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How to: Change FP arcaderender angle and lighting


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#1 Rawd

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Posted 02 May 2010 - 11:53 PM

***This registry edit is no longer possible with the new version of Future Pinball. (the angle settings still work, but you cannot change the lighting settings anymore.)***


Wow.. This is really cool, and I am suprised it was not discovered earlier...

In the FP registry:

Hkey_Current user -----> Software -------> Future Pinball ---------> Game player

There is a value for 'Arcade Camera Z' 0x0000028a (650)

Change this value to 0x0000010a (266) and see what happens:


Before:




After:





Play with the values and find one that is suitable for you!

There are also settings to move the lighting!


You will need to re-stretch your table once you make the adjustment, but I think this is worth it. I much prefer the 10a view... I am ecstatic over this find! smile.gif

Have fun!

Edit: Change the 'Arcade Light Y' from 0x00005dc (1500) to: 0x000010dc (4316) to get rid of the light glare on the apron! (NO LONGER WORKS WITH LATEST VERSION OF FP)

Edited by Rawd, 17 November 2011 - 10:00 PM.


 


#2 SLAMT1LT

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Posted 03 May 2010 - 12:07 AM

Now that is a great discovery. Never liked the Arcade Render view but the 2nd image looks much more realistic. Definately gonna give this a go. Thanks Rawd.

#3 Rawd

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Posted 03 May 2010 - 12:16 AM

I just loaded up Spy vs Spy, and the models near the back of the table look a bit squished in 10a.. Maybe something in between might be better. I am going to continue to play with the values..

Too bad we couldn't use a keystone effect here...





 


#4 SLAMT1LT

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Posted 03 May 2010 - 12:20 AM

Just had a go. Works like a charm. The view is much more realistic now.

For XP users: to access the Registry - run the command REGEDIT.

Here's a shot from my FirePower table.

Notice how the ball is perfectly round now?


Edited by SLAMT1LT, 03 May 2010 - 12:34 AM.


#5 lettuce

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Posted 03 May 2010 - 12:30 AM

Yeah i always found on FP tables that once you stretched it to fit the screen, some of the aspect ratio's werent correct, like circular targets being oval rather than round. But looking at your 2 pics above rawd, and the center of the table where the pop up targets are, in your first pic you can see what i mean the targets look oval rather than round, but in the 2nd pic they look round like they should be. Great stuff!!!

Edited by lettuce, 03 May 2010 - 12:31 AM.


#6 Rawd

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Posted 03 May 2010 - 12:39 AM

Yes, Slamt1lt.. That shot of FirePower looks much better.

It is actually kind of odd that the ball changes shape. It should be round from whatever perspective you view it from.... Is the ball taller than it is wide in FP?

Now someone find the registry values for the physics! smile.gif (joking obviously) smile.gif

Edit: I think that '10a' view will look good on most tables. Anything with tall models might not look so good. Maybe Black was trying to find the happy-medium here.


 


#7 lettuce

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Posted 03 May 2010 - 12:45 AM

Ah man, FP looks fantastic, if only it would get a update with rom support

#8 SLAMT1LT

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Posted 03 May 2010 - 12:50 AM

The whole table was squished to fit the screen, so anything round appeared oblong. Now it looks as it should. I don't have a PinCab so the view is useless to me but it helps a bit when I'm working on new tables.

As for the physics.....I'm sure there's a hack for that somewhere. But I think FPs physics are fine the way they are.

Thanks again Rawd.



#9 Gravy

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Posted 03 May 2010 - 01:56 AM

wow Rawd.... nice find mate. Yeah, shame there's no magical keystone/perspective correction setting.

Regarding the ball being vertically egg shaped when viewed from directly above, this is actually how it should be as the oval shape should be visually perceived as round once you are viewing it from the correct perspective, I guess though that the egg is a little more than it should be by default. A totally round ball when viewed from above will tend to look a little like an egg rolled on its side when viewed from a normal cabinet angle. All this is just based on my school tech drawing days and some paper based experiments as you know, Im still yet to make the jump to a cab myself. sad.gif

Your find will allow people with smaller screens to adjust the size to better suit the perspective of their screen size. For instance a 24 inch should have more of a top down view whereas a 42 inch should show more of the front face of objects, its just a shame it cant be incrementally adjusted from the front of the table to the back as we have discussed before.


Edit: Hmmm ... ArcadeTargetX Y and Z ... that sounds like the camera target.... now Im wondering if variable perspective might in fact be possible. Lets have a play.

Edited by Gravy, 03 May 2010 - 02:07 AM.

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#10 Rawd

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Posted 03 May 2010 - 02:05 AM

QUOTE (Gravy @ May 2 2010, 07:56 PM) <{POST_SNAPBACK}>
Edit: Hmmm ... ArcadeTargetX Y and Z ... that sounds like the camera target.... now Im wondering if variable perspective might in fact be possible. Lets have a play.


Ya.. I just started messing with those arcade camera x,y,z... One of them is angle (moves table on angle on screen), but the other two are probably height, and viewing angle.. Mix those two with stretching the screen and we should be able to make something work?

There is also Arcade Target x,y,z ! smile.gif All set to 0 right now. See what you can do...


Edit: Ok so, arcade target z, seems to shift where the image is stretched from horizontally.. I think we are onto something good here...


 


#11 Gravy

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Posted 03 May 2010 - 02:41 AM

QUOTE (Rawd @ May 3 2010, 12:05 PM) <{POST_SNAPBACK}>
QUOTE (Gravy @ May 2 2010, 07:56 PM) <{POST_SNAPBACK}>
Edit: Hmmm ... ArcadeTargetX Y and Z ... that sounds like the camera target.... now Im wondering if variable perspective might in fact be possible. Lets have a play.


Ya.. I just started messing with those arcade camera x,y,z... One of them is angle (moves table on angle on screen), but the other two are probably height, and viewing angle.. Mix those two with stretching the screen and we should be able to make something work?

There is also Arcade Target x,y,z ! smile.gif All set to 0 right now. See what you can do...


Edit: Ok so, arcade target z, seems to shift where the image is stretched from horizontally.. I think we are onto something good here...



yep... I definately think this is looking good, I think arcadetargetX can be ignored as that just seems to rotate the table left and right of centre. But I think with a correct combo of using the arcadetargetY and arcadetargetZ combined with some changes to arcadecameraY and Z and I reckon we might have a winner. Would be uncanny if it was there all this time just staring us in the face. Black certainly managed to adjust it on that video I saw of the newer version (if it even was a newer version, perhaps it was the present version).

You will be a bloody legend if it works Rawd.

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#12 Rawd

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Posted 03 May 2010 - 02:48 AM

The only reason I discovered it was because I was trying to figure out a way to force resolutions through the FP registry (which I did). Then I started snooping smile.gif

I just hope that nobody gets angry for the find. I think the registry is fair game right?

I have been messing with the values some more, and I think I was able to get the opposite effect of what we want. Is there way to put in negative values?


 


#13 Gravy

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Posted 03 May 2010 - 02:59 AM

Its my registry, I can edit it as I please as far as Im concerned. So I dont think Black would be upset by that otherwise he would have made the settings internal to the program itself.

Yeah, I also tried neg values with no luck. Ive had some very interesting angles though, one of which was like looking up from under the playfield and I could see all the duplicate "reflection" objects in black and then could also see through the playfield to the objects above, like looking from underwater to the surface. Way cool.

Fairly tedious trying to find the correct angle eh.

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#14 Shockman

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Posted 03 May 2010 - 03:07 AM

QUOTE (Rawd @ May 2 2010, 07:16 PM) <{POST_SNAPBACK}>
...
Too bad we couldn't use a keystone effect here...


Word!

That's What I've been beating the drum about for VP.

If we could pivot the flippers, everything else could be created with that, or a reverse of that.

ALL FS tables that have any depth at all has the flippers pointing to the bottom of the back legs.


Nice work Rawd.

I'm partial to SLAMT1LT's settings. It might look more flat at a pinball angle, but it's consistent and the first time I saw flippers on the correct plane with any depth at all. The back could easily be exaggerated progressively. Well in VP, I doubt if you could easily in FP.

#15 Rawd

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Posted 03 May 2010 - 03:09 AM

QUOTE (Gravy @ May 2 2010, 08:59 PM) <{POST_SNAPBACK}>
Fairly tedious trying to find the correct angle eh.



Yes. smile.gif

I'm kind of having fun with it, but I have to get to bed early sad.gif Hoping you will have a nice keystone solution when I wake up in the morning! smile.gif I know that we seek the same angle.. hehe...


 


#16 Gravy

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Posted 03 May 2010 - 03:54 AM

QUOTE (Rawd @ May 3 2010, 01:09 PM) <{POST_SNAPBACK}>
QUOTE (Gravy @ May 2 2010, 08:59 PM) <{POST_SNAPBACK}>
Fairly tedious trying to find the correct angle eh.



Yes. smile.gif

I'm kind of having fun with it, but I have to get to bed early sad.gif Hoping you will have a nice keystone solution when I wake up in the morning! smile.gif I know that we seek the same angle.. hehe...



Ive about given up for now too, what with my wife giving me the evil eye telling me I should be working.

Bed? I was under the assumption you never slept.

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#17 unclewilly

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Posted 03 May 2010 - 05:21 AM

when someone figures out the best settings could they please post them. I appreciate it.

The arcade light = 0 setting could make for some wonderful night mods. just need to edit a few things on some of the tables.

Try out 3 angels with the angle adjustment and then set the arcadelighty to 0. it is pretty sweet. Maybe a little too dark for some, but it reminds me of playing the stern spiderman in the local bar, late night when the lights are down low

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#18 Shockman

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Posted 03 May 2010 - 05:42 AM

I'm telling you. they don't exist.

It's just against all laws of physics, nature, and perspective.

It has got to be fudged.

Download this pic. and fill your 1920x1080 monitor screen with it (if you have one) if not use your imagination. Pick the monitor up and hold it up to where you are looking at it as you would a pinball table, just in front of your face. This is what a pinball table looks like and you are not going to get this effect if you try the billions of setting combos available. You are not even going to get close.

However, this IS an actual screenshot un-doctored in any way of a playable VP table. look straight down and you see the tops of the flippers, look up and you see the sides of the bumpers and walls. This is crude. it needs more progression. But as a feasibility study, I learned that it is possible, at least in VP.

If anything, I gave it a little too much depth in the back.

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#19 Rawd

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Posted 03 May 2010 - 05:48 AM

That picture is exacty what we would like to achieve. Hoping it will be possible by changing the angle and then the position at which it is stretched. I don't think the back is too stretched, because when looking at it from the proper angle, it will flatten out.

I am in bed now. smile.gif


 


#20 unclewilly

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Posted 03 May 2010 - 05:55 AM

QUOTE (Shockman @ May 3 2010, 05:42 AM) <{POST_SNAPBACK}>
I'm telling you. they don't exist.

It's just against all laws of physics, nature, and perspective.

It has got to be fudged.

Download this pic. and fill your 1920x1080 monitor screen with it (if you have one) if not use your imagination. Pick the monitor up and hold it up to where you are looking at it as you would a pinball table, just in front of your face. This is what a pinball table looks like and you are not going to get this effect if you try the billions of setting combos available. You are not even going to get close.

However, this IS an actual screenshot un-doctored in any way of a playable VP table. look straight down and you see the tops of the flippers, look up and you see the sides of the bumpers and walls. This is crude. it needs more progression. But as a feasibility study, I learned that it is possible, at least in VP.

If anything, I gave it a little too much depth in the back.


Hey shockman, how exactly did you achieve that effect in vp, that would be really nice for the fs tables. You have always been such an innovator, for as far back as i can remember you on the forums
Could you post the settings you used, so i can try it out in one of my tables,

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