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 Post subject: Re: Shadows on playfield.
 Post Posted: Sun Apr 07, 2019 3:14 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2486
Location: Arkansas, USA
OK That makes sense.

George


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 Post subject: Re: Shadows on playfield.
 Post Posted: Tue Apr 09, 2019 2:45 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2486
Location: Arkansas, USA
OK I finally got the shadow maps to work in the script. It this saves the shadow maps files to the BAM/Cache folder.

My problem is I don't get how to do the "Save as TGA". I used this option on each shadow map on Funhouse and I only got one TGA file. When I open the TGA file with a image editor, all I see are a bunch of diamonds. Then there is a "Save as transparent TGA" and I don't get what that is either. Rav says in the directions to save the TGA to disc and I don't get what that means either.

Sorry, I'm lost again. I guess I could just leave the stuff in the script and not save as TGA like Slam did on Star Trek.

George


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 Post subject: Re: Shadows on playfield.
 Post Posted: Tue Apr 09, 2019 6:55 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2822
Location: Ontario, Canada
I couldn't figure that out either, did Rav load it into texture manager after he created the TGA for some reason ?

I think that prevents the shadows needing to be processed at table startup


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 Post subject: Re: Shadows on playfield.
 Post Posted: Tue Apr 09, 2019 2:08 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2486
Location: Arkansas, USA
Gimli wrote:
I couldn't figure that out either, did Rav load it into texture manager after he created the TGA for some reason ?

I think that prevents the shadows needing to be processed at table startup


As I interpret them, the directions say to add the TGA to the texture manager and also save it to disc but he didn't say where on the disc to save it.

I was wanting to save the maps to the table because some of the guys had trouble loading the table because they have lower end PCs and I think they ran out of memory. I would like to publish it so everyone has as few problems as possible.

I found this video but it is sometimes a little difficult for me to follow:

https://www.youtube.com/watch?v=o2zNDU0J4bk

George


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 Post subject: Re: Shadows on playfield.
 Post Posted: Tue Apr 09, 2019 5:00 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2822
Location: Ontario, Canada
ok, that was helpful

I was able to reproduce his steps on my system

1. Create shadows as per usual
press control -C and it creates the code for your shadows

2. go to script
press control - V and paste shadow code

3. Save table

4. load table
and the shadow zip file gets automatically created tablename.zip in the BAM/cache directory

5. Go to shadows in menu again and choose "Save as TGA"
and the tablename.tga file is created automatically in the same directory as the table

6. go to table editor and then go to texture manager and import the tablename.tga file into
FP

7. Save your table

8. You can delete the tablename.zip file in the BAM/cache directory

9. Now load table and you should see that it loads quickly without creating a new shadow cache

10. the TGA file is in the same directory as table. I deleted it and the shadows still work and the cache isn't created. So I believe once you have the TGA loaded into texture manager, you no longer need it....


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 Post subject: Re: Shadows on playfield.
 Post Posted: Tue Apr 09, 2019 5:18 pm 
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Joined: Mon Aug 15, 2011 10:02 am
Posts: 1886
Location: Argentina
I was wondering also how this thing works, thanks for the workfollow :D


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 Post subject: Re: Shadows on playfield.
 Post Posted: Tue Apr 09, 2019 7:20 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2486
Location: Arkansas, USA
Thanks Gimli! Your procedure is perfect.

I almost gave up when I tried it after I imported the map into the texture manager but before saving it and just played the table. You absolutely must save the table after importing the TGA file for it to work (Gimli's Step 7). It does load very quickly.

I noticed Rav's video did not display the option "Save as Transparent TGA". It must have been added to BAM after the video was recorded. I was unable to find directions for it anywhere. I don't get what it does.

George


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 Post subject: Re: Shadows on playfield.
 Post Posted: Tue Apr 09, 2019 8:01 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2822
Location: Ontario, Canada
Maybe transparent tga can be used in graphics programs to bake shadows on playfields images ?


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 Post subject: Re: Shadows on playfield.
 Post Posted: Tue Apr 09, 2019 10:53 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 408
Location: Abbotsford
I asked for that. The idea was to overlay the shadows using the existing image file so we have shadows match for the plastics etc, but non-dynamic. But, it doesn't really work all that well, just doesn't display right at all (but I decided to not fuss with it as well, just a basic test). I just decided it was asier to just draw the shadows in photoshop.

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 Post subject: Re: Shadows on playfield.
 Post Posted: Wed Apr 10, 2019 12:52 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2486
Location: Arkansas, USA
Thanks Blue!

I sent the table I was working on to Gimli that had the TGA file added into the texture manager. It loaded fine without having a copy of the TGA with the table. So what Gimli said in Step 10 of his guide appears to be correct.

George


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