Shadowmaps are both a combined shadow and light map that BAM can generate for any light on the table that is a bulbs or flashers.
RayCast Ball shadows (if enabled) work automatically with all flashers (with or without a shadowmap). To use them with a bulb type of light, you must have a shadowmap enabled for that bulb (which determines how the ray cast ball shadow will work with the bulb).
To create a shdowmap:
- run the table
- open bam menu
- Dev menu / Shadowmaps
- goto your flasher or bulb, and add shadowmap
- note, that BAM will turn off all lights on the table to highlight that light and the shadowmap easier (it won't turn the lights back on again for you)
- edit the shadowmap settings until you get the lok you want. If ray cast is enabled, you can see how that will look with the ball using ball controller to move the ball around
- you may need to choose apply settings
- do this for every light you want to have a shadowmap
- when done, choose CTRL+C to copy the settings to the clipboard
- if you can open notepad, CTRL+V to paste the Shadowmap settings to it if you'd like
- exit the table and CTRL+V to paste the Shadowmaps settings to your script
- save the table, exit FP and reload to test with new shadowmaps
Saving all shadowmaps to a single TGA file (for quick loading)
- once you are happy with the shadowmaps / ray cast shadows and you know you will not be changing them anymore, you can choose to save them to a single TGA file from the BAM Shadowmaps menu
- this is saved to same folder as the table file, and named same as the table file with -shadows.TGA on the end
- then import this TGA file to Texture Manager
- this file can be named what you want. I normally rename it Shadowmaps-shadows
- save the table
- if you wish to make changed to the table's lights, you may need to delete this file and regenerate the TGA and reimport it again based on your new lights
BAM normally does the following on table startup (in order):
- looks to see if all shadowmaps have been saved to a single TGA file and added to Texture Manager. If found, this is used and Shadowmaps will not need to be generated, as this file contains all the shadowmaps already
- if a shadowmaps TGA file is not found in texture manager, then BAM will check the BAM \ cache folder for a file that contains the shadowmaps for the table (named the same as the table filename). If this file is found then Shadowmaps are already generated and ready to load and use. If not found, then BAM will generate all the shadowmaps the first time the table loads, and saves them to the BAM \ cache folder
You can use Shadowmaps for GI and flashers. I like to do both where it works well. Sometimes, adding shadowmaps to "every" G.I. light is not ideal, as it may oversaturate the playfield image with the "light" portion it renders, and you may not see the shadows at all, etc. You will want to test how the ray cast shadows look as well. They should not be casting too far from the light.
Look at my examples used in tables like Jaws Bigger Boat Edition to get an idea of what settings to use.