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How to: Change FP arcaderender angle and lighting


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#41 bigraceusa

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Posted 15 May 2010 - 01:34 AM

good morning (for me - must go to bed - test some hours now)

in the registry I found out:

Y - is how bright is the light
X - is light up on the pinball
Z - is light down on the pinball

...move the lamp over your cabinett to the front or the backglas - that´s what I want to say with this...

When you change numbers in Y lights or change numbers and others like this: 5dc - it´s not the same!

I have test out only numbers, and 1 or 2 abcdef .... for example 2a or 2ab or 2ac or 4bd...

Then with numbers I find this is the best and realistics for a pinball machine and a little bit darker room (how it here at 3:32 am)
The Bally safari looks now:

By kdld3500 at 2010-05-14

Before I can´t see the 10 numbers on the bumbers, the table was complete too brigth. Now it is a little bit too dark?
But it is ok for me, looks more 3D now, looks more like a real machine and not a LCD-display biggrin.gif

What do you say?
-change the thing I wrote here... (RAWD find it out)
-change the table appron - I make it with every table

I forgot what I change:
Y-lights to 99
Z-lights to 100

...all without any abcdefg....

Must go to bed now, hope you like it - when you say "yes" the hours would be a good work for you all - when you say "no" it is a good work only for me wink.gif

Edited by bigraceusa, 15 May 2010 - 01:41 AM.

My Future Pinball Cabinet:

#42 Rawd

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Posted 15 May 2010 - 01:39 AM

That looks wonderful.

One thing I noticed is how far up the screen your Future Pinball logo is. I found that if I changed my display settings to 'widescreen' aspect instead of 4:3, it will move down closer to the plunger. How is yours set?



 


#43 bigraceusa

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Posted 15 May 2010 - 01:50 AM

QUOTE (Rawd @ May 15 2010, 01:39 AM) <{POST_SNAPBACK}>
That looks wonderful.

One thing I noticed is how far up the screen your Future Pinball logo is. I found that if I changed my display settings to 'widescreen' aspect instead of 4:3, it will move down closer to the plunger. How is yours set?


Thank you!
Have made a mistake after reinstall FP to set it back to default and try it again.

Here are they with FP in Widescreen-mode:

By kdld3500 at 2010-05-14

and a little bit play

By kdld3500 at 2010-05-14

Edited by bigraceusa, 15 May 2010 - 01:55 AM.

My Future Pinball Cabinet:

#44 bigraceusa

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Posted 15 May 2010 - 11:23 AM

Have change it again:
z-lights is on 600

now I can change the light on the table complete with y-light

y-lights is on 450 now

Have test some other tables, then I came to test this out.


Before on y-lights 10dc and z-lights 0


By kdld3500 at 2010-05-15



After on y-lights 450 and z-lights 600


By kdld3500 at 2010-05-15


When z-lights is on 600 I can change only y-lights to make the tables bright or more dark.

Without changing the z-lights I has a bright point in the middle of the table you can see it on the picture over the "when tiger - when trail" - can change this point with z or x-lights.
Have test it with the table from popotte - Rocket III - there I has a dark side on the left side and a bright on the right side...

After that I make z-lights higher, higher and higher, review it every changing again, the bright side will be more and more the same as the other.
Then I have try out the y-lights again - with 10dc I can see the numbers on the bumpers (without z-lights on 600 I can´t see it) now changing the y-lights.
Found out that 10dc is the same as high number like 3000 or higher (don´t know the number) the a,b,c... behind the numbers make it with multiplikation higher and numbers is the fine changinge wink.gif
My Future Pinball Cabinet:

#45 lettuce

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Posted 28 May 2010 - 10:27 AM

So what is the best value to select then, that gives the most pleasing view???

#46 Gunner

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Posted 28 May 2010 - 01:42 PM

Wow, I've been away for a while and the first post I check out is this one...awesome find Rawd!

The FP egg-ball drives me nuts. Heading to my cabinet now to try this..

#47 Gunner

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Posted 30 May 2010 - 08:31 PM

Well this worked awesome. I ended up using 15a as 10a actually made the ball look a little flat to me.

Thanks!

#48 Rawd

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Posted 30 May 2010 - 09:59 PM

I think I ended up with 14a. 10a made taller models look too flat I think.



 


#49 Gunner

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Posted 31 May 2010 - 02:12 AM

Yea I noticed that too. Did you leave the light setting at your original tweak of 10dc? I left mine there and it seemed fine.

Awesome find, has completely changed FP for me. I can't believe more people aren't commenting on this??

#50 moogster66

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Posted 04 November 2010 - 11:05 PM

I totally missed this topic, never saw it! What a great discovery Rawd! You da man! Being able to change the view angle is great. But being able to change the lighting is AWESOME! The tables have such better shadows, and the ball looks excellent! Hardware on the table looks so real with the proper shadows, it really is incredible! What an awesome find Rawd!

The only problem is the taller models, that has been discussed already. My settings right now are camera z: 20a, lighting y: 45.

EDIT: I changed my lighting Y to 20. The reason is that there was a glare from the light on the black portion of the PF in Dead Hunters. One tip I can give that if you want your PF brighter, check and see if a color like gray has been selected for the PF. You can try a lighter shade of gray, or white to make the PF brighter.

Edited by moogster66, 05 November 2010 - 03:36 AM.

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#51 settingsons

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Posted 05 November 2010 - 06:24 PM

This certainly was a great find and really should be PINNED or moved to the FP setting-up threads. Before Rawd had discovered a few months ago I was a pure VP man because I didn't like the strange shaped ball in arcaderender mode. Now I have the pleasure of enjoying two great simulators in cabinet mode. Cheers again Rawd!

#52 moogster66

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Posted 06 November 2010 - 12:39 AM

I can't state enough how much better the tables look with the lighting tweaked. I tried going back to the original setting, and the difference is unreal.

Edited by moogster66, 06 November 2010 - 12:40 AM.

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#53 Rawd

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Posted 06 November 2010 - 01:11 AM

QUOTE (moogster66 @ Nov 5 2010, 06:39 PM) <{POST_SNAPBACK}>
I can't state enough how much better the tables look with the lighting tweaked. I tried going back to the original setting, and the difference is unreal.


Sweet. smile.gif Post a few before and after screenshots if you can.



 


#54 moogster66

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Posted 06 November 2010 - 01:32 AM

QUOTE (Rawd @ Nov 5 2010, 09:11 PM) <{POST_SNAPBACK}>
QUOTE (moogster66 @ Nov 5 2010, 06:39 PM) <{POST_SNAPBACK}>
I can't state enough how much better the tables look with the lighting tweaked. I tried going back to the original setting, and the difference is unreal.


Sweet. smile.gif Post a few before and after screenshots if you can.

Here is an example. The table shadows are so much better, and the table shows more depth. The image on the right is the original lighting. I also like the table a little darker, it's easier on my eyes. Look at the difference between the bumper on the upper level, the shadow looks great.

The darker version may look too dark, but on my cab it looks great.

Attached Files


Edited by moogster66, 06 November 2010 - 01:42 AM.

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#55 g00se

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Posted 03 December 2010 - 09:44 PM

Is there a way to adjust the lighting on the backglass?

#56 edednedy

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Posted 04 December 2010 - 08:24 AM

I have a preference for lighter graphics, so I may be biased, but that left Black Knight table looks way too dark for me. It looks as if you're playing in a pitch dark cave with only two dim light bulbs working on the playfield.

#57 moogster66

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Posted 04 December 2010 - 12:40 PM

QUOTE (edednedy @ Dec 4 2010, 03:24 AM) <{POST_SNAPBACK}>
I have a preference for lighter graphics, so I may be biased, but that left Black Knight table looks way too dark for me. It looks as if you're playing in a pitch dark cave with only two dim light bulbs working on the playfield.

Like I said in my post, it doesn't look as dark on my playfield screen. The picture looks darker than it really is. The nice thing is you can adjust it to your own taste. I was just showing the difference in shadows. With some tweaking, the tables look more real with better shadows.

If you look at the brighter table, it is hard to tell if there is a second level. It looks like there is a bar through the table where the plastic is for the second level. If you look at the darker image, the second level looks more pronounced.

Edited by moogster66, 04 December 2010 - 12:46 PM.

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#58 McCujo

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Posted 11 December 2010 - 11:16 AM

Hey Rawd, great find on the ArcadeRender registry edits. I am relatively new to this forum and this is my first post. I am planning on creating a simple cabinet setup and was planning on using the ArcadeRender to help achieve that with FP. I haven't seen anyone discuss this aspect of the ArcadeCamera settings, so I thought I would chime in.

After trying repeatedly to get a better view of the playfield using ArcadeRender and the registry edits you discovered, I noticed that the view for all objects on the table was always from the same angle, which kills any immersive effect for me. In essence, all objects appeared to be viewed from the exact same angle regardless of where on the screen they appeared. I think I know what the FP developer did to achieve his ArcadeRender mode, why he did it that way, and why it has this feature of everything on the playfield having the same perspective.

I believe the developer was looking for a simple way to achieve a 3D rendered view that would remain rectangular no matter what angle it was viewed at without using a keystone effect. In the registry edits, as long as ArcadeCameraX and ArcadeTargetX are equal, you will always have a rectangular shaped playfield. Period.

What seems to be happening when you change your ArcadeCamera registry values is that you are not setting the actual position of the camera from which the playfield is viewed from. All you are doing is changing the angle between the point (X,Y, and Z values) of the ArcadeTarget registries and the point (X,Y, and Z values) of the ArcadeCamera registries. If you envision a line that goes through these two points that reaches out into infinity away from the ArcadeTarget point, the camera is positioned somewhere along this line, but a very great distance away (perhaps even set at infinity) and its lens is pointing straight back at the ArcadeTarget point.

The further the camera moves away from a rectangular playfield being viewed at an angle (such as the angle used to view the playfield) in a direction parallel to one of the reactangle's sides (which is why the ArcadeCameraX and ArcadeTargetX must be the same, preferably with both set at 0 to keep the playfield centered), the closer the far and near sides of the rectangle will be in perceived width. Once the camera has moved far enough away that difference between the far and near side perceived widths are the same, the 3D render engine would then zoom in on the playfield until it is the proper size. I believe 3D rendering engines even have the ability to render objects from an infinite viewpoint.

I believe this is the technique used by the developer to preserve the rectangular shape of the playfield even when the viewing angle was not directly overhead of the playfield. This would still allow for a 3D rendering of the playfield, but, unfortunately, it makes the playfield look very flat and artificial. This flattening effect is most noticeable on any portion of the playfield that extends vertically near the sides of the table. With the rendering technique used for ArcadeRender, you will never see the sides of a vertical object while viewing the playfield form the proper angle. This is really noticeable in the alleys to the sides of the flippers. When viewing the tables in non-ArcadeRender modes, these alleys look very realistic, but in AcradeRender, they look like they are 2-dimensions objects pasted on the screen.

I agree with others that have commented about using a keystone correction to achieve the ideal rectangular shape from a properly rendered 3D view. This would create as accurate a view as could be achieved using the current flat screen technology in a cabinet. Another improvement would be to allow for head tracking in this "keystone" mode, which would really increase the immersiveness as the viewing angle of the table shifted as your point of view changed. There is also the current re-birth of stereoscopic 3D displays and video card tools that, I believe, would work wonderfully on a virtual pinball table.

I hope these things become a reality because I don't think there is any technical limitation to achieving any of these improvements. Alas, for myself, my nVidia video card drivers don't seem to be able to perform any keystone correction. If anyone knows of a keystone correction solution for an nVidia GTX260 video card, please let me know. I would greatly appreciate it. Thanks.


#59 dancing monkey

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Posted 11 December 2010 - 01:38 PM

Hi,
i have another noob question.
Is there a full size option in FP (like the FS tables in VP)?
Do i have to download specific tables for that?
Where do i get them?

thanks in advance!

#60 McCujo

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Posted 11 December 2010 - 06:54 PM

Hey Dancing Monkey,

That is covered in FP Arcade Render - How To, Setting up Arcade render in FuturePinball.

Good Luck!