Ok, thanks to my friend Mark
@madmrmax and his advice (
HERE ), I resume this wip that I opened on August 20, 2021, so as to inform those who are not aware that I am working on this table.
In reality I had decided to use a single thread for my table's (
Paolo (wild) table's...." demonstration and to bam update") both in development and in updating, but someone might miss something, so to avoid misunderstandings I'm re-opening this very first thread.
This table is an update from version 2.0 that Gianfranco (franzleo) left us, and I have been working on it with a lot of passion and determination for a few years, I won't add anything else.
Here's what I've done so far:
* Added Bam Staff.
* Added Optimal Physics.
* Added Backbox DMD info.
* Added Multiball WormHoleKicker.
* Added New System Of Magnete On Gravity Well.
* Added New System Color For All Bumpers And Arrow WormHole Light.
* Added Change Color Arrow On The Spinner Hyperspace.
* Added Some Sound And New Music.
* Fixed Some Error.
* Added Many Ornament.
* Dynamic lights.
* Improved the playfield (see above).
Only a clarification,please:
Yesterday I posted my latest update on Space Cadet, in my unique thread, I'll post it here too;
Ok, I continue to update Space Cadet, since the last update that you can see in the video above of which I had done many many things, and also added multiball, I had tried to perfect the ramp that Gianfranco had made, for a better uphill of the ball, but I wasn't satisfied it still wasn't as smooth as I wanted.
A small clarification;
The T1/2 Ramps of Fp, in certain situations it is not the best, its construction is an art, with a good sense of geometry, as I did a long time ago for Doctor Who, it is possible to build a decent ramp, but Sometimes that's not enough, a valid solution is a 3D model ramp.
The dear "Rom" together with Francisco, were masters in the creation of 3D model ramps, the late Gianfranco was also good, but without a doubt the greatest difficulty is not building a ramp, but the coordination of the textures.
In fact they, and I now, using "Milkshape" is a crazy pain trying to coordinate the textures, milk does not have suitable "tools" to make things easy for you, so many 3d ramps were with semi-transparent, glossy textures, or with single color chrome.
Having said this, in SC, there is the same problem, Gianfranco did not create a 3D ramp for this very reason, due to the difficulty of coordinating the texture in milk, which in FP is automatically with a suitable texture, so he built the ramp using the Fp one, but this being a particular ramp.... it doesn't appear to be fluid enough even though it was in two parts, then I modified it (in my latest update) and made it in three parts, but it still didn't turn out as I wanted.
So the solution is to build a 3D ramp, it wasn't easy, but I managed it, in the 3D model you can smooth out those points that are created with the Fp ramp when you have multiple parts of the ramp, (a single ramp in this case and too steep) for a better climbing fluidity.
The biggest problem is coordinating the texture, after many attempts I gave up and came up with this solution....
watch the video thanks.
Next step add FizX