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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Mar 26, 2013 7:46 am 
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Posts: 1908
@ravarcade. you should make a 4th mode : AnimatedCam
Let me explain. when you increase/decrease the angle by 100 or so it give impression of a little sway of the texture back and forth removing the dead reflection effect. If this parameter could be animated in a loop it would enhance the 3D effect. Because, we human have a tendency to always move, even when we are still you won't notice the 100 range "SWAY". but your eyes will pick up an enhance depth.

if I am not clear maybe I can do a video..
:)

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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Mar 26, 2013 7:48 am 
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Joined: Sun Feb 24, 2013 9:42 am
Posts: 364
Somebody is "on fire" :)


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Mar 26, 2013 7:49 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1001
ChrissOnline wrote:
....So what hardware do I need for the WiiMote version?

For "static cam" no hardware is required.

BAM should not reduce FPS (low CPU usage).
To track IR LED almost all work is done by WiiMotes. (still BAM CPU/GFX usage is minimal)

"WiiMoteCam" - hadware used:
2x WiiMotes
1x bluetooth adapter
5x IR LEDs
2x Precision trimmer 100Ohm
6x 1.5V AAA battery

Now instruction:
How to connecti WiiMote to PC:
XP: http://www.winko-erades.nl/index.php?op ... ect-your-..
W7: http://www.dolphin-emulator.com/connect-wiimote.html


----------

WiiMotes need to trace about 1m3 so i pace it 2m away of player.
One 0.7m to left, one 0.7, to right.
So we have triangle:
Code:
(Cam1)  --- 1.5m ----- (Cam2)
|
|      ################
|      ################
|       ##############
|       ##############
2m     ##############
|       ##############
|       #### TABLE #####
|       ##############
|       ##############
|       ##############
|       ##############
|       ##############
----------- player

IR LEDs:
I use IE Emiter Harvatek HE3-290AC.
To choose right led 2 factors are important:
- Housing: 5m (WiiMote with 3m working distanse is only 1m)
- Radiation angle: I use 90 deg. Higher is better.

If radiation angle is narrow, WiiMotes (Cam1 & Cam2)must be close to each other that both have seen IR LED. As a result, the resolution in Z & Y axis is poor.


CalibrationBoard:
I use dvd box like this
http://img.weiku.com//waterpicture/2011 ... 7955_1.jpg
install 4 led on corners like this:
http://www.free-track.net/english/hardw ... /led4s.gif
connect one Precision trimmer 100Ohm and 4 battery (to get 6V).
Then i set trimmer to make leds visible for wiimote from 3m.

Tracking LED is simplified version of CalibrationBorad:
1x IR LET + 1x Trimmer + 2x battery (3V)

Thats all hardware.

More info about IR LED & head tracking you can found on:
http://www.free-track.net


Calibration procedure is on my site.


But if you want buy 2x WiiMotes to try BAM, consider this:
- trackig resolution is not so goot (1-2cm)
- on movie i have made i look better than in reality

... and in next 2 months i will replace Wiimotes with sony eyetoy3. I hoope it will increse tracking quality and reduce input lag.

(my english is poor. Big parts of this post is written by google translator)

ChrissOnline wrote:
So like I understand: I have to build a small board about 20x10cm and insert the 4 LEDs there. They are powered with a battery. The Cooardinates shown on your picture are millimeters?! So for example 175 would be 17,5 cm between the first and second LED on my selfbuild calibration board?!
While setting up the 20 frames I have to move that board around.

After once setup, I just need a single shining LED on my hat or sunglasses or something, just connected to a battery.

Right??

Right :)
Quote:
- Where to place all that stuff? WiiMote on the Backbox? On top?? One left one right??? Angle?

Backbox is to close to player.
I think that in next releas of BAM EyeToy on BackBox will work
Quote:
Does this stuff (BAM, WiiMote-drivers) work on WinXP??

I hoope so, but i dont test it
Quote:
What's about CPU-power? I think that great effects will need much more GFX speed?

CPU -power usage is minimal.

For EyeToys BAM should "eat" 20% of my c2d 1.6GHz (I guess)

Quote:
Sorry, my english is not so good. I read your manual twice, but I still cannot imagine how it works and what I need to buy.


On youtobe there is many movies cool movie about head traking and wiimotes.

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http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-267, released: Nov 9, 2019


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Mar 26, 2013 7:50 am 
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Joined: Mon Feb 27, 2012 10:39 am
Posts: 1908
Some of the view I find interesting
Attachment:
BAM.zip


Note : Still no luck with the light though. Seem to have no effect


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

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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Mar 26, 2013 7:57 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1001
HappyCab wrote:
@ravarcade. you should make a 4th mode : AnimatedCam
Let me explain. when you increase/decrease the angle by 100 or so it give impression of a little sway of the texture back and forth removing the dead reflection effect. If this parameter could be animated in a loop it would enhance the 3D effect. Because, we human have a tendency to always move, even when we are still you won't notice the 100 range "SWAY". but your eyes will pick up an enhance depth.

if I am not clear maybe I can do a video..
:)

I understend i will try to do somthing before weekend

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http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-267, released: Nov 9, 2019


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Mar 26, 2013 8:00 am 
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Joined: Sun Feb 24, 2013 9:42 am
Posts: 364
Isn't it incredible how "gifts" like that sometimes appear like really from out of the blue? Amazing. And thanks again.


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Mar 26, 2013 8:01 am 
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Joined: Sun Feb 24, 2013 9:42 am
Posts: 364
Thanks Happycab, I will try this out soon :)


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Mar 26, 2013 8:09 am 
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Joined: Mon Feb 27, 2012 10:39 am
Posts: 1908
wow...and double wow...what a great service :)

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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Mar 26, 2013 8:46 am 
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Joined: Mon Jul 04, 2011 8:44 am
Posts: 371
Location: Germany, Bavaria
Cool, thanks a lot for your extended manual!
So a few minutes ago I found a co-worker who will lend my 2 of his 8 (WTF?!) Wii controllers.
So no costs for this experiment except for the IR LEDs.

But in my room it is not possible to attach the 2 WiiMotes 2 m away from my playingposition... (doors, walls, ...). So it could be difficult maybe... :-(

But like you said you have an eytoy-update in the pipeline that could work with an easyer (position) and better (resolution) setting?!... Maybe I'll wait then... will be some VERY HARD weeks....


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Tue Mar 26, 2013 9:03 am 
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Joined: Mon Jul 04, 2011 8:44 am
Posts: 371
Location: Germany, Bavaria
OMG!!! I cannot stop to watch this Video. This is soooo unbelievable!


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