TerryRed
Pinball Master
- Joined
- Feb 11, 2020
- Messages
- 1,990
- Solutions
- 9
- Reaction score
- 2,426
- Points
- 145
- Favorite Pinball Machine
- My Virtual Pinball Cabinet
Before I dive right back into working on Silent Hill's hospital levels (which is a big amount of work)... I wanted to try something. I always wanted to try updating a classic FP original table to my own modern day standards with all that I know today... and see what I can do with a "quick" 1 or 2 day update. I don't want to change the gameplay... I just want to update the lighting, add shadows, new mesh inserts, update physics and adjust the table as needed, etc.
I already decided to update the original Blue vs Pink table by Brendan Bailey (PinWizKid). You can see that here:
Well, that apparently wasn't enough for me... so I decided to try to do the same for Junkyard Cats... also created by Brendan Bailey (PinWizKid). I've been showing him the progress, and he's loved what I've shown him so far...
Here is the original 2012 table untouched:
Here is my BAM Edition update:
- new G.I. lighting (dynamic lighting - x4 hidden flashers in lower and upper plastics)
- added drain flasher for accented lighting
- new BAM post processing
- added shadowmaps to most G.I lights
- added pre-baked shadowmaps (created by BAM) to playfield and plastics textures
- added illuminated look to GI ON plastics texture
- adjusted playfield / plastics / apron, etc texture brightness to better match new lighting
- new 3D model inserts
- new pre-rendered insert textures
- new bump maps for inserts
- disabled glow radius for all inserts
- added sphere maps to the sides of all plastics
- updated GI on/off code
- adjusted GI on/off brightness for all lights / inserts / textures
- added all new FLEEP sounds for all mechanical actions (flippers, bumpers, slings, drain, etc)
- added BAM DF1 physics (updated settings in editor to better work with new physics)
- added invisible ramp blocker to prevent ball from flying off the ramp
- added invisible playield blocker to prevent ball from flying oon top of plastics
- hid slingshot bulbs that interfered with shadowmaps
Additional Contributors:
Schlabber34 - new pre-rendered insert images
FLEEP - new mechanical sounds
...and with all the new inserts turned on...
I used BAM to create a shadowmap for the main ambient light and saved it to a transparent TGA. I then added this to the playfield and plastics textures... which looks really nice. Then of course I added shadowmaps to the main G.I. bulbs on the table. I disable Ray Cast Ball shadows for GI flashers, as the bulbs in the slings,etc will cast shadows already.
You can see how nice the bump mapped insert models look.
This table has some really nice lightshows from the flashers. When you see the table in action with the new lighting and shadows.... it looks fantastic.
I also adjusted the plastics texture to add an "illuminated" look where the GI bulbs are located for when the GI is on. I swap this texture with the normal plastics texture for when the GI is OFF. Then I adjust the brightness of the GI ON texture to match the rest of the table's lighting and post processing.
All I can say is... wait until you see it in action. The new lighting and shadows and Ray Casting really transforms this table!
I currently have DF1 physics added to the table... with a planned eventual update to DF2 at some point... or maybe a second version of the table with DF2 for those who want to choose.
The plan was the release the updated table, and then do a separate PinEvent update for it after.
I should have a gameplay video showing the before and after soon enough, and maybe the normal table release will follow shortly after.
I already decided to update the original Blue vs Pink table by Brendan Bailey (PinWizKid). You can see that here:
WIP - Blue vs Pink - BAM Edition (TerryRed update)
Before I dive right back into working on Silent Hill's hospital levels (which is a big amount of work)... I wanted to try something. I always wanted to try updating a classic FP original table to my own modern day standards with all that I know today... and see what I can do with a "quick" 1 or...
pinballnirvana.com
Well, that apparently wasn't enough for me... so I decided to try to do the same for Junkyard Cats... also created by Brendan Bailey (PinWizKid). I've been showing him the progress, and he's loved what I've shown him so far...
Here is the original 2012 table untouched:
Here is my BAM Edition update:
- new G.I. lighting (dynamic lighting - x4 hidden flashers in lower and upper plastics)
- added drain flasher for accented lighting
- new BAM post processing
- added shadowmaps to most G.I lights
- added pre-baked shadowmaps (created by BAM) to playfield and plastics textures
- added illuminated look to GI ON plastics texture
- adjusted playfield / plastics / apron, etc texture brightness to better match new lighting
- new 3D model inserts
- new pre-rendered insert textures
- new bump maps for inserts
- disabled glow radius for all inserts
- added sphere maps to the sides of all plastics
- updated GI on/off code
- adjusted GI on/off brightness for all lights / inserts / textures
- added all new FLEEP sounds for all mechanical actions (flippers, bumpers, slings, drain, etc)
- added BAM DF1 physics (updated settings in editor to better work with new physics)
- added invisible ramp blocker to prevent ball from flying off the ramp
- added invisible playield blocker to prevent ball from flying oon top of plastics
- hid slingshot bulbs that interfered with shadowmaps
Additional Contributors:
Schlabber34 - new pre-rendered insert images
FLEEP - new mechanical sounds
...and with all the new inserts turned on...
I used BAM to create a shadowmap for the main ambient light and saved it to a transparent TGA. I then added this to the playfield and plastics textures... which looks really nice. Then of course I added shadowmaps to the main G.I. bulbs on the table. I disable Ray Cast Ball shadows for GI flashers, as the bulbs in the slings,etc will cast shadows already.
You can see how nice the bump mapped insert models look.
This table has some really nice lightshows from the flashers. When you see the table in action with the new lighting and shadows.... it looks fantastic.
I also adjusted the plastics texture to add an "illuminated" look where the GI bulbs are located for when the GI is on. I swap this texture with the normal plastics texture for when the GI is OFF. Then I adjust the brightness of the GI ON texture to match the rest of the table's lighting and post processing.
All I can say is... wait until you see it in action. The new lighting and shadows and Ray Casting really transforms this table!
I currently have DF1 physics added to the table... with a planned eventual update to DF2 at some point... or maybe a second version of the table with DF2 for those who want to choose.
The plan was the release the updated table, and then do a separate PinEvent update for it after.
I should have a gameplay video showing the before and after soon enough, and maybe the normal table release will follow shortly after.