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!