo Nes
 Post Posted: Mon Jan 29, 2018 11:23 am 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1041
Location: Sicily-Italy
Gimli wrote:
I am making major progress...hoping for a green light, from Wild


I'm sorry, my light for bam, it's turned off for now.
I will release the table without bam, and without a vertical mini playfield.


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