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Better Arcade Mode - MOD for Future Pinball


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#521 dejanne

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Posted 27 August 2013 - 04:03 PM

wow rav, that's a lot of stuff

i will have a look at my connections and setup as soon as possible

due to work i don't have much time now...



#522 randr

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Posted 29 August 2013 - 12:29 AM

Latest release causing missing objects an Addams family, creature and others. I had to revert to one later release

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#523 teppotee

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Posted 29 August 2013 - 09:07 PM

Has anyone tried this with "Kinect for Windows"? My interested in FP skyrocketed after I found the thread at GoP about the upcoming fix for the flippers and slingshots... so I really want this in my cab now :)

 

If I understood correctly the problem with xbox 360 kinect is the minimum 0.8m range to be accurate? Windows version of the kinect supports "near mode" but is quite expensive. So just curious how it works compared to the xbox one? Is it worth the extra price (for this particular use only)?

 

And sorry if this has been answered before... 



#524 ravarcade

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Posted 29 August 2013 - 09:47 PM

Latest release causing missing objects an Addams family, creature and others. I had to revert to one later release

Last version have "debug" options to hide some objects on table -> removed new release:

 

BAM update
 
 
Lots of changes:
- again - i add little delay, befor BAM start changing frames 
- new options for lights:
   - Ambient - ammong of global "non directional" light
   - attenuation of main and table lights
This options will affect New Renderer and normal renderer - so You have access to in [Table & Lightning] menu.
- moved all lights options to one menu [Lights] (there is no separate options for New Renderer)
- added simply menu for "non arcade" mode
- lot of fixes in New Renderer. I think, i will not change any more how look result images, but will add new features like height maps and specular map. I think You can start creating tables for New Renderer.
- Now If You enable New Rederer, setting will be stored. You have 2 places to enable it:
1. global: [config]->[Rendering Engine]->"mode". Options:
   - "Compatibilty" - "New" is disable, and can't be enabled. (default)
   - "Disabled"
   - "Enabled"
"Compatibilty" is default. If it is selected, BAM will not create structures required for New Renderer. So if You start game and this "mode" is selected, to enable New Renderer You have to change to "Disabled" or "Enbled" and restart game.
I set this as default, because on some computers "new" structures can crash BAM and FP. If someone get crashes with enabled New Renderer on load time (can't in BAM menu change mode to old version) please let me know about it. If i don't get reports about problems and  some day change default to "Enabled", You wont be able to disable NR.
For now global "mode" is stored in "Reality.dat". In case of trouble - detete it.
 
2. per table setting - in [Table & Lighting]. Options
   - "Disabled" - NR will be OFF regardless of what you set in "global". 
   - "Global" - NR will be ON only if You set "global" to "Enabled" (default)
   - "Enabled" - NR will be ON if You set "global" to "Enabled" or "Disabled" (but not if global = "Compatibilty").
 
--------------------------------
Troubleshooting
 
If You see in BAM menu "unknow shader" - it will means, that BAM can't choose right shader for object. Also if You there are some missing objects or "bad" textureing - I need Your help to fix it: - Yours setting in FP for video/rendering (screenshot is best) and table (link to PinSimDB is best).
 
Please remember. To enable New Renderer:
1. select in global settings "Disabled" or "Enabled" (but not "Compatibilty")
2. change per table to "Global" (if You set global = "Enabled") or to "Enabled"

Has anyone tried this with "Kinect for Windows"? My interested in FP skyrocketed after I found the thread at GoP about the upcoming fix for the flippers and slingshots... so I really want this in my cab now :)

 

If I understood correctly the problem with xbox 360 kinect is the minimum 0.8m range to be accurate? Windows version of the kinect supports "near mode" but is quite expensive. So just curious how it works compared to the xbox one? Is it worth the extra price (for this particular use only)?

 

And sorry if this has been answered before... 

Andreas Benamou have Kinect for Windows. From what i know BAM uses "near" mode if available. My playfield TV is 1m long. In normal play i will don't have any benefit with "near" Kinect mode, but it can help in "3 point setup" if "easy" versions fails and if i try to make video with camera near my face. For me both reasons are irrelevant.


BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#525 dfarley

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Posted 31 August 2013 - 09:16 PM

After I had some trouble figuring out how to push the right arrow key I got it set up with a Kinect 360. Just for fun I took the Kinect into work and have it set up on a test rig outside my office on a Dell Optiplex 755 with a GTX 520 card where it's been running for weeks, much to the amusement or bewilderment of visitors. This is a bit underpowered for the more complicated tables but it works (sort of - I see the CPU and the GPU totally slammed and it usually crashes when I exit a table). What I've found is for the best tracking you have to move and elevate the Kinect until you find just the right spot. Unfortunately "just the right spot" might also be exactly where the backbox would be if I was trying to actually assemble it all into a cabinet. I had to plug the Kinect in to a powered hub on one of the monitors to get the old Dell to recognize it.



#526 ravarcade

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Posted 01 September 2013 - 05:23 PM

BAM update!
 
 
- fix for strobbing menu on some gfx cards - Thanks to Rockyrocket.
- Light "Size" will now change specular light in New Renderer (set valut to ~0.1)
- Now option in [Ligths] menu - "Light lock" . In "non arcade mode" FP moves main light postion with cam move (Light pos = Cam pos). If You enable it, BAM will also set light pos = cam pos (but will not change stored in BAM light pos). It is fix for "non arcade mode" but You can also enable it for "arcade mode".

BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#527 ravarcade

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Posted 03 September 2013 - 03:55 PM

BAM Update!
 
 
example tables:
 
- Added new texture Map with Specular / Height / Reflections
 
How it works:
New texture map have 3 colors (RGB). 
 
Red = Specular
Texture/Objects on table have param: shinnes. This part is used to modulate "shinnes" on texture. So You can make some parts more "shinning" other less. See example tables. Inside You will find textures.
If You don't want to change default "shinnig" for used texture, Red value = 255.
 
Green = Height
Points on texture surface can be some distance inside it. If BAM have Height/Distance Map for pixels on texture, it can calculate small paralax/relief effect. 
To calc position of pixel 2 more values are used:
- Depth Scale
- Depth Bias 
This is little complicated to explain. You should try to manipulate it.
 
Where are that values?
I can only read texture Name, so i put it inside. Here is naming convetion for this new texture map type.
MainTextureName-[DepthScale|DepthBias]-SpHeMap
 
examples:
We have main texture (ordinary texture) - Diffuse: "Tex1"
In FP You have to set name to this texture "Tex1-ColorMap"
("Tex1" - You can change, but "-ColorMap" is used to recognize textures)
 
Texture with normal maps in FP have name "Tex1-NormalMap"
 
New texture with Specular/Height/Reflection Maps name is: "Tex1-[0.6]-SpHeMap"
- it will set "Depth Scale" = 0.6
- because there is no "Depth Bias", BAM will use default value (=0.0)
If You want set "Depth Bias" to -0.2 this name will be:
"Tex1-[0.6|-0.2]-SpHeMap"
 
Caps are important.
 
How to find right values to Yours textures?
In BAM i add new Menu: [Config]->[Rendering Engine]->[DEV options]
Here You will find:
- "Texture name" - You can choose texture to manipulate, You will have here only textures with SpHeMap 
- "Depth scale" & "Depth bias" - here are values, You can try and see realtime effects
 
You should remember this values and enter it as "name" of this special texture
 
If You try to add new Height Map texture You can set it name without values: "Tex1-SpHeMap". This way You will have default values (zero).
 
If You think it is complicate, run my "example" table in "non arcade" mode, press F11 and move camera over table, see effects and play with that values
------------
Blue = Reflection
I create it only for playfield texture.
If You set Blue=255 on all surface. All reflections on surface will be same, as You know. But You can change it on any part of playfield texture. For example If You see "Glossines" for table to max, and paint "blue square", only blue square will reflect table object. If You set Blue=0 on rest of playfield, there will be no reflections.
 
Notices.
All values R/G/B You should read as separate values. To work with it i create 3 separate layers in paintNet, draw Red on one, Green on second .... and Combine layer by adding values.
 
If You save it to format like jpg remember, that some colors will be blended.
 
You can't use Specular/Height/Reflection Map without Normal Map. So You need all 3 types of textures.
 
You don't have to use textures with same resolution for all Maps.
Here is posible scenario: I want only on existing table create "mirror" square surface to have nice reflections on some part and completly remove all reflections on rest:
 
1. Change name of playfield texture to "playfield-ColorMap"
2. Create 1x1 pixel texture for normal map and paint on blue pixel (RGB = 0, 0, 255)
3. Add normal map texture to FP and set name to "playfield-NormalMap".
4. Create texture for Specular/Height/Reflection:
- Load playfield texture editor (like paintNET)
- add new Layer (it will be transparent) - fill it with black color (RGB = 0,0,0) and disable it
- add new Layer (it will be Yours "Blue" texture). 
- paint "mirror" surface with blue color (RGB = 0,0, 255), You can blure it or do more nice gradients. But use only blue color
- Remove first Layer (we don't need playfield on this texture)
- Change layers combination for last texture to "Additive" (in paintNet - F4)
- Enable "black layer"
- merge layer
 
You will have only "blue" drawning on black texture.
I know this tutorial is sily, but You should now see how to add "Red" layer with Specular Map and "Green" Layer with Height Map.
 
5. Add new texture with Your new "reflection" map to FP and set it name "playfield-SpHeMap" (You don't have to set params for height map, because You don't use it).
 
6. Add to table "surface" (outside table)
- uncheck "Render object (Initial Value)" (we don't want to see this surface in game)
- add to surface "playfield-NormalMap" as Top Texture
- add to surface "playfield-SpHeMap" as Side Texture
 
Thats all.
 
One more notice. If You change name of texture ( FP : Table - Texture Manager ), You have to assign it again to object. So If You change params for "Hegiht" map You will have to again asign it to surface.
 
And one more...
Creating of "surface" is important. FP don't load to gfx card unused textures. If You don't assign this textures to "surface" BAM will not have access to it.
 
-------
I realy like to make video with new "features" but my desktop/cab computer "die" today. Probably it is power supply :(. I have to fix it.

Edited by ravarcade, 03 September 2013 - 04:00 PM.

BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#528 ravarcade

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Posted 05 September 2013 - 10:06 PM

BAM Update!
 
 
change log:
- Bug fixes: BAM sometimes crashes when New Renderer is used. BAM crashes on game exit when BAM menu is visible & HT w/PS3Eye plugin is used --- fixed
- When shader program compilation fails - Massage Box was displayed - now it is hidden. Instead "BAM_debug.log" is created.  Now if compilation fails, You may see black screen on missing objects if You enable Stereo3D. I case of troubles, pleas send to me this "BAM_debug.log" with info about Your gfx card model and drivers version
 
- "Zedonius Improved Packages" support. 
Now not only XML but models/gfx/sounds can be replaced "on the fly". 
They are loaded from ".zip" file. File with all resources from FP is on my site (i'm not sure, that i can post here link). Files with extension ".MODELS" are FP models. To load it to "fpm-editor" You have to only rename it (change extension) to ".fpm" .
In .ZIP file should be only files to repleace. You can remove unchanged files from ZIP.
Rules to load ZIP are same as for XML:
1. First try: Load datas from "TableName.ZIP" from folder with "TableName.FPT".
2. If 1. fails -> Second try: Load data form "default.ZIP" from BAM folder.
3. If 1. and 2. fails -> No changes in FP resources.
 
If "TableName.ZIP" exist, no resources from "default.ZIP" will be used. 
 
Mini bonus: video example of New Renderer improvments: "olr renderer" -> "New Rendere - Normal Map" -> "New Renderer - Normal + Height Map"
example table is also on my site.

BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#529 The Loafer

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Posted 05 September 2013 - 10:18 PM

Holy cow!!! Ok, I thought it was cool but when the detail on the playfield was triggered, I let out one hell of an expletive!

#530 ravarcade

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Posted 11 September 2013 - 08:25 PM

BAM update
 
 
change log:
1. Change shader programs to make BAM compatible with older gfx cards.
 
2. Plugins: "Simple Cam" and "Simple PS3Eye" are improved. To improve performance in this plugins You can set "Min. Face Size" and "Max. Face Size". Now i have added automatic change of that values close to current "Face Size". You can see that values. Example: Min/Max Face Size set by user is: 30/160. Plugin detects Face with size = 100. For some time will now use 90/110 as Min/Max Face Size. This way it will detect face faster. If You set manualy "Min Face Size" to ~80.0 next time if plugin will not detec face. It will not try to find "small" faces and will work faster.
 
3. New menu: [Config]->[Addons]. Here You see "Kick" effect. This new effect is only for "arcade mode" (but will not work if You select "Future Pinball" as mode in BAM). On default it is enabled.
Notice: On some computers it don't work. BAM don't detect ball right. I don't know why.

BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#531 miracle

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Posted 12 September 2013 - 02:28 PM

Hi,

I see that BAM work with Wiimote... but does BAM can work with Track IR ?

It will be cool be take this device in account because it's the best head tracking system available !

 

Cedric



#532 ravarcade

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Posted 12 September 2013 - 04:17 PM

Hi,

I see that BAM work with Wiimote... but does BAM can work with Track IR ?

It will be cool be take this device in account because it's the best head tracking system available !

 

Cedric

If You like, You can create BAM plugin for this device.

 

This is quite expensive device and i doubt, if it will be any better than two PS3Eye cams.


BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#533 mariozeferino

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Posted 14 September 2013 - 10:44 AM

just made a new install of bam, i m getting a message on the lower left corner   " bam is turn off  turn it on"

 

what am i missing?


Edited by mariozeferino, 14 September 2013 - 10:48 AM.


#534 ravarcade

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Posted 14 September 2013 - 11:14 AM



just made a new install of bam, i m getting a message on the lower left corner   " bam is turn off  turn it on"

 

what am i missing?

On screen You see menu.

In first line:

Mode: off

 

User arrow key [right] to select Mode


BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#535 mariozeferino

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Posted 14 September 2013 - 11:36 AM

thanks, i assumed somethings is wrong because my picture on simple cam isn t moving, what can i do?



#536 ravarcade

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Posted 14 September 2013 - 12:02 PM

thanks, i assumed somethings is wrong because my picture on simple cam isn t moving, what can i do?

Do You use last version with updated "Simple Cam.dll"?

 

You can disable "Face Detection" and see if Cam image will work.

 

One more important thing. Don't enable "Set Threading to Single Procesor" in FP menu ([Preferences]->[Video/Rendering Options])


Edited by ravarcade, 14 September 2013 - 12:13 PM.

BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#537 mariozeferino

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Posted 14 September 2013 - 01:47 PM

could it be that the my webcam drivers don t have face detection



#538 ravarcade

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Posted 14 September 2013 - 02:50 PM

could it be that the my webcam drivers don t have face detection

No. Face detection is done in my plugin.


BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#539 Spitfire

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Posted 16 September 2013 - 02:00 PM

Can you please direct me to some instructions on how to build the config board needed to config the ht 2 ps3 eye toy option? Also do you need an IR on you head for this mode? Thx Joe

#540 ravarcade

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Posted 16 September 2013 - 05:23 PM

Can you please direct me to some instructions on how to build the config board needed to config the ht 2 ps3 eye toy option? Also do you need an IR on you head for this mode? Thx Joe

On last page is good info:

http://www.vpforums....=26#entry236222

 

... and yes. On player head must be IR-LED.


BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020