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Submitter
SUPPORT TOPIC File Information
- Submitted: Oct 27 2011 08:33 PM
- Last Updated: Nov 29 2011 08:15 PM
- File Size: 42.29MB
- Views: 8942
- Downloads: 1,737
-
Author(s):
JPSalas
JimmyFingers (Light MOD) - Manufacturer: Bally
- Year: 1996
Download Scared Stiff 8-step GI Lighting MOD 1.4.4.3
4 Votes
Based on Scared Stiff VP91x v1.4.4 by JPSalas
-------------------------------------------------------
Update 1.4.4.3:
- Fixed graphic artifacts from pure black in main PF texture when all lights off
- Used higher quality base PF image, cleaned up numerous sections and re-generated all GI light levels with enhanced image (thanks JP for new image and PS tips)
- Tidied up rollover image boundaries / seams
-------------------------------------------------------
Update 1.4.4.2:
- Fixed Beast nose not lighting
- Fixed Plunger visibility issues before first pull
-------------------------------------------------------
Update 1.4.4.1:
- Fixed Boney Beast Left eye not lighting
- Fixed right ramp not registering
-------------------------------------------------------
"Light" MOD:
- Added 8 step x 3 zone GI fading / levels utilizing the GICallBack2 function available for WPC tables
- Altered general lighting on PF, lights, plastics, and other objects (somewhat of a night MOD)
- Added new Boney Beast alpha flasher
- Enhanced Claw flasher ramps
- Added fading bumper flashers with alpha ramp halos (hybrid) in "Lab"
Thanks to JPSalas for giving me permission to post this MOD and his helpful correspondence
Thanks to UW and oooplayer1ooo for their lighting tables / examples / inspiration
HAPPY HALLOWEEN! This table is a real light show and the screen shot can't really tell the story - have to see it in action. Hope you like!
Important: A fairly decent machine is required, however, the total performance hit from all of the adjustments only seems to be about 20% less than the original / base table. Higher periods of performance hit may occur when the lighting is actually changing and a ball is in play. However, in general it plays quite well. A 1GB card is recommended. I use and did the most of the testing on Windows 7 systems, Windows XP set-ups, like most people have witnessed, will likely have higher FPS / smoother play.
Notes:
1) The table has been set-up with various elements carefully "stacked", if anything get's changed on or in the table, with respect to drawn in front or drawn in back changes, graphical problems / oddities may be observed
2) Sometimes the table failed to load or yielded a mostly black screen - retrying or restarting VP and retrying would generally resolve
I've done everything I can with my current knowledge and skill set to make the table as efficient and "runnable" as possible.
Performance Improvements - there are a couple things that can be changed to gain back some performance:
1) As usual, Alpha Ramp Accuracy sliders further to left (gains with no decrease in quality on square alpha flasher ramps)
2) Disable the modified "Lab" bumper alpha flashers by changing the fading lights calls at the end of the "UpdateLamps" sub and deleting the related objects (there are groups created to make this easier and are called !Bumper#_Halos (1-3) and the section of the script for the changes is commented with notes to assist)
3) Change the !TopRightRampSegment back to "solid" from "alpha"; It was this way originally to save on performance but, with the new lighting looks much nicer to be able to see the updates behind / beneath it which you won't be able to if it's set back to solid
4) There is a setting in the script under the "Options" called "GI4LevelsOnly", it is defaulted to false for 8 way but set to true to try 4 levels only; NOTE: the performance change does not seem to be perceivable but may be noticed on older systems when lighting sequences are occurring and a ball is in play
5) I had some sound issues / hick-ups when running the VP executable on a single core but were resolved when allowing VP to run on multiple cores - could be my set-up, sound card, or windows 7 thing
6) I observed on one of my systems that changing the max texture setting down below "unlimited" actually decreased FPS / performance, so, if possible keep / try at unlimited
-------------------------------------------------------
Update 1.4.4.3:
- Fixed graphic artifacts from pure black in main PF texture when all lights off
- Used higher quality base PF image, cleaned up numerous sections and re-generated all GI light levels with enhanced image (thanks JP for new image and PS tips)
- Tidied up rollover image boundaries / seams
-------------------------------------------------------
Update 1.4.4.2:
- Fixed Beast nose not lighting
- Fixed Plunger visibility issues before first pull
-------------------------------------------------------
Update 1.4.4.1:
- Fixed Boney Beast Left eye not lighting
- Fixed right ramp not registering
-------------------------------------------------------
"Light" MOD:
- Added 8 step x 3 zone GI fading / levels utilizing the GICallBack2 function available for WPC tables
- Altered general lighting on PF, lights, plastics, and other objects (somewhat of a night MOD)
- Added new Boney Beast alpha flasher
- Enhanced Claw flasher ramps
- Added fading bumper flashers with alpha ramp halos (hybrid) in "Lab"
Thanks to JPSalas for giving me permission to post this MOD and his helpful correspondence
Thanks to UW and oooplayer1ooo for their lighting tables / examples / inspiration
HAPPY HALLOWEEN! This table is a real light show and the screen shot can't really tell the story - have to see it in action. Hope you like!
Important: A fairly decent machine is required, however, the total performance hit from all of the adjustments only seems to be about 20% less than the original / base table. Higher periods of performance hit may occur when the lighting is actually changing and a ball is in play. However, in general it plays quite well. A 1GB card is recommended. I use and did the most of the testing on Windows 7 systems, Windows XP set-ups, like most people have witnessed, will likely have higher FPS / smoother play.
Notes:
1) The table has been set-up with various elements carefully "stacked", if anything get's changed on or in the table, with respect to drawn in front or drawn in back changes, graphical problems / oddities may be observed
2) Sometimes the table failed to load or yielded a mostly black screen - retrying or restarting VP and retrying would generally resolve
I've done everything I can with my current knowledge and skill set to make the table as efficient and "runnable" as possible.
Performance Improvements - there are a couple things that can be changed to gain back some performance:
1) As usual, Alpha Ramp Accuracy sliders further to left (gains with no decrease in quality on square alpha flasher ramps)
2) Disable the modified "Lab" bumper alpha flashers by changing the fading lights calls at the end of the "UpdateLamps" sub and deleting the related objects (there are groups created to make this easier and are called !Bumper#_Halos (1-3) and the section of the script for the changes is commented with notes to assist)
3) Change the !TopRightRampSegment back to "solid" from "alpha"; It was this way originally to save on performance but, with the new lighting looks much nicer to be able to see the updates behind / beneath it which you won't be able to if it's set back to solid
4) There is a setting in the script under the "Options" called "GI4LevelsOnly", it is defaulted to false for 8 way but set to true to try 4 levels only; NOTE: the performance change does not seem to be perceivable but may be noticed on older systems when lighting sequences are occurring and a ball is in play
5) I had some sound issues / hick-ups when running the VP executable on a single core but were resolved when allowing VP to run on multiple cores - could be my set-up, sound card, or windows 7 thing
6) I observed on one of my systems that changing the max texture setting down below "unlimited" actually decreased FPS / performance, so, if possible keep / try at unlimited
Awesome work JimmyFingers, look forward to more of your work 
Awsoooome! Just got a little bit over 100 millions. I like this table!
lovely 
got crazy 210 million (2x scared stiff in 1 game). Beat my old record of just 29 million by far!
got crazy 210 million (2x scared stiff in 1 game). Beat my old record of just 29 million by far!
I didn´t like this table but wow...fantastic
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