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Recreation Video Games Dragon's Keep

wild

Bam is FP
Chat Moderator
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 ?
great solution, but I can't load anything into the BAM model importer ... I'll do something wrong, we talk about it better in private.

thanks always Bob
 

madmrmax

Weeeeeee
hope the video is better now @madmrmax ....do you have time for a drawing?
This is looking so cool @wild! I love the lighting details! I personally might not be a fan of the virtual flames and smoke -- just because it makes it feel less like a real machine. But don't remove it! I think you and all the other great builders are adding neat things that highlight what BAM provides.

Regarding "have time for a drawing" -- where do you need the image at? Is this for the backdrop area?
1598550536998.png
 

wild

Bam is FP
Chat Moderator
@madmrmax

Thanks Mark.....
I wanted to do something different and more, I animated the dragon to make it more alive
but it's as you say, I want to use Bam to the fullest .... the flame hologram is a miniplayflied, the lights are dynamic, the table is in darknight mode, this is where I used the GetTexure function to make textures and toys brighter, all the toys are in Bump-mapping, I'm also using some animated Gif for the ramps, if I can manage that for the custom ball, in the multiball now there is the custom camera, then there is the ball trail, the game rom of (GF)

now i also made a small model of the knight, if i can see if it is possible to animate it (but i have visualization problems) with bob (gimli) i hope to solve.


I also did some graphics, but I'm not good at drawing, never understood how to do it, GF was a master, you are too, when you drew the dragon, but I'm only good at editing and adding.... look at these friends

03.jpg
07.jpg


what i wanted to ask you is if you could redesign the knight, i never understood why GF didn't do it, anyway i got the knight, i improved it just a little, it's glued, but it's not great.. here is the image

knight.jpg


if you can draw the knight i can replace it, and we would see a very good result, but i understand it could be complicated so let me know,ok,thanks

@Gimli
ok ... let's see if this (knight) can help me understand how animations are done with bam .... question .... do you think this could be animated?
if yes, then let's see which ones, it doesn't seem fantastic to me that he moves like MJ:)



dk knight.JPG
 
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madmrmax

Weeeeeee
Wow I absolutely love that look of the cabinet! GF did a great job! Wild - you are assembling an awesome Dragon's Keep recreation (and more!)

Yeah looks like the knight's image resolution isn't that good making it look pixelated and then the coloring get's a bit messed up. Let me see what I can do!

-mark
 

wild

Bam is FP
Chat Moderator
@madmrmax
@GeorgeH
@Gimli
@AnonTet
@ravarcade
@Gin
@TerryRed

Ok...small update, I recreated the dragon ball swallowing sequence, GF, had created a system with a fake ball,but I,insteard created a ramp-kicker, which makes the ball go up, it's a Miniplayfield system, with the new function "MiniPlayField_3.PhysicsMove = true"

but still not perfect. I asked Rav, if it is possible to set the strength of the Kicher via script despite the fact that I have set the strength of the kicker to 0, the ball is kicked too fast, and you hardly notice that it is swallowed by the dragon

I also asked Rav, if it is possible to create a "slow motions" of the ball, it would be a nice effect, what do you think?
 

TerryRed

Pinball Wizard
Yes, custom models will load much faster. Keep in mind that Custom Models (and normal FP toys) will allow halo glows from bulbs to appear through them.

Your choices are either to use a normal FP model, but it needs to be a PEG or similar type of object to prevent halo glows from appearing through, or with BAM Custom Models you need to use commands to manage how the Custom model will be rendered (last,etc).


To answer what I find works really well for base lighting to "start" with on a table:

For my main lighting settings. I use what is almost the same as Dark Night preset. The key to allow shadowmaps and the new spot lights and beacon lights to be much more visible is to adjust Post Processing, between 1.0 to 1.5 (what I have in BOLD below)


Sub SetLightsParamsInBAM()
xBAM.Lights.EnableNewRenderer = TRUE
xBAM.Lights.MainLightLock = FALSE
xBAM.Lights.SetMainLightPosition 0, 200, 2000
xBAM.Lights.SetMainLightProperties 1, 0.3, 1, 0.075
xBAM.Lights.SetMainLightAttenuation 1, 0, 0
xBAM.Lights.SetOtherLightsAttenuation 0.066, 0, 0.333
xBAM.Lights.EnablePostprocessing = FALSE
xBAM.Lights.SetPostprocessing 1, 0, 1, 1
xBAM.Lights.SetPostprocessingForNewRenderer 1, 0, 1, 1, 1.5, 1, 1, 1, 0.6
End Sub


This is what you "START" with! You can't just set these settings on a current table and leave it at that. You MUST adjust ALL other lighting / flashers / bulbs for when you have GI Lighting On, and GI Lighting Off.

So I make sub routines for flashers, inserts, bulbs, GI, etc separately and assign a variable to adjust all of them easily. This way you only need to adjust a few settings as required and on the fly during gameplay. This can easily be used if you want to use Presets for Day / Night / Bright / Dark, etc

PFLights_Brightness_GI_OFF = 2.0 'brightness of light inserts when GI is off (default is 2.0)
PFLights_Brightness_GI_ON = 1.4 'brightness of light inserts when GI is on (default is 1.4)
Flashers_Brightness_GI_OFF = 1 'brightness of flashers when GI is off (default is 1.0)
Flashers_Brightness_GI_ON = 1 'brightness of flashers when GI is on (default is 1.0)
Bulbs_Brightness_GI_OFF = 2.0 'brightness of bulbs when GI is off (default is 2.0)
Bulbs_Brightness_GI_ON = 1.6 'brightness of bulbs when GI is on (default is 1.6)

Then you adjust your glow settings for lights as needed. Then you can adjust the "colour" of surfaces and objects as needed to match the lighting. Many older tables used darker colours for models and textures because FP's older lighting was so bright. Today with proper "real" lighting, you can now adjust everything to match with more realistic lighting and more visibility.


Something I don't think anyone else has been using except me is detached flashers. This is VERY handy for hiding nano flashers in the lockdown bar (no concern for glow or models being visible), and then you can position the actual light source anywhere on the table you want (x,y,z)...and without the need for a surface for height reference. This newly located light source also work with mini playfields! I used MANY of these in SW DSA Epic Space Battles mod.

@wild Looking very neat!
 

GeorgeH

Flippered Out
Staff member
Site Supporters
I looked at how you detached the nanoflashers on SW DSA. I use a model for an invisible nanoflasher that Francisco made for me. I like being able to see where it is on the table. I do have to set the heights with a surface but it is no big deal.
 

TerryRed

Pinball Wizard
I looked at how you detached the nanoflashers on SW DSA. I use a model for an invisible nanoflasher that Francisco made for me. I like being able to see where it is on the table. I do have to set the heights with a surface but it is no big deal.
I actually do position my nano flashers (or whatever else I use) first on the table / editor, so I can see where they are as well. Then setup the mp, etc and get everything completely working as I want. When I'm happy... then I'll add the detach command using the same x and y in the editor, with whatever z value as needed (if at all), and then hide the model in the lockdown bar (or wherever they can be found easily)

I hate the fact we needed to use a surface reference for height on so many things in the editor. Such an old way of doing things (both FP and VP). Everything should have been able to be set by x,y,z (height, or offset).

I think I've see those invisible models, you've used. They are the ones that are basically a "dot" on the editor? They could get hard to find on a busy table (unless you are the author and know where to look) :)

When playing in VR... the nano flashers can be noticeable if they aren't hidden well. That's why I liked detaching them, and hiding the models. Very easy to find where they are in the editor (nothing in the lockbar normally, and no need to manage layers or surfaces just to find them)...and no need for another surface reference for height.
 

wild

Bam is FP
Chat Moderator
@TerryRed
Thanks.... I would like to deepen your comment( suggestion ).

apart from what you say about the models and the new spot lights and beacon lights, I would like to have some clarification regarding the shadow maps and this famous "GI" of the lights, which is not clear to me yet....... now not all the lights I mean all the objects in light (bulb, lighimage, flash, and light the one that can be modeled and not ... so 4 types of lights as object.... I hope it is clear

I would like to improve the shadow maps as you say,,,,,,so,,,,,,you suggested this code
Sub SetLightsParamsInBAM()
xBAM.Lights.EnableNewRenderer = TRUE
xBAM.Lights.MainLightLock = FALSE
xBAM.Lights.SetMainLightPosition 0, 200, 2000
xBAM.Lights.SetMainLightProperties 1, 0.3, 1, 0.075
xBAM.Lights.SetMainLightAttenuation 1, 0, 0
xBAM.Lights.SetOtherLightsAttenuation 0.066, 0, 0.333
xBAM.Lights.EnablePostprocessing = FALSE
xBAM.Lights.SetPostprocessing 1, 0, 1, 1
xBAM.Lights.SetPostprocessingForNewRenderer 1, 0, 1, 1, 1.5, 1, 1, 1, 0.6
End Sub
( in your opinion),,,,which is better than what I use ie this
Sub SetLightsDarkNight()
xBAM.Lights.EnableNewRenderer = TRUE
xBAM.Lights.MainLightLock = TRUE
' --- SetMainLightPosition not used because MainLightLock = FALSE
' xBAM.Lights.SetMainLightPosition 0, 650, 500
xBAM.Lights.SetMainLightProperties 1, 0.2, 1.5, 0.025
'xBAM.Lights.SetMainLightProperties 1.2, 0.3, 1, -0.05
xBAM.Lights.SetMainLightAttenuation 1, 0, 0
xBAM.Lights.SetOtherLightsAttenuation 0.066, 0, 0.333
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
xBAM.Lights.BallBrightness = 5.0
xBAM.Lights.BallReflection = 3
xBAM.Lights.BallShininess = 1000
xBAM.Lights.BallSpecular = 0.8
End Sub
ok...... your code is based on or linked to this "GI"?

this is this an example or a code? how to use ?

PFLights_Brightness_GI_OFF = 2.0 'brightness of light inserts when GI is off (default is 2.0)
PFLights_Brightness_GI_ON = 1.4 'brightness of light inserts when GI is on (default is 1.4)
Flashers_Brightness_GI_OFF = 1 'brightness of flashers when GI is off (default is 1.0)
Flashers_Brightness_GI_ON = 1 'brightness of flashers when GI is on (default is 1.0)
Bulbs_Brightness_GI_OFF = 2.0 'brightness of bulbs when GI is off (default is 2.0)
Bulbs_Brightness_GI_ON = 1.6 'brightness of bulbs when GI is on (default is 1.6)
NOTES: I do not use these famous nanoflash, I have not yet understood what they are, and why they are used ..... I use small and round flashes, in order not to have a bulky model
 

TerryRed

Pinball Wizard
@wild

Look at "Star Wars DSA:Epic Space Battles", and you'll see how most of that code is used. Those are variables that are used in different sub routines for each type of light.

Having a more darkened Post Processing setting, will allow all shadowmpas and lighting to be more visible and "pop" more.

How you setup your shadowmaps, will be more up to you. As you know...the playfield image will also affect how easy the shadows are to see (note: that SW DSA is actually a bad example for shadowmaps because of the playfield image...but the settings are still the same)

...but using a darker Post Processing combined with the other Light settings (similar to SLAM's mostly) will give better results.... but you need to adjust "everything" else to match. It's why I create the different sub routines for each type of light to make it easier to change up everything else on the table while easily making changes to the different lights.

"GI" = general illumination used on a real pinball table. It's not a specific type of light or anything in FP. You'll see on SLAM's tables, or tables I mod that the GI is normally the 2 or 3 nano flashers used for "real" lighting, and then whatever you use to light up the plastics and other bulbs. That is then used in a "GI" Light List, so they can all be turned on and off easily. SLAM tends to change these lights to on and off in his "plastics on / off" sub routines. Again, look at Star Wars DSA: Epic Space Battles to get a good idea of how this is used.
 

wild

Bam is FP
Chat Moderator
Look at "Star Wars DSA:Epic Space Battles"

ok, I'll take a look at the script, even if last time I couldn't open the table, I have to wait a couple of minutes, and when it decides to open I have a lot of slowdowns, but this is my problem (low pc) but I have to congratulate you on this version of yours, the work you have done is very impressive.
maybe i forgot to insert a comment in your release,sorry.

update on DK
1)fixed some shortcomings, no bugs,(but animazioni) GF, he made an extraordinary code, even if something I don't understand
2)in the dragon now the prize is based on the light (fire, under the dragon) that lights up
3) add "custom camera" to the multiball
4) for me it is new, perhaps for some not..... new system of swallowing the ball in the dragon, now you can see the ball, with the help of Rav who made an animation of the ball, now you can take the ball wherever you want, but for now for what I understand, only later that the ball enters a kicker( as soon as it is ready I will put a video )
5) add 2 models, the knight, and the flames with "gif" animation around the dragon

@madmrmax
just a thought from me, you can do some intervention wherever you want, do not deprive yourself, just for the fact that you need time for the drawing of the knight, no problem, you are free...... even if for some reason you couldn't do it, no problem my friend.
 

wild

Bam is FP
Chat Moderator
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.
@Gimli
@TerryRed

ok, i would like to try to replace a FPM model, in TGA,( so as not to weigh down FP) to see what i get in my table, i want to understand why i see black TGA models
even if I don't see anything in the "ModelImporter" window when I load a model, I would like to test it

so ..... after I load the model in obj, in "ModelImporter" and save it in tga, then what do I do?
I load the tga, and then???? how do i replace the model in fpm?
 

wild

Bam is FP
Chat Moderator
ok, I have received an answer how to proceed ... so I can see the and understand why I see everything black....I hope
 

wild

Bam is FP
Chat Moderator
Ok....here is the magic that Rav, did with the animated ball,it is the original FP ball, not a model or trick,but pure mathematics of a genius.
Now it is possible to see (thanks also to a custom camera) the ball that is swallowed by the dragon, when it hits its mouth

Thanks Rafal,for your time spent on this,and made possible.




















PS:sorry about 8 seconds of darkness, I don't understand why vlc skips these frames
 
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