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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Wed Jul 24, 2019 9:12 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2809
Location: Ontario, Canada
GeorgeH wrote:
djlunchbox wrote:
Cirqus Voltaire could use a refresher :P


I agree but it is beyond my skill set unfortunately.


Franzleo did a ton of work on this...but I fear it is now lost..rest in peace Gianfranco


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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Wed Jul 31, 2019 1:51 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 145
RIP :(

Ok I haven't had a chance to record footage of Gimli's mod for Attack from Mars with the spinning saucers yet but I will soon enough. I keep jumping from table to table making changes and what not.

Can someone tell me how to identify the lights that flash when I hit the center saucer? I see that when I hit it normally I see a flash of green however when I hit it to destroy the playfield flashes red. I want to switch it to flash green. Here's some video gameplay of it on my rig. at around the 2:20 is when I hit the center and i get the green lights that flash then around 3 minutes I destroy the saucer but it all starts flashing red, I want to change thos lights to a different color.

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


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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Wed Jul 31, 2019 6:17 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2473
Location: Arkansas, USA
The green cloud when the ship explodes is done with Hologram1 that is on layer 10.

If you look at layer 8 and turn the other layers off, you will see 4 surfaces that nearly cover the whole playfield. These are rendered in the script to produce the flashes. The textures applied to these surfaces are what is rendered in the script. The surface "playflash" is rendered when the sauces is destroyed. It looks like part of the playfield is green around the ship and red on other parts. What to do:

1) Assign all the surfaces except "playflash" to other layers. Try opening the "playflash" surface and change top color so it is a brighter green.
2) The only other option is to change the texture of the playfield "afm FlashGreenLow" so it looks like you want. You can edit "afm FlashGreenLow" or start with another uncolored playfield texture, color it green and replace "afm FlashGreenLow".

George


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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Thu Aug 01, 2019 4:25 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 145
Took me a minute to figure out the surfaces but I got it. You don't necessarily need to assign them to other layers, I just sent them to the back until I reached the PlayFlash surface.

Gimli if it's ok with you I'm going to make a few more lighting changes then release this as Ulitimate 1.03(?) I added your name to the script in the credits

Hopefully Slam sees this version with the spinning saucers if he decides to do an ultimate pro version.


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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Thu Aug 01, 2019 4:27 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2809
Location: Ontario, Canada
absolutely
no problem..


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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Thu Aug 01, 2019 5:39 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2473
Location: Arkansas, USA
Sometimes using the "Send to Back" option will do things you don't want on the table but I think it is OK on these surfaces. I normally don't use it unless I have to. ...Like using "Send to Back" on a bulb will make the light not bleed through a surface. Other times it can change the order of a stack of objects on the table.

George


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 Post subject: Re: Tables we would like George H to work on :)
 Post Posted: Wed Aug 14, 2019 10:05 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2473
Location: Arkansas, USA
DuMichAuch wrote:
I would like to see a refresh of Apollo 13:
http://www.pinsimdb.org/pinball/table-7112-apollo_13


It is a really cool table. I'll have to consider it.

George


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