Register    Login    Forum    FAQ    PinSimDB.org

Board index » Future Pinball » BAM corner




Post new topic Reply to topic  [ 2209 posts ]  Go to page Previous  1 ... 213, 214, 215, 216, 217, 218, 219 ... 221  Next
Author Message
 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Oct 08, 2019 4:24 pm 
Offline
User avatar

Joined: Sun Sep 13, 2015 1:16 pm
Posts: 503
GeorgeH wrote:
Rav, can you explain this?

Something is definitely different on v 262. I thought it might be something to do with nanoflashers so I tried replacing the 3 nanoflashers on Terry's Retroflair table with standard flashers and found that v 259 is still brighter than 262 without changing anything else.

I'm not sure but I think nanoflashers were created by turning the glow portion down as far as it can go. You can see a tiny spot in the center of it that I think may the remnant of the glow. ...So when I started experimenting with Rav's new beta and turned the glow up, I got surprised at how it looked. ...But it looked just like a normal flasher without a cover (unrendered). I think nanoflashers probably only use the brightness portion of the light which I think may be why they don't shine through objects very well. If I am right, we might be able to change any flasher into a nanoflasher by using Rav's new feature and set the glow to 0.

George


259 is the correct way nanoflashers are supposed to act. The "model" is part of what affects the glow I think.

That said, with BAM I do believe you can adjust the "glow" of a flasher (which is only visual, no affect of real light) without changing the actual real light produced.

This is why I was determined to use the nanoflashers for G.I. Lighting in RetorFlair and MOTU testing because you DON'T want them to "glow" through any objects (for that purpose at least). The "glow" of lights do pass through objects, and that isn't always wanted.


Top 
 Profile  
 
 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Oct 08, 2019 5:18 pm 
Offline

Joined: Mon Mar 25, 2013 4:02 pm
Posts: 993
new beta BAM, v263:
https://www.ravarcade.pl/beta/BAM.dll

There was error in v262. Flasher light and glow image position are calculated wrong way.
It should be fixed in v263.

Also, in v263 we have new properties:
- LightExt.X - same thing as Light.X in FP... nothing new...
- LightExt.Y - same thing as Light.Y in FP... nothing new...
- LightExt.Z - that one was missing in FP,
So, now with SetPosition you can use:
LightExt.SetPosition LightExt.X, LightExt.Y, LightExt.Z + 10
Note. You can only read values X,Y,Z from LightExt, you can't set. Use SetPosition to change position.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-258, released: Sep 3, 2019


Top 
 Profile  
 
 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Oct 08, 2019 7:09 pm 
Offline
User avatar

Joined: Sun Sep 13, 2015 1:16 pm
Posts: 503
ravarcade wrote:
new beta BAM, v263:
https://www.ravarcade.pl/beta/BAM.dll

There was error in v262. Flasher light and glow image position are calculated wrong way.
It should be fixed in v263.

Also, in v263 we have new properties:
- LightExt.X - same thing as Light.X in FP... nothing new...
- LightExt.Y - same thing as Light.Y in FP... nothing new...
- LightExt.Z - that one was missing in FP,
So, now with SetPosition you can use:
LightExt.SetPosition LightExt.X, LightExt.Y, LightExt.Z + 10
Note. You can only read values X,Y,Z from LightExt, you can't set. Use SetPosition to change position.




So far so good Rav! Awesome!

- BAM Global Light Settings in Script are now used when table is loaded and no cfg file is found yet (first table load)
- flashers look correct now
- Detach Flashers and set position is also working properly


So now what I find is a GREAT idea for G.I lighting:

- use 2 or 3 nano flashers and position them inside the lockdown bar. This keeps them out of site, and you can't see any kind of glow from them!
- detach those nano flashers
- set their NEW Detached position and height to an ideal location that gives the most optimum light. Put them anywhere you want! No limits!

Now you also have the option to change position of the light in script based on certain events....or even change the RGB value!

Lots of possibilities!


So friggin cool Rav!


Top 
 Profile  
 
 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Oct 08, 2019 8:06 pm 
Offline
User avatar

Joined: Sun Sep 13, 2015 1:16 pm
Posts: 503
Here now you can see how much nicer the Rainbow plunger lights looks with the Nano Flashers I added before. They are all hidden in the right rail of the cabinet...but detached and repositioned more to the left of the actual bulbs. Makes for a much better effect when you launch a ball!


You do not have the required permissions to view the files attached to this post.


Top 
 Profile  
 
 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Oct 08, 2019 9:25 pm 
Offline

Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2420
Location: Arkansas, USA
ravarcade wrote:
new beta BAM, v263:
https://www.ravarcade.pl/beta/BAM.dll

There was error in v262. Flasher light and glow image position are calculated wrong way.
It should be fixed in v263.

Also, in v263 we have new properties:
- LightExt.X - same thing as Light.X in FP... nothing new...
- LightExt.Y - same thing as Light.Y in FP... nothing new...
- LightExt.Z - that one was missing in FP,
So, now with SetPosition you can use:
LightExt.SetPosition LightExt.X, LightExt.Y, LightExt.Z + 10
Note. You can only read values X,Y,Z from LightExt, you can't set. Use SetPosition to change position.


So how is this change different from this:

lightExt.SetPosition x, y, z - move light (only flasher and bulb)

I would appreciate it is someone could explain to me how to use changes from 262 and 263.


Top 
 Profile  
 
 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Thu Oct 10, 2019 5:39 am 
Offline

Joined: Mon Mar 25, 2013 4:02 pm
Posts: 993
GeorgeH wrote:
So how is this change different from this:

lightExt.SetPosition x, y, z - move light (only flasher and bulb)

I would appreciate it is someone could explain to me how to use changes from 262 and 263.

Simple example.
Lets say you have default flasher on table. You put it on playfield.
You want to move it over table with Flasher1Ext.SetPosition.
X and Y values are simple. Z is a problem.
Flasher is on playfield, so you guess: it should be 0?
Wrong.
It should be 13.99845.
How many times you need to test to find this value?
Maybe you should export flasher and look at it in FPM-editor?
Now you can find that value quickly. Just add line:
AddDebugText Flasher1Ext.Z

Here is also demo table for LightExt.IsOnBackkox:
http://www.ravarcade.pl/beta/bb-lights-demo.fpt

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-258, released: Sep 3, 2019


Top 
 Profile  
 
 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Thu Oct 10, 2019 10:19 am 
Offline

Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2420
Location: Arkansas, USA
Thanks Rav!

I will give it a try.

George


Top 
 Profile  
 
 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Thu Oct 10, 2019 10:41 am 
Offline

Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2420
Location: Arkansas, USA
GeorgeH wrote:
...I'm not sure but I think nanoflashers were created by turning the glow portion down as far as it can go. You can see a tiny spot in the center of it that I think may the remnant of the glow. ...So when I started experimenting with Rav's new beta and turned the glow up, I got surprised at how it looked. ...But it looked just like a normal flasher without a cover (unrendered). I think nanoflashers probably only use the brightness portion of the light which I think may be why they don't shine through objects very well. If I am right, we might be able to change any flasher into a nanoflasher by using Rav's new feature and set the glow to 0.


I have verified that this is true. You can change any flasher into a nanoflasher if you set the glow radius to 0. The light from the flasher will not pass through objects as a normal flasher does. The only difference is the housing is brighter than a nanoflasher. A nanoflasher's housing gets a bit brighter when you increase brightness also but since it only has a 2D shape, it doesn't brighten up as much.

I don't know if anyone will use this but it does help to know that a nanoflasher is all brightness and no glow.

Flasher1Ext.GlowRadius = 0


Top 
 Profile  
 
 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Oct 11, 2019 5:54 am 
Offline

Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2420
Location: Arkansas, USA
Rav,

Is there a way you could change a flasher to be unrendered in the script? It might make the nanoflasher obsolete. FP allows us to make bulbs unrendereder but not flashers.

Is there a way to adjust brightness of the "Ambient Light"? There is a shadow map for it so it seems like we might be able to control it in other ways.

George


Top 
 Profile  
 
 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Oct 11, 2019 6:21 am 
Offline
User avatar

Joined: Sun Sep 13, 2015 1:16 pm
Posts: 503
GeorgeH wrote:
Rav,

Is there a way you could change a flasher to be unrendered in the script? It might make the nanoflasher obsolete. FP allows us to make bulbs unrendereder but not flashers.

Is there a way to adjust brightness of the "Ambient Light"? There is a shadow map for it so it seems like we might be able to control it in other ways.

George



The Ambient Light is already controllable. That is what you are adjusting under Lights in BAM menu and also in script with this section.

Sub SetLightsParamsInBAM()
xBAM.Lights.EnableNewRenderer = TRUE
xBAM.Lights.MainLightLock = FALSE
xBAM.Lights.SetMainLightPosition 0, 900, 1550
xBAM.Lights.SetMainLightProperties 1, 0.32, 1.1, 0.075
xBAM.Lights.SetMainLightAttenuation 1, 0, 0
xBAM.Lights.SetOtherLightsAttenuation 0.066, 0, 0.333
xBAM.Lights.EnablePostprocessing = FALSE
xBAM.Lights.SetPostprocessing 1, 0, 1, 1
xBAM.Lights.SetPostprocessingForNewRenderer 1, 0, 1, 1, 1, 1, 1, 1, 1
End Sub


So the line:

xBAM.Lights.SetMainLightProperties 1, 0.32, 1.1, 0.075


is what you would change. The 0.075 is the Ambient Lighting Brightness.


Top 
 Profile  
 
Display posts from previous:  Sort by  
 
Post new topic Reply to topic  [ 2209 posts ]  Go to page Previous  1 ... 213, 214, 215, 216, 217, 218, 219 ... 221  Next

Board index » Future Pinball » BAM corner


Who is online

Users browsing this forum: No registered users and 5 guests

 
 

 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to: