BAM Lighting Setup
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Author:  Gimli [ Tue Dec 18, 2018 11:31 am ]
Post subject:  Re: BAM Lighting Setup

Nice video Slam,
very cool

Here is a copy of SLAM cfg file (at least for the custom lighting parameters, he mentionned) ... t.cfg?dl=0

Just paste it into the BAM/cfg directory and rename from SlamT1lt.cfg to Batman.cfg or whatever your exact table name is...

When you release a Ultimate Pro table, Russell we can have a master copy of your BAM cfg settings to use in other tables !


Author:  Gimli [ Tue Dec 18, 2018 2:31 pm ]
Post subject:  Re: BAM Lighting Setup

Ok I added the custom lighting to IJ and it looks quite cool...I increased ambient a little..
This video shows the lighting and bam camera panning.
I have Bam camera zooming on back glass during some of the minigames ( like choose wisely...)

I also tried the cabinet texture swap command and it seems to work very well too...

Author:  GeorgeH [ Tue Dec 18, 2018 4:06 pm ]
Post subject:  Re: BAM Lighting Setup

SLAMT1LT wrote:
...Future Pinball certainly has the power to make any game look almost photo real, but I doubt anyone has that amount of free time on their hands...


I can do that sort of thing. I'm retired and have lots of time on my hands. I usually spend it editing tables but I can do stuff for you also.


Author:  TerryRed [ Wed Dec 19, 2018 1:33 am ]
Post subject:  Re: BAM Lighting Setup

Gimli wrote:
.Yah many cabinet guys don't understand that many people love to play in desktop view with the real-time 3D gameplay (or VR,etc)...and don't want to be stuck to a static view.

What do you mean desktop view with respect to 3d ?

I play 3d games in cabinet view on a 50' Samsung 3d tv....I would love to play PinCadia with a 3d tv ....that would be near perfect

I actually load 3d in desktop view then use BAM to switch to 'force cabinet ("arcade") view'

Fyi, all cab users should do this , especially now with Bam camera views for cabs.

You can create default cam sequences for all tables in menu activated by a simple keypress and even include script based ones to temporarily let cab users view the table graphics and room art/animations...

But I digress , in 3d cab view I crop and then recess the whole table towards the floor until the DMD on the backglass is viewable and hovers about 6 inches above the TV and tilt it a little...

No you misunderstood.

I don't mean stereoscopic 3d... I mean 3D polygons vs 2D elements.

In visual Pinball, many items on the table are NOT 3D objects...they are flat images, made to look 3d. Flashers are a good example. So it need to have a "static" view all the time when playing. If you try to move VPX while playing it would look a horrible mess on many tables, because those e flat images for light's etc would try to follow the camera or not all,etc...

That's why most things need to be "faked" much more in VPX than FP...but if done right for a single "static" view, a table can be made to look really nice, such as G5K's examples.... but those tables can never look good in a fully moving 3D environment in VPX as it is and has been from the beginning.

In FP all objects are rendered as full 3D polygonal objects...and the entire engine is designed to work that way. That's why you can have moving desktop camera views, or VR with FP and also have Hardware lighting affect thing per pixel,etc.

Author:  Gimli [ Wed Dec 19, 2018 7:01 am ]
Post subject:  Re: BAM Lighting Setup

Ah, cool..
I heard 3d and you got me monologuing :)

Author:  SLAMT1LT [ Wed Dec 19, 2018 8:43 am ]
Post subject:  Re: BAM Lighting Setup

Gimli: Thanks, that will save me some time. When creating my games I normally have 4 or 5 versions, and with each file name change - I had to set the lighting again. So this helps.

And that Indy games looks great! You need to add hardware lighting to the GI. Notice how on any new FX3, VP or my own ULTIMATE Pro games, how light is now reflected off the ball? That makes such a big difference to selling the illusion of playing a real game. Easy to add, it's just a 'nanoflash' model (looks like a small triangle) hidden under each slingshot, then add that light to the GI light sequencer. You'll see, when I release my games.

GeorgeH: Thanks for the offer to help out. What are your skills? To make Future Pinball look as real as possible, you'd need skills in Photoshop, modelling, graphic design...stuff like that.

TerryRed: Some VP tables do look amazingly real now in the cabinet view. As liberating as it is to work in a real time 3D environment, we are restricted by Future Pinball's dated engine. It's not Unreal 4! But can you imagine if it was using Unreal 4? Or even Unity? I'm hoping a super talented guy like Chris Leatherly who can create such an editor, will find his way here. Future Pinball 2 using Unreal 4 - we'd conquer the world!

I worked with Baliant Ats, who designed Soucers's Lair - the free Pinball FX game and he was looking into creating a new pinball editor. He's since moved on to making mobile app games and designing real games (see Mafia by Team Pinball).

Maybe Chris can be lured back. Pinball is huge right now. Future Pinball was released when Pinball was dying a slow death and there was only one company in the world making them - Stern. Now there are several companies, and the demand is very high.

Virtual pinball can also be a gateway into a career in the industry. Myself and Dave Sanders (a VP veteran) both got jobs in the industry based on what we could do using VP and FP.

Right now pinball is red hot and 2019 is going to be a scorcher!

Author:  TerryRed [ Wed Dec 19, 2018 3:37 pm ]
Post subject:  Re: BAM Lighting Setup

Yah...when it comes to Zen...they aren't too keen on people doing things to make their games look cooler if it involves other software.

DDH69 (creator of DOFLinx) and I have reached out multiple times to them, about adding simple "official" cabinet lighting and feedback for FX3. It would take VERY little for them to add what is needed, as the software and work to add cabinet feedback and lighting has already been done by myself and DDH69. He got the feedback and lighting done with my help on the MX leds...and I added SSF (surround sound feedback) for ALL FX3 tables!

The best part is that with my SSF, FX3 now plays with Future Pinball sounds for flippers, bumpers, slings, drain,etc... hahah!

I was really proud of what I did with the Aliens PuP-Pack for their FX3 Aliens table. That was some damn cool stuff...and adding in SSF and also OST music (much of which came from SLAM's awesome Aliens Legacy) totally changed that game. I posted my demo video of that game with my PuP-Pack (from my YT channel) on Zen's forum. Guess what happened?

I got banned from Zen's forum.

Guess they are REALLY paranoid about their licensing... which I can understand.

That was quite frankly a bummer....yet all my other posts still remain there.

Author:  GeorgeH [ Wed Dec 19, 2018 4:06 pm ]
Post subject:  Re: BAM Lighting Setup

SLAMT1LT wrote:
...GeorgeH: Thanks for the offer to help out. What are your skills? To make Future Pinball look as real as possible, you'd need skills in Photoshop, modelling, graphic design...stuff like that. ...

The guys ask me to create custom physics for their tables. I started out using a light ball and moved to using a heavy ball. Coding is not my forte but I can do some limited coding. I have never done any modeling. I don't really have the tools on my PC for graphic design although I studied art in college. I tend to use Paint Shop Pro to copy elements off textures and create new areas to fill in holes and flaws. I've never created fonts for DMDs. I have done quite a bit of testing and fixing stuck balls.

It would be nice to have a new game engine. It is something all of us have dreamed about for a long time. Ravarcade started creating a new version of FP but he just doesn't have enough spare time to work on it. If you have an idea for a change that you want on FP, he can often figure out a way to do it. I asked him once if he could fix the high score overflow problem that occurs at 2 billion. At first he said he couldn't but then figured out a way to extend it to 922 trillion. You have to add a code to the script and meet some requirements. Now that I think about it, you will want to set this up on your mod of "Attack from Mars" if you haven't done it already. You will want to remove the code that divides the score by 100.


Author:  SLAMT1LT [ Wed Dec 19, 2018 7:17 pm ]
Post subject:  Re: BAM Lighting Setup

TerryRed: Yes, they are super paranoid about licencing. They can't afford to ruin the relationship they have with these mega companies. There's even a rule in the game itself about turning off the licensed music for Star Wars when producing any videos on YouTube.

Music replacement is a big deal these days. I think I started it all with The Addams Family mod many years ago, which inspired the guys at PinSound to start doing it with real machines. Music is so important to any game, especially movie themed games, you've got to have the right music, otherwise it's just....meh.

GeorgeH: Good to know your set of skills. Bug finding and reporting is always important, I always miss something!

FP changes? Something I would like to update are the playfield lights, make them LEDs so they can change to any colour. And a realistic way of creating ball rolling sounds by tracking the ball speed. I've created my own version of ball rolling which is enough to convince most people, but if there's a better way, I'd like someone to figure it out.

Also the flairs on transparent bumper lights and flashers, they show through everything, even when they're behind solid objects. Annoying.

Models, I need models! Lots of models! Anyone out there have any decent modelling skills? I can do it but it takes forever and the end result isn't that great. We need the talents of Polygame, GLXB and Rom, to mention a few.

Author:  Gimli [ Wed Dec 19, 2018 7:39 pm ]
Post subject:  Re: BAM Lighting Setup

You can change light colours using Bam texture swapping code

There is a ball sound tracker by smoke too !!
It works just as you say

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