Recreation Video Games Dragon's Keep

wild

No Bam no Play
Chat Moderator
Ok, I decided to update this fantastic table, which is an almost faithful recreation of the video game for Full Tilt!.

this project was started by our friend Mark (madmrmax) way back in 2010, but for obvious reasons it could not be completed.

I still remember my first comment on this table, and my curiosity to see and play on this table eventually led me to install the original version of Full Tilt,and it hit me right away, so I started playing and it looked really beautiful, so it caught my attention.

meanwhile, another 5 years had passed, and among these came Bam, who began his adventure,and so thanks also to our dear Gianfranco (franzleo) it was possible to complete this table.


here's what I would like to add to the new version

* Dynamic Flipper.
* Ball Rolling Sound.
* Dynamic Light.
* Ball Trails.
* Custom Ball.
* Shadow maps

* Improvements in general.

speaking of Custom Ball, I could insert a (Gif) for example a fire, but I still don't understand how to insert it because you have to add something in Toys, maybe someone could help in this.

@madmrmax
Mark, I would like to have your support in this, so if you have any suggestions or anything else feel free to say (time and real life if it allows).

@GeorgeH
I remember you did an update, but I don't remember what, so if you would like to participate in this update, you are welcome, even your suggestions to improve

for those who would like to try the table, I make the current version available(work always with Bam),suggestions and advice are welcome,maybe someone also knows the original version of full tilt, and .... if I'm lucky, they could suggest something, which maybe I missed.

Gianfranco and I did a superb job on this during that time, thanks also to Mark, who started all this......but now it could be improved a little more.

bets regards


DK1.jpg
 

Attachments

  • dragon_s_keep_(maxis)-table_(2_5).zip
    41.2 MB · Views: 39
Last edited:

GeorgeH

Flippered Out
Staff member
Site Supporters
It has been quite a while. I created custom physics for it that you can use if desired. I had to add covers over the ramps to keep the ball from flying off. The dragon looked really bare so I added a texture for scales. I changed some colors because I am not fond of pink. I changed some music. Some of the changes I made are different from the video game so I am not sure you would want to add all that I did but use whatever you wish from my version. I am working on Road Girls right now that has me completely occupied.

 

wild

No Bam no Play
Chat Moderator
Thanks George for info.....

no problem Mark,when you can tell me if there is anything you think I can improve, you know the original table, so any topic is welcome.

thanks for the thumbs.
 

madmrmax

Weeeeeee
Hey @wild - one thing I was thinking -- is there a way to get more shadows and highlights from lights on the playfield? For example this one below you can see highlights and shadows near the slingshots. This would add better depth to making your Dragon's Keep recreation game look like a real table. I'm still looking at other things as well :)
1597694899108.png
 

shiva

Pinball Wizard
Staff member
Site Supporters
I can answer that. Here...
Note I wrap my bulb brightness code in the first subroutine. After the sub example, I have included just 4 lines of my bulb code. I have 3 seperate settings, so it should be pretty easy to track the numbers and adjust to suit. You need to call fpxSetTableLighting() in the Bam_Init() subrorutine

Const fpxBAMpfLighting=3 ' sets overall playfield lighting (1=bright/4=darkest)(Note:This affects bulb brightness)

' Playfield lighting
Sub fpxSetTableLighting()
If fpxBAMpfLighting=1 Then
AddDebugText "fpxBAMpfLighting=1: Noon"
fpxBulbBrightness=1:fpxBulbGlowRadius=45:fpxBulbGlowBrightness=.9 ' sets bulb intensity
fpxLensBrightness=2.5:fpxLensGlowRadius=35:fpxLensGlowBrightness=.75 ' sets light lens intensity
fpxPlasticBrightness=2:fpxPlasticGlowRadius=50:fpxPlasticGlowBrightness=.1 ' sets plastics intensity
fpxBulbBGBrightness=8:fpxBulbBGGlowRadius=100:fpxBulbBGGlowBrightness=6.9 ' sets bulb intensity
xBAM.Lights.EnableNewRenderer = TRUE
xBAM.Lights.MainLightLock = FALSE
xBAM.Lights.SetMainLightPosition 0, 650, 500
xBAM.Lights.SetMainLightProperties 1, 0.5, 0.85, 0.085
xBAM.Lights.SetMainLightAttenuation 1, 0, 0
xBAM.Lights.SetOtherLightsAttenuation 1.0, 0, 0.45
xBAM.Lights.EnablePostprocessing = FALSE
xBAM.Lights.SetPostprocessing 1, 0, 1, 1
xBAM.Lights.SetPostprocessingForNewRenderer 1, 0, 1, 1, 2.2, 1, 1, 1, 0.2
End If

If fpxBAMpfLighting=2 Then
AddDebugText "fpxBAMpfLighting=2: six pm"
fpxBulbBrightness=1:fpxBulbGlowRadius=45:fpxBulbGlowBrightness=.9 ' sets bulb intensity
fpxLensBrightness=2.5:fpxLensGlowRadius=35:fpxLensGlowBrightness=.75 ' sets light lens intensity
fpxPlasticBrightness=3:fpxPlasticGlowRadius=50:fpxPlasticGlowBrightness=.1 ' sets plastics intensity
fpxBulbBGBrightness=8:fpxBulbBGGlowRadius=100:fpxBulbBGGlowBrightness=6.9 ' sets bulb intensity
xBAM.Lights.EnableNewRenderer = TRUE
xBAM.Lights.MainLightLock = FALSE
xBAM.Lights.SetMainLightPosition 0, 650, 500
xBAM.Lights.SetMainLightProperties 1, 0.4, 0.95, 0.075
xBAM.Lights.SetMainLightAttenuation 1, 0, 0
xBAM.Lights.SetOtherLightsAttenuation 0.2, 0, 0.5
xBAM.Lights.EnablePostprocessing = FALSE
xBAM.Lights.SetPostprocessing 1, 0, 1, 1
xBAM.Lights.SetPostprocessingForNewRenderer 1, 0, 1, 1, 2.2, 1, 1, 1, 0.2
End IF

If fpxBAMpfLighting=3 Then
AddDebugText "fpxBAMpfLighting=3: nine pm"
fpxBulbBrightness=1:fpxBulbGlowRadius=45:fpxBulbGlowBrightness=.9 ' sets bulb intensity
fpxLensBrightness=3.5:fpxLensGlowRadius=35:fpxLensGlowBrightness=.75 ' sets light lens intensity
fpxPlasticBrightness=3:fpxPlasticGlowRadius=50:fpxPlasticGlowBrightness=.1 ' sets plastics intensity
fpxBulbBGBrightness=8:fpxBulbBGGlowRadius=100:fpxBulbBGGlowBrightness=6.9 ' sets bulb intensity
xBAM.Lights.EnableNewRenderer = TRUE
xBAM.Lights.MainLightLock = FALSE
xBAM.Lights.SetMainLightPosition 0, 500, 1700
xBAM.Lights.SetMainLightProperties 1, 0.1, 1, 0.05
xBAM.Lights.SetMainLightAttenuation 1, 0, 0
xBAM.Lights.SetOtherLightsAttenuation 0.066, 0, 0.333
xBAM.Lights.EnablePostprocessing = TRUE
xBAM.Lights.SetPostprocessing 1, 0, 1, 1
xBAM.Lights.SetPostprocessingForNewRenderer 1, 0, 1, 1, 2.2, 1, 1, 1, 0.2
End IF

If fpxBAMpfLighting=4 Then
AddDebugText "fpxBAMpfLighting=4: Midnight"
fpxBulbBrightness=1:fpxBulbGlowRadius=45:fpxBulbGlowBrightness=.75 ' sets bulb intensity
fpxLensBrightness=4.5:fpxLensGlowRadius=35:fpxLensGlowBrightness=.75 ' sets light lens intensity
fpxPlasticBrightness=7:fpxPlasticGlowRadius=50:fpxPlasticGlowBrightness=.1 ' sets plastics intensity
fpxBulbBGBrightness=8:fpxBulbBGGlowRadius=100:fpxBulbBGGlowBrightness=6.9 ' sets bulb intensity
xBAM.Lights.EnableNewRenderer = TRUE
xBAM.Lights.MainLightLock = FALSE
xBAM.Lights.SetMainLightPosition .5, 500, 1700
xBAM.Lights.SetMainLightProperties 1, 0.1, 1.1, 0.025
xBAM.Lights.SetMainLightAttenuation 1, 0, 0
xBAM.Lights.SetOtherLightsAttenuation 0.066, 0, 0.333
xBAM.Lights.EnablePostprocessing = TRUE
xBAM.Lights.SetPostprocessing 1, 0, 1, 1
xBAM.Lights.SetPostprocessingForNewRenderer 1, 0, 1, 1, 1.15, 1, 1, 1, 0.2
End IF
End Sub

' playfield Bulbs
BulbLS1EXT.Brightness=(fpxBulbBrightness):BulbLS1EXT.GlowRadius=(fpxBulbGlowRadius):BulbLS1EXT.GlowBrightness=(fpxBulbGlowBrightness)
BulbLS2EXT.Brightness=(fpxBulbBrightness):BulbLS2EXT.GlowRadius=(fpxBulbGlowRadius):BulbLS2EXT.GlowBrightness=(fpxBulbGlowBrightness)
BulbLeftLaneEXT.Brightness=(fpxBulbBrightness):BulbLeftLaneEXT.GlowRadius=(fpxBulbGlowRadius):BulbLeftLaneEXT.GlowBrightness=(fpxBulbGlowBrightness)
RightSlingshotBulb1EXT.Brightness=(fpxBulbBrightness):RightSlingshotBulb1EXT.GlowRadius=(fpxBulbGlowRadius):RightSlingshotBulb1EXT.GlowBrightness=(fpxBulbGlowBrightness)
RightSlingshotBulb2EXT.Brightness=(fpxBulbBrightness):RightSlingshotBulb2EXT.GlowRadius=(fpxBulbGlowRadius):RightSlingshotBulb2EXT.GlowBrightness=(fpxBulbGlowBrightness/2)
 

GeorgeH

Flippered Out
Staff member
Site Supporters
@shiva

I have been taking a similar approach. I usually only set GlowRadius to 0 because I don't like the way FP renders the glow on light inserts of the playfield.

I normally also add about 4 nanoflashers to supplement the lighting but only set brightness in the script between 0 and 1.0. It is because whoever created the nanoflasher model reduced the glow to almost 0. When you set brightness above 1.0, the glow starts turning on and the nanoflasher won't work the way it was intended.

I have started using texture lighting in the script and may be able to reduce my reliance on nanoflashers.

George
 
Last edited:

wild

No Bam no Play
Chat Moderator
@madmrmax

Hey wild - one thing I was thinking -- is there a way to get more shadows and highlights from lights on the playfield? For example this one below you can see highlights and shadows near the slingshots. This would add better depth to making your Dragon's Keep recreation game look like a real table. I'm still looking at other things as well

your example refers to shadow-maps.....right?
I can add it, I did it for Charlie's Angels, but what I know is ... that to highlight shadow maps well, it also needs a playfield, suitable for shadows, but I can try to insert it

now just to understand, you also ask if there is a way to get more shadows and highlights?
if it is yes, here is the reason for the answer of shiva.....but
I do something similar in my tables, even if the shiva example seems more complex, there is only to do some tests
 

wild

No Bam no Play
Chat Moderator
While I was thinking of adding the Dynamic Flipper to this table, I thought if it was possible to add a sound when the ball hits the fins, so I asked Rav, and he kindly made it here is a video....

PS:I make the demo available, but be careful you have to replace the dll with the one inside the zip, which is new

 

Attachments

  • sound bounce.zip
    1.9 MB · Views: 21

wild

No Bam no Play
Chat Moderator
@madmrmax

here is an example of maps, it could be improved just do some tests





















to make the lights brighter, as shadow-maps require a table in "setdarklight-mode" you have to use this code to make the lights better, especially the first line

LeftSlingshotBulb1Ext.Brightness =1.2
LeftSlingshotBulb1Ext.GlowRadius = 80
LeftSlingshotBulb1Ext.GlowBrightness = 1

if you want and for those who want to do some tests here is the table..... you could also change the shadow maps values, maybe you can find a more optimal configuration


it must also be said that, putting the table in "set dark light-mode" everything becomes darker, even the gameroom, I had to convert some parts to bulbs, to make them clearer.
I asked Rav if it is possible to exclude a Mini-playfield from the "set dark light-mode" so that it doesn't go dark..... I hope it is possible
 

Attachments

  • DragonsKeep 0.10.fpt
    44.6 MB · Views: 26

wild

No Bam no Play
Chat Moderator
here is another shadow-map setting

xBAM.ShadowMap "LeftSlingshotBulb1", 1200 , 2 , 3.0, 2.5, 2, 0.5, 0
xBAM.ShadowMap "LeftSlingshotBulb2", 1200 , 2 , 3.0, 2.5, 2, 0.5, 0

xBAM.ShadowMap "RightSlingshotBulb1", 1200 , 2 , 3.0, 2.5, 2, 0.5, 0
xBAM.ShadowMap "RightSlingshotBulb2", 1200 , 2 , 3.0, 2.5, 2, 0.5, 0


sm.jpg


I also made a NormalMap for the dragon,(test) and set some new value in Bam-texture, and I copied them into the script, but I get error, here is a pic, I told rav, maybe he can see why

Dim texwild_ColorMap
Set texwild_ColorMap = xBAM.GetTexture("wild-ColorMap")
texwild_ColorMap.normalMap = "wild-NormalMap"
texwild_ColorMap.normalMapScale = 1.5
texwild_ColorMap.heightMap_scale = 5
texwild_ColorMap.specularLevel = 3
texwild_ColorMap.normalMabrightnesspScale = 1.5


normal.jpg
 
Last edited:

madmrmax

Weeeeeee
Yes! That is looking really awesome! I love these improvements! Thanks Wild (and everyone else providing help in how to do this)
 

GeorgeH

Flippered Out
Staff member
Site Supporters
I can answer that. Here...
Note I wrap my bulb brightness code in the first subroutine. After the sub example, I have included just 4 lines of my bulb code. I have 3 seperate settings, so it should be pretty easy to track the numbers and adjust to suit. You need to call fpxSetTableLighting() in the Bam_Init() subrorutine

Const fpxBAMpfLighting=3 ' sets overall playfield lighting (1=bright/4=darkest)(Note:This affects bulb brightness)

' Playfield lighting
Sub fpxSetTableLighting()
If fpxBAMpfLighting=1 Then
AddDebugText "fpxBAMpfLighting=1: Noon"
fpxBulbBrightness=1:fpxBulbGlowRadius=45:fpxBulbGlowBrightness=.9 ' sets bulb intensity
fpxLensBrightness=2.5:fpxLensGlowRadius=35:fpxLensGlowBrightness=.75 ' sets light lens intensity
fpxPlasticBrightness=2:fpxPlasticGlowRadius=50:fpxPlasticGlowBrightness=.1 ' sets plastics intensity
fpxBulbBGBrightness=8:fpxBulbBGGlowRadius=100:fpxBulbBGGlowBrightness=6.9 ' sets bulb intensity
xBAM.Lights.EnableNewRenderer = TRUE
xBAM.Lights.MainLightLock = FALSE
xBAM.Lights.SetMainLightPosition 0, 650, 500
xBAM.Lights.SetMainLightProperties 1, 0.5, 0.85, 0.085
xBAM.Lights.SetMainLightAttenuation 1, 0, 0
xBAM.Lights.SetOtherLightsAttenuation 1.0, 0, 0.45
xBAM.Lights.EnablePostprocessing = FALSE
xBAM.Lights.SetPostprocessing 1, 0, 1, 1
xBAM.Lights.SetPostprocessingForNewRenderer 1, 0, 1, 1, 2.2, 1, 1, 1, 0.2
End If

If fpxBAMpfLighting=2 Then
AddDebugText "fpxBAMpfLighting=2: six pm"
fpxBulbBrightness=1:fpxBulbGlowRadius=45:fpxBulbGlowBrightness=.9 ' sets bulb intensity
fpxLensBrightness=2.5:fpxLensGlowRadius=35:fpxLensGlowBrightness=.75 ' sets light lens intensity
fpxPlasticBrightness=3:fpxPlasticGlowRadius=50:fpxPlasticGlowBrightness=.1 ' sets plastics intensity
fpxBulbBGBrightness=8:fpxBulbBGGlowRadius=100:fpxBulbBGGlowBrightness=6.9 ' sets bulb intensity
xBAM.Lights.EnableNewRenderer = TRUE
xBAM.Lights.MainLightLock = FALSE
xBAM.Lights.SetMainLightPosition 0, 650, 500
xBAM.Lights.SetMainLightProperties 1, 0.4, 0.95, 0.075
xBAM.Lights.SetMainLightAttenuation 1, 0, 0
xBAM.Lights.SetOtherLightsAttenuation 0.2, 0, 0.5
xBAM.Lights.EnablePostprocessing = FALSE
xBAM.Lights.SetPostprocessing 1, 0, 1, 1
xBAM.Lights.SetPostprocessingForNewRenderer 1, 0, 1, 1, 2.2, 1, 1, 1, 0.2
End IF

If fpxBAMpfLighting=3 Then
AddDebugText "fpxBAMpfLighting=3: nine pm"
fpxBulbBrightness=1:fpxBulbGlowRadius=45:fpxBulbGlowBrightness=.9 ' sets bulb intensity
fpxLensBrightness=3.5:fpxLensGlowRadius=35:fpxLensGlowBrightness=.75 ' sets light lens intensity
fpxPlasticBrightness=3:fpxPlasticGlowRadius=50:fpxPlasticGlowBrightness=.1 ' sets plastics intensity
fpxBulbBGBrightness=8:fpxBulbBGGlowRadius=100:fpxBulbBGGlowBrightness=6.9 ' sets bulb intensity
xBAM.Lights.EnableNewRenderer = TRUE
xBAM.Lights.MainLightLock = FALSE
xBAM.Lights.SetMainLightPosition 0, 500, 1700
xBAM.Lights.SetMainLightProperties 1, 0.1, 1, 0.05
xBAM.Lights.SetMainLightAttenuation 1, 0, 0
xBAM.Lights.SetOtherLightsAttenuation 0.066, 0, 0.333
xBAM.Lights.EnablePostprocessing = TRUE
xBAM.Lights.SetPostprocessing 1, 0, 1, 1
xBAM.Lights.SetPostprocessingForNewRenderer 1, 0, 1, 1, 2.2, 1, 1, 1, 0.2
End IF

If fpxBAMpfLighting=4 Then
AddDebugText "fpxBAMpfLighting=4: Midnight"
fpxBulbBrightness=1:fpxBulbGlowRadius=45:fpxBulbGlowBrightness=.75 ' sets bulb intensity
fpxLensBrightness=4.5:fpxLensGlowRadius=35:fpxLensGlowBrightness=.75 ' sets light lens intensity
fpxPlasticBrightness=7:fpxPlasticGlowRadius=50:fpxPlasticGlowBrightness=.1 ' sets plastics intensity
fpxBulbBGBrightness=8:fpxBulbBGGlowRadius=100:fpxBulbBGGlowBrightness=6.9 ' sets bulb intensity
xBAM.Lights.EnableNewRenderer = TRUE
xBAM.Lights.MainLightLock = FALSE
xBAM.Lights.SetMainLightPosition .5, 500, 1700
xBAM.Lights.SetMainLightProperties 1, 0.1, 1.1, 0.025
xBAM.Lights.SetMainLightAttenuation 1, 0, 0
xBAM.Lights.SetOtherLightsAttenuation 0.066, 0, 0.333
xBAM.Lights.EnablePostprocessing = TRUE
xBAM.Lights.SetPostprocessing 1, 0, 1, 1
xBAM.Lights.SetPostprocessingForNewRenderer 1, 0, 1, 1, 1.15, 1, 1, 1, 0.2
End IF
End Sub

' playfield Bulbs
BulbLS1EXT.Brightness=(fpxBulbBrightness):BulbLS1EXT.GlowRadius=(fpxBulbGlowRadius):BulbLS1EXT.GlowBrightness=(fpxBulbGlowBrightness)
BulbLS2EXT.Brightness=(fpxBulbBrightness):BulbLS2EXT.GlowRadius=(fpxBulbGlowRadius):BulbLS2EXT.GlowBrightness=(fpxBulbGlowBrightness)
BulbLeftLaneEXT.Brightness=(fpxBulbBrightness):BulbLeftLaneEXT.GlowRadius=(fpxBulbGlowRadius):BulbLeftLaneEXT.GlowBrightness=(fpxBulbGlowBrightness)
RightSlingshotBulb1EXT.Brightness=(fpxBulbBrightness):RightSlingshotBulb1EXT.GlowRadius=(fpxBulbGlowRadius):RightSlingshotBulb1EXT.GlowBrightness=(fpxBulbGlowBrightness)
RightSlingshotBulb2EXT.Brightness=(fpxBulbBrightness):RightSlingshotBulb2EXT.GlowRadius=(fpxBulbGlowRadius):RightSlingshotBulb2EXT.GlowBrightness=(fpxBulbGlowBrightness/2)

@shiva

I noticed you define what the fpxBulb conversions are at the end of your post but you don't list the conversions for fpxLens, fpxPlastics and fpxBulbBG. How do you create those?

George
 

shiva

Pinball Wizard
Staff member
Site Supporters
Done exactly the way as the example George. Instead of using forced numbers, I just assign a variable so I can swap it. That what you mean? The code is in JG

' ball glow
BulbGlowRSEXT.Brightness=(fpxBulbBrightness*6):BulbGlowRSEXT.GlowRadius=(fpxBulbGlowRadius/2):BulbGlowRSEXT.GlowBrightness=(fpxBulbGlowBrightness/2)
' Lens
LightTrg1EXT.Brightness=(fpxLensBrightness):LightTrg1EXT.GlowRadius=(fpxLensGlowRadius):LightTrg1EXT.GlowBrightness=(fpxLensGlowBrightness)
' Plastic
p_FlipREXT.Brightness=(fpxPlasticBrightness):p_FlipREXT.GlowRadius=(fpxPlasticGlowRadius):p_FlipREXT.GlowBrightness=(fpxPlasticGlowBrightness)
' Translight Bulbs
bghstdEXT.Brightness=(fpxBulbBGBrightness):bghstdEXT.GlowRadius=(fpxBulbBGGlowRadius):bghstdEXT.GlowBrightness=(fpxBulbBGGlowBrightness)
 

wild

No Bam no Play
Chat Moderator
Thanks guys......

ok...I have a big problem that occurred on Dk, something incredible, after a lot of time spent to make it better I find myself with a problem in the Drain, which seems crazy, in the multiball it doesn't work anymore, but I have not touched anything in the drain, and as in version 2.50, which Gianfranco released, I only added things, not modifying the original code .... for me it is a mystery

in fact if you play the current version released by Gianfranco, even George could confirm, the multiball and the ball count works as it should, also because with all the time spent on my part, at that time for the test of the table,which this problem is something inconceivable

I don't know what happened but it seems that the drain, bypasses me, the variable "If (BallsOnPlayfield = 1) Then", in the playfield there is still a ball, but for the drain it is as if there was none
Catturax.JPG



now I put two videos to show how multiball 2 is achieved, so you can see

and I put my current version, to try.... t would be highly appreciated and helpful if you want to try,
to solve this problem, which I don't know how it happened, since I didn't touch the drain


@GeorgeH
@madmrmax
@AnonTet
@Gimli

I tried to redo the whole process twice on the original version 2.50, that's why I say it's an incredible and inconceivable thing ... as soon as I add something more to the 2.50 version released by Gianfranco, here comes the problem again the drain goes crazy















































thanks for your time and help if you want
 

Attachments

  • DragonsKeep 0.13.fpt
    52 MB · Views: 28

AnonTet

Pinball Wizard
Sorry I have very weird issues with the videos posted here. They show all black sometimes or if I fast forward then they play but then I want to start from the beginning and it's black or paused or go straight to finish. short version:_I can't use the videos :(

So from what you wrote, I understand that you get a "multiball" because the drain assumes there's no ball on playfield and creates another one, right?
/edit
ok, got it. you activate mb by hitting tgtspell1 and then the ballsinplay neve go +1. I'll have a look.
 
Last edited:

wild

No Bam no Play
Chat Moderator
Thanks AnonTet.....for your interest, and also to those who are still trying ... but I managed to find the problem.... there is always something to learn.

I did the counter test, instead of adding, I started deleting what I added one at a time, and I discovered what my mistake was
the TIMER1..... there are two timers1, I did not see that Gianfranco had also used it

Sub Timer1_Expired()
Timer1.set false
Advice(11) 'Launch Ball
BallsOnPlayfield = BallsOnPlayfield + 1
End Sub

and this is mine

Sub Timer1_Expired()
Timer1.set false
SetLightsDarkNight()
end sub

do not mess with timers, I understand that it is essential to rename your timers

thanks again to all you


PS: I'm sorry if you had problems with the videos, I'll try to fix it, I didn't notice the black ...
 

AnonTet

Pinball Wizard
well, Just came here to say i got it working and I'm glad you solved it.

Still, if you went to sub createnewball and add
BallsOnPlayfield = BallsOnPlayfield + 1 in there

it should've solved your problem too.
 

GeorgeH

Flippered Out
Staff member
Site Supporters
I am glad you solved it because I am not the best coder although I keep learning more about it.
 

wild

No Bam no Play
Chat Moderator
Thanks guys.... much appreciated.

ok, here's the AttractMode mode, the table is in "darknight" mode,
so I lit the whole game room, all the lights are in dynamic light, and the playflied is in "xBAM.GetTexture" mode, it alternates between light and dark, unfortunately the shadow maps don't work on the "lightimage" I like use to turn on the playfield.

Set PF = xBAM.GetTexture("PF")

'PF.Brightness = 2.0 (2x brighter)
'PF.Brightness = 1.0 (normal)
'PF.Brightness = 0.5 (2x darker)

all models are in normal map, but I found that not the whole model is transformed into normalmap, because of the single model
for the dragon it took a long time, if there was a program that would split the model it would be very useful, I don't know if milkshape does it, maybe yes, but I could never find out
I added some new textures, and turned the music into stereofonic.

hope the video is better now @madmrmax ....do you have time for a drawing?

 

Gimli

Pinball Hall of Famer
Thanks guys.... much appreciated.

If you load model into milk shape and then export to either obj or Fbx then you should be able to load into BAM model importer and save as TGA . They may load faster.

I can try it if you send me the model ?
 
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