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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Mon Nov 11, 2019 6:48 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2778
Location: Arkansas, USA
djlunchbox wrote:
GeorgeH wrote:
Terry,

I think pincab users might see another advantage when using Force Arcade Mode. I worked with someone for a long time once on "Dead Hunters" to get the segmented display to work. The display is placed on the back wall of the table (which is the short rectangle below the back glass on the translite option). "Arcade Mode" makes it so you can't see the segmented display. Using Force Arcade Mode makes it so you can see it. I am not sure but Force Arcade Mode may require more memory.

George


This I didn't know. I always wondered why i couldn't see the backwall in BTTF and I ended up getting the Zed modded version.

I will go back and enable Force Arcade Mode to see if the original Slam table works correctly


Slam put video overlays on the back wall of some tables. Of course if you don't want to use Force Arcade Mode, you can always move the objects somewhere else.


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Nov 23, 2019 12:30 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2778
Location: Arkansas, USA
ravarcade wrote:
BAM Update v.254

https://www.ravarcade.pl/files/bam-setup.exe
https://www.ravarcade.pl/files/BAM_v1.4-254.zip

- xBAM.SetDefaultMatrixBaseColor red, green, blue - change color of DMD outside dots for ALL DMD, Hud & Disp. So, for HudDMD you can change this MatrixBaseColor, but it will change ALL DMDs, not only one selected.


Rav,

Is it possible to change the color of unlit DMD pixels (the area inside the dots)? This code "xBAM.SetDefaultMatrixBaseColor" only changes the area outside the dots. The code "dispDMD1Ext.SetMatrixColor" only changes the color of the lit dots. If you set the "xBAM.SetDefaultMatrixBaseColor" code to black (RGB 0, 0, 0), the unlit pixels look gray. Can we set the color of these?

George


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Wed Dec 11, 2019 6:46 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2778
Location: Arkansas, USA
Rav,

In addition to the previous posting, I was hoping you might be able to improve models, walls and surfaces so they are completely opaque. Light often bleeds through as in the screen shot below. The only thing I can do it to move or turn off lights behind the model. In this case, there is nothing I can do. On the "Monster Bash" table, I put lights inside two of the models to light them up so the translucent name of the models helped there but this is usually a problem.

George


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Wed Dec 11, 2019 12:20 pm 
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Joined: Sun Sep 13, 2015 1:16 pm
Posts: 658
Location: Ottawa, Ontario, Canada
GeorgeH wrote:
Rav,

In addition to the previous posting, I was hoping you might be able to improve models, walls and surfaces so they are completely opaque. Light often bleeds through as in the screen shot below. The only thing I can do it to move or turn off lights behind the model. In this case, there is nothing I can do. On the "Monster Bash" table, I put lights inside two of the models to light them up so the translucent name of the models helped there but this is usually a problem.

George


Yah, I know that for lights its the "flares" / halo glow that tends to go through objects. This is normally a good thing for things like plastics,etc so you can get the "lit through plastic" look. for other things though, yes it can be a problem such as the green castle ramp lights that go through the castle.

For your picture example, holograms do render through everything. That too is also both good and bad. As a hologram, you would want that for the illusion, or in the case og my Star Wars DSA Lightsaber mod, you want it to render through everything to get the correct effect. For other uses though I would be nice to have it render behind objects.


This can be VERY tricky to try to manage from Rav's POV. Even if he could somehow change it....not sure how easy it would be to do on a per object basis. But then again... we've seen miracles happen before. :)


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Wed Dec 11, 2019 1:06 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2778
Location: Arkansas, USA
TerryRed wrote:
...such as the green castle ramp lights that go through the castle.


On Version 3 of MOTU, I fixed this by having the ramp lights turn off when the castle raises and blink when the castle lowers. Unfortunately, it is not always possible to implement a fix like this.

You are right that plastics need to be translucent. It seems that Rav may be able to set it up so we can write some code in the script to identify whether an object is opaque or translucent (or probably better to have it default to the way it works now and only add something to the script for objects that need to be opaque).

I don't know what is possible. All we can do is see what Rav says. I have been told no before but sometimes he says yes.

George


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Dec 20, 2019 3:54 am 
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Joined: Mon Sep 21, 2015 10:33 am
Posts: 185
Location: UK - Bridgnorth (Shropshire)
Hi Rav,

Whilst testing the Mini-Playfield creation within BAM, I have noticed that from BAM version 1.4-265 and above; including the latest public/final release (267) - the ability to capture and include a "Translite" DMD within a Mini-Playfield has stopped working; which has inadvertently impacted some of the recently updated tables - including CFTBL.

Therefore, just wondering - as and when you look at updating BAM, if you could fix/re-enable this capability?

Thanks in advance,

Gin

P.S. Not sure you hear this enough... but thank you so much for what you have done for the Virtual Pinball hobby - it has enhanced the end user experience immensely!


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Dec 20, 2019 6:49 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1033
@Gin: Thanks for bug report.

Here is fixed BAM beta v268:
https://www.ravarcade.pl/beta/BAM.dll

... also, this version have requested by Wild mini-playfield enhancements.
There are 2 new propeties of mini-playfield:
- Colidable - (default value = True) - you can disable colisions with ball for all models inside mini-playfield
- PhysicsMove - (default value = False) - you can move objects of mini-playfields

You will also find that 2 new switches in Mini-Playfield menu.

See video:
https://youtu.be/S01jumTfugE

There are many limitations for PhysicsMove property:
- you can't change scale of Mini-playfield (physics engine don't allow to change models, only position can be changed).
- only few objects work (walls, pegs, bumpers).... other partialy (kicker working as drain can capture ball, but it will release it only at ogrinal position) .... other dont work correct at move position (like flippers).
- when you move MP... it is not move in physics engine, it is "teleportation". So, make sure that ball will be not inside mini-playfield or wird, unpredictable things will happend.

Have fun.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.5-289, released: May 10, 2020


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Dec 20, 2019 11:22 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2778
Location: Arkansas, USA
Rav,

I take it you cannot do the 2 changes I suggested above?

George


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Dec 21, 2019 7:24 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 3051
Location: Ontario, Canada
ravarcade wrote:
@Gin: Thanks for bug report.

Here is fixed BAM beta v268:
https://www.ravarcade.pl/beta/BAM.dll

... also, this version have requested by Wild mini-playfield enhancements.
There are 2 new propeties of mini-playfield:
- Colidable - (default value = True) - you can disable colisions with ball for all models inside mini-playfield
- PhysicsMove - (default value = False) - you can move objects of mini-playfields

You will also find that 2 new switches in Mini-Playfield menu.

See video:
https://youtu.be/S01jumTfugE

There are many limitations for PhysicsMove property:
- you can't change scale of Mini-playfield (physics engine don't allow to change models, only position can be changed).
- only few objects work (walls, pegs, bumpers).... other partialy (kicker working as drain can capture ball, but it will release it only at ogrinal position) .... other dont work correct at move position (like flippers).
- when you move MP... it is not move in physics engine, it is "teleportation". So, make sure that ball will be not inside mini-playfield or wird, unpredictable things will happend.

Have fun.


Very cool Rav !
Since this is a Mp update here is a fairly simple request:
1. Can BAM autocalculate the centre points of the mp for us ? It takes time to do it manually every time

Thanks again for BAM !


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Sat Dec 21, 2019 10:26 am 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1410
Location: Italy
Many thanks Rav.....this is very awesome!
now, since I have to redo the whole Time Machine MP, to do the test,but before I have some questions....

1)in Colidable.... inside the MP,only (walls, pegs, bumpers) work? the rubber and target?
2)the Colidable of the objects....it is controllable via script?I mean, I can turn collision of objects on and off via script?I have an MP, which goes up and down, obviously when it is up, everything is Colidable, instead when it is down, it is all not Colidable.


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