Masters of the Universe - Collector's Edition
Not only was an update to Rom's classic FP table long overdue by me... but the type of update I can do today is dramatically different than what I would have done years ago.
The new name will be "Masters of the Universe - Collector's Edition". Why that name? Well, because that is your literal objective in the new game... to collect everything. Collect all the new action figures, vehicles, and playsets from the 80's toyline! To do so you will need to complete every mode in the game which will give you one of the collectibles.
The big focus is:
- adding FizX 3.0 physics
- fleep sounds
- PinEvent V2 features
- all new lighting
- new shadowmaps, ray cast shadows
- table fixes / changes / updates / modernized features
- all new gameplay / modes / features
I decided to NOT use my Mastered Edition mod (or any other updates of that version). In many ways it would be more work for me. I wanted to start fresh without any mods of any sort from the past that I would need to remove anyways. I also may or may not add in my videos directly to the table like I did before. If I did, it would most likely only be on the playfield, and as a result, the resolution of the images needed can be reduced by a lot.
So I decided to start with Rom's last official release (the 2.5 version). This had no DMD updates (I never wanted the squished animations on the DMD, or the fonts used), and was the easiest for me to start from.
I know the 2.5 version used low res artwork, so I retrieved the best 4K / hi-resolution art I could find from his older tables that look much better (playfield, plastics, etc). More importantly... I didn't want to use the pre-baked lighting / shadows the 2.5 version used on the playfield and plastics, as that isn't ideal to use with modern BAM lighting and shadowmaps, and since the pre-baked lighting was also coloured pinkish for the GI areas... that is not desirable if I ever want to change GI colours during gameplay, or even just want to turn off the GI (this table has very basic lighting as it is) or update the inserts, etc
The original 2.5 playfield art with baked in coloured lights and shadows

The older untouched art, which is much more desirable for the kind of updates / lighting / shadows I do. Same goes for the plastics.

To give you an idea of the differences of how much work is needed to achieve the results I do.... this is the original table with its original FP lighting.

...and when I make the changes for BAM's main lighting and post processing I typically start with... you can see how little real dynamic lighting there actually is on the table. This means that literally everything on the table will need to be updated / replaced / changed regarding lighting or texture colours, etc.

I get asked alot... or I should say I "used" to get asked alot as to why I create on FP and not VPX. My more recent releases have answered those questions for many who have tried them out (they now know FP tables can play great and look amazing). There are many reasons why I prefer creating on FP, and anyone who has seen my previous Silent Hill wip videos can get some of the reasons why. It's not like I haven't ever done anything on VPX, or helped others with their VPX projects before.
As a favor, I assisted randr with converting MOTU to VPX years ago. There was a lot of back and forth between randr and myself (I was living in a hotel room for a military course). Creating the pup-pack for the VPX table took me a couple of days (and was more fun), whereas randr converting the table took much longer (and me helping with fixes, details, DOF, PUP, etc). Back then, the only main benefit for converting a FP table to VPX was better physics.
So years later, needless to say a lot has changed and I've learned a lot since then. Today instead of spending weeks to months doing a VPX conversion... I can update a FP table to have great FizX 3.0 physics (basically nFozzy on FP), with great modern lighting, shadowmaps, ray cast shadows, PinEvent features, etc in a short amount of time. So... that's exactly what I did with MOTU in about 2 days!
I have a process that I've got down pretty good for adding PinEvent, SSF, DOF, FizX, and my own style of lighting / shadows, and the other features I typically add to a table. Once I have all that added, I can then work to do more things specific to the table, or add new lighting effects, etc.
So after adding the initial lighting changes and adding some real lighting for G.I. (there was none on the table), I also added more G.I. bulbs, and made all lighting use a more natural light appearance. This alone shows a huge difference compared to the original FP lighting and the prebaked pink lighting on the playfield art. As you can see though, the inserts and plastics are dim compared to the rest of the table with no lighting visuals... and there are no shadows at all.

Shadowmaps and shadows
So now I added shadowmaps to the main G.I bulbs, and most of the flashers. Shadowmaps do a few things. They add shadows automatically based on the table's items. They can enable ray cast ball shadows for normal bulbs (flashers work automatically). They also act as a lightmap to create coloured light on the playfield for each bulb. I created the ambient lighting shadowmap and added that directly to the playfield image, as its more visible that way. The shadows really bring out the depth of the table.
I also brightened the inserts in code, so their brightness matches the rest of the table correctly for when the G.I. is on and off. Older FP tables never had direct control over the lighting / brightness in code, and the G.I. never turned off on this table. (that will be changed later on, so its why I need to add more control over that)
I also added bump / normal maps to most of the models which makes them look much nicer!

Plastics - lighting
For the plastics, I decided to try something a bit different this time. I cut out portions of the plastics art in the areas of where the G.I. lighting would normally light them up. I then used this "cut out" image to use as a light image layer on top of the plastics. This would allow for the possibility to change the GI colours and change only these cutout portions (where the bulbs are underneath) without needing to change the colour of the entire plastic (looks more correct)... and this also eliminates the need to use fake halo bulbs which doesn't look as realistic.

...and it worked great! Now I can make that layer on top of the plastics turn on and off as needed.

I can also change the colours as needed. I would need to change the rest of the G.I. bulbs to match, but for testing it shows that it works as intended.

Inserts
With many of my table updates, I like to add 3d models for the inserts combined with bump mapped jewel images, and new decals that go overtop of the inserts. All these combined and done right makes for a much nicer looking and convincing table.
For most tables I need to make custom sized insert models, as not every table uses standard insert shapes or sizes. Here are the inserts when they are first created and added.

Decals
For most tables, I need to remake the decals from scratch, but I was able to composite the original text fairly well. I then made new red outlines to work with the playfield image and shaped for the new inserts. The center portion of the black outline and text is used with an overlay layer that covers the entire table. I also made the text of the decals a little bit transparent to allow a bit of the insert lighting to show through it, just like it would with a real pin.


...and...
TA-DAH!
Everything combined together... and it turned out great!



The new lighting, inserts, shadows, plastics all combined looks stunning! I'm actually amazed how great this turned out in such a very short amount of time. It looks even better in gameplay!
Now it's time to add new lighting effects and some other things. This table is a fairly simple, and there are some fixes and changes that are needed...but I hope to add some new fun things, if they are feasible!
Edited by TerryRed, 10 September 2023 - 05:39 PM.



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