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Submitter
SUPPORT TOPIC File Information
- Submitted: Sep 23 2012 10:06 PM
- Last Updated: Sep 23 2012 10:06 PM
- File Size: 41.74MB
- Views: 7101
- Downloads: 1,001
-
Author(s):
JPSalas
JimmyFingers (Light MOD, BMPR / Physics, and B2B) - Manufacturer: Bally
- Year: 1995
-
IPDB Link:
- ROM: Link to ROM
- Media Pack: Link to Media Pack
- Permission to MOD?: No
Download Indianapolis 500 8-step GI Lighting and BMPR Physics MOD 1.1.1
4 Votes
Indianapolis 500 BMPR Physics GI8 Lighting
-------------------------------------------------------
GI8, Lighting, and Ball Momentum Physics Routine (BMPR) MOD:
- Similar concept and elements as with my Bram Stoker's Dracula GI8 / BMPR MOD
- Added 8 step x 3 zone GI fading / levels utilizing the GICallBack2 function available for WPC tables
- Antialiasing friendly GI zones / control points (drawn using linear / precise control point coordinates and ran along existing black lines, divisions, and lamp objects to hide traditional AA based "black lines")
- Optimized and enhanced all playfield flashers with new alpha ramp image technique and custom designed flashes / halos
- Tweaked turbo spinner blade graphics, metal textures, hub graphic, and patched a gap in to the exit ramp
- New alpha ramp textures and optimized ramp borders
- Added B.M.P.R. routine, tuned all table physics / rubbers, and matched / compared extensively with PAPA.org video for various components (overall speed, flipper and slingshot behaviour, ramp and loop completion / return times, etc.)
- Added B2B collision script / sounds
- Added Enhanced Rolling Sounds
- Added variable volume / strength based sounds for rubbers, flippers, and other table objects
- Variable flipper strength / tap routine added and enhanced (10 levels of strength)
- Flippers changed and modified to be similar to BSD table
- New Flipper dampening routine to allow for better straight up table shots when ball has speed through the in-lane and improves simultaneously (and surprisingly) lateral shots (when used with current higher strength physics matching)
- Flipper animation extended for frames / walls displayed while extending as well as retracting (at a faster speed for out vs. in)
- New XY dampening routine with separate X and Y parameters used on slingshots to help increase elasticity levels without excessive speeds, assist in up table (Y) angles / velocities, and add more randomness / realism
- Added randomness to mid-field kicker eject into top saucer
- Added JPs new alpha logos for Williams flippers
- Modified Noah's Ball image for choice of transparent or regular ball images with also darker texture options
- Huge thanks to JPSalas for giving me permission to post this GI8 / B.M.P.R. MOD, his continued support, and willingness to share his artwork / textures
Notes:
1) For WS settings set X-scale to .855 for 16:9 and .95 for 16:10
2) Performance is great and very high FPS can be achieved (much higher than BSD or SS) as I have included the optimized alpha routines as well as used optimized flasher techniques for no active alphas when a flasher is off (separate solid ramp object of just plastic flasher with using flasher "halos" when on and for greater coverage / effect); I have noticed that if using Antialiasing with GI8 tables that you may get some ball stutter depending on the lighting sequence / intensity; Also not sure exactly what combination of factors creates this but I've seen sometimes where using the transparent balls / .PNGs seemed to increase some micro stutter
3) The table is actually based on JP's 1.0 version but modified to be the same effectively as the 1.1 version as the performance was much better in 1.0 and all notable items that 1.1 added were going to be updated or replaced or verified anyway (alpha flashers, layback settings, ramp transparencies, PF textures, etc.)
4) The table is not entirely angle dependant from how the flashers / halos were done and if angle related view settings are modified substantially some repositioning might be required (desktop version mainly); The flasher objects have been left "unlocked" to more easily manipulate if need be (moving with the arrow keys when selected) and there is a routine for blinking the flashers that can be enabled by changing the const definition from 0 to 1 at the top of the script for the "FlasherTest" code
5) The backdrop is not standard / stock but was included none the less; If you want to remove it simply delete wall called "Backdrop"
6) Game speed may be a bit slower than the PAPA.org but it does seem like they may have a bit of faster play on some of their tables; Promo video was also used for comparison and why the table has been left at the style / speed it is now
7) View settings can "appear" to affect somewhat how the physics look and this was noticed / confirmed when I removed the rails and stretched out the table for release (all other settings held constant except for just view / scale settings); For the best comparison / assessment I adjust the table to a top-down view like PAPA.org's and do my tuning there; the settings I use are 3, 30, 30, 360, .75, 1, 0, -120 if you want to see just how much things can look / "behave" differently with different or narrower views (the slope / gravity can appear stronger when the table is less stretched width wise)
GI8, Lighting, and Ball Momentum Physics Routine (BMPR) MOD:
- Similar concept and elements as with my Bram Stoker's Dracula GI8 / BMPR MOD
- Added 8 step x 3 zone GI fading / levels utilizing the GICallBack2 function available for WPC tables
- Antialiasing friendly GI zones / control points (drawn using linear / precise control point coordinates and ran along existing black lines, divisions, and lamp objects to hide traditional AA based "black lines")
- Optimized and enhanced all playfield flashers with new alpha ramp image technique and custom designed flashes / halos
- Tweaked turbo spinner blade graphics, metal textures, hub graphic, and patched a gap in to the exit ramp
- New alpha ramp textures and optimized ramp borders
- Added B.M.P.R. routine, tuned all table physics / rubbers, and matched / compared extensively with PAPA.org video for various components (overall speed, flipper and slingshot behaviour, ramp and loop completion / return times, etc.)
- Added B2B collision script / sounds
- Added Enhanced Rolling Sounds
- Added variable volume / strength based sounds for rubbers, flippers, and other table objects
- Variable flipper strength / tap routine added and enhanced (10 levels of strength)
- Flippers changed and modified to be similar to BSD table
- New Flipper dampening routine to allow for better straight up table shots when ball has speed through the in-lane and improves simultaneously (and surprisingly) lateral shots (when used with current higher strength physics matching)
- Flipper animation extended for frames / walls displayed while extending as well as retracting (at a faster speed for out vs. in)
- New XY dampening routine with separate X and Y parameters used on slingshots to help increase elasticity levels without excessive speeds, assist in up table (Y) angles / velocities, and add more randomness / realism
- Added randomness to mid-field kicker eject into top saucer
- Added JPs new alpha logos for Williams flippers
- Modified Noah's Ball image for choice of transparent or regular ball images with also darker texture options
- Huge thanks to JPSalas for giving me permission to post this GI8 / B.M.P.R. MOD, his continued support, and willingness to share his artwork / textures
Notes:
1) For WS settings set X-scale to .855 for 16:9 and .95 for 16:10
2) Performance is great and very high FPS can be achieved (much higher than BSD or SS) as I have included the optimized alpha routines as well as used optimized flasher techniques for no active alphas when a flasher is off (separate solid ramp object of just plastic flasher with using flasher "halos" when on and for greater coverage / effect); I have noticed that if using Antialiasing with GI8 tables that you may get some ball stutter depending on the lighting sequence / intensity; Also not sure exactly what combination of factors creates this but I've seen sometimes where using the transparent balls / .PNGs seemed to increase some micro stutter
3) The table is actually based on JP's 1.0 version but modified to be the same effectively as the 1.1 version as the performance was much better in 1.0 and all notable items that 1.1 added were going to be updated or replaced or verified anyway (alpha flashers, layback settings, ramp transparencies, PF textures, etc.)
4) The table is not entirely angle dependant from how the flashers / halos were done and if angle related view settings are modified substantially some repositioning might be required (desktop version mainly); The flasher objects have been left "unlocked" to more easily manipulate if need be (moving with the arrow keys when selected) and there is a routine for blinking the flashers that can be enabled by changing the const definition from 0 to 1 at the top of the script for the "FlasherTest" code
5) The backdrop is not standard / stock but was included none the less; If you want to remove it simply delete wall called "Backdrop"
6) Game speed may be a bit slower than the PAPA.org but it does seem like they may have a bit of faster play on some of their tables; Promo video was also used for comparison and why the table has been left at the style / speed it is now
7) View settings can "appear" to affect somewhat how the physics look and this was noticed / confirmed when I removed the rails and stretched out the table for release (all other settings held constant except for just view / scale settings); For the best comparison / assessment I adjust the table to a top-down view like PAPA.org's and do my tuning there; the settings I use are 3, 30, 30, 360, .75, 1, 0, -120 if you want to see just how much things can look / "behave" differently with different or narrower views (the slope / gravity can appear stronger when the table is less stretched width wise)
I'm getting an error while trying to run this table. Get the following message: Line:181 Variable is undefined: 'vpmKeyUp'
Can anyone knowledgeable explain me what is happening and what I could do to fix it?
Thanks ![]()
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