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 Post subject: Re: Shadows on playfield.
 Post Posted: Wed Apr 10, 2019 1:52 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2023
Location: Arkansas, USA
I have learned a few things about the set up of shadow maps that I thought I would pass on:

Once I get the code for the shadow maps in the script, I make adjustments to the parameters there and then play the table to see the result. I don't know why but I often get lights turning off and other odd things happen when I make changes to the shadow map option in the BAM menu. Does this happen to anyone else?

I temporarily replace the playfield texture with a white texture. You can see the shadows more clearly this way. It helps to adjust the parameter for brightness with the white playfield.

The shadows for the slingshots look best when they are symmetrical to each other. A very slight movement of a light can change the placement of the shadow quite a bit. If you move a light without changing a parameter for the shadows in the script, you need to delete the ZIP file in the cache or it will load the same map.

The slingshots seem to look best with 2 lights so that each one is behind one of the the 2 metallic strips that are on the front of the rubber.

When I position the 2 lights in the slingshots where they cast the best shadows, the inlane sometimes ends up being too bright. I found you can add a wall in a half circle around the back side of the light and then adjust the transparency of the wall so it illuminates the inlane correctly. You can see the wall under the slingshot when you play the table but it just looks like a post and part of the hardware that is under it.

Shadows seem to look best with bulbs and not flashers.

The brightness of the shadow appears to be completely independent of the glow radius of the light itself. ...So you need to adjust each separately so they look correct together.

Set the parameter for Reflections to 0 unless you are adding a map to a colored light. If you set Reflections above 0 on a light that is white or off white, the playfield will look washed out.

George


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 Post subject: Re: Shadows on playfield.
 Post Posted: Thu Apr 18, 2019 2:18 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2023
Location: Arkansas, USA
GeorgeH wrote:
When I position the 2 lights in the slingshots where they cast the best shadows, the inlane sometimes ends up being too bright. I found you can add a wall in a half circle around the back side of the light and then adjust the transparency of the wall so it illuminates the inlane correctly. You can see the wall under the slingshot when you play the table but it just looks like a post and part of the hardware that is under it.


I need to amend this slightly. After having following Gimli's directions above and saving the TGA file to the texture manager, I deleted the walls and found I didn't need the walls anymore (one of Francisco's ideas).

Also, I added the following comment to the script above the shadow map section so I can identify the name of the field and value range. You may need to add some spaces after the quotation mark depending on how long the names of the lights are on your table. I find I can add new maps and make changes easier to multiple lights at the same time in the script. If I use the online method of making changes, I have to reboot the game anyway because it turns lights off and occasionally even turns them red. I do have to use the "Save as TGA" option online. I found you can use this option on any individual shadow map and it will save all the shadow maps on the table as a TGA file.

Code:
'                                                             Spotlight  White   
'                         Amount, Passes, Radius, Brightness, Range      Light   Reflection
'                         4-2000, 1-10,  .1-20,   .001-1000, .001-10, .0001-10, .0001-10


I found on "Reflection" that you can enter 0 even though the minimum entry is supposed to be 0.0001.

George


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