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How to: Change FP arcaderender angle and lighting
Started By
Rawd
, May 02 2010 11:53 PM
136 replies to this topic
#103
Posted 03 February 2013 - 10:45 PM
here is another one - more zoomed in.
Short video of playfield action in same view (FRAPS didn;t capture the backglass unfortunately and the framerate I forgot to reset to 30fps so it appears slower than it actually plays).
Attached Files
Edited by open6l, 03 February 2013 - 10:53 PM.
#105
Posted 03 February 2013 - 11:25 PM
last post - video of manual camera angle closer to playfield.
so to recap - this is on a cabinet with the main playfield rotated 90 degrees and zoomed in using F11 Manual Camera View. The backglass (not shown in video but seen in screencaps) runs at 1920x1080 (resized to 1280x1024 to show proportion) on 2nd screen.
Edited by open6l, 03 February 2013 - 11:27 PM.
#106
Posted 04 February 2013 - 12:21 PM
You can sort of achieve this look (VP Layback) using F10 (or is it F11) manual camera. Rotate the view in options so its vertical and then manipulate the view using the mouse and WASD to get the proper angle. You can still have a backglass as well. I just wish you could save the view as a default (Steve worked on a script that would do the change for you on each table launch but I don't know how he fared).
open6l - please can you post your registry settings you customise to fix apron lighting/ball shape?
I've played about with the manual camera but cannot find a sweet spot. I used the AHK script to apply these changes automatically which woroked quite well but the settings vary depending from table to table which makes things difficult to standardise. Even then the flipper area tends to appear distorted and you can still see the cabinet rails (as well as your own rails).
Would also appreciate some screen shots to compare to a normal view of a pin? I've given up with FP on my cabinet, physics issues to one side it really doesn't lend itself to look realistic, much better on a desktop/laptop IMO.
Cheers.
#107
Posted 04 February 2013 - 01:49 PM
Are you not writing these key press/ mouse moves down each time you're doing this?
I'd like to add them to my custom cam collection.
I've made a FP profile manager and all the other lighting/arcade render cams can be used as a preset.
Edited by chepas, 04 February 2013 - 01:50 PM.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
#109
Posted 04 February 2013 - 05:54 PM
Yes, I think I used settingsons application to make automate all the fullscreen table image screenshots for FP a while back.
I'll edit this post in a bit if you want to see them.
Having just checked my table images folder I can see these were generated a while ago. Was using a 1280x960 when these were created + looks like a bit of glare is still there. So it's probably not the best of examples mate.
Beware this pic is 4mb, mixture of Black Knight 2k & War of the worlds.
http://imageshack.us...0/41407912.png/
Edited by chepas, 04 February 2013 - 10:03 PM.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
#114
Posted 05 February 2013 - 05:54 PM
Thanks for those gents ![]()
I really wish there was a way to make the view look more natural. You should never see that much of the back of the flipper, then at the same time any tall objects look like you're looking on top of them. If FP was still being developed I'm sure some more viewing options would have been added by now due to the popularity of cabinets.
#115
Posted 05 February 2013 - 07:14 PM
Agreed - everyone has to find their own balance of the arcade render angle. I prefer a more top down view so I can see more of the lanes and the back of the table. But then it throws the height of objects out of whack (things like Rudy in Funhouse). This is why I said earlier in the thread that an alternative is to use desktop mode rotated vertically and then adjust the camera view with F11 to get a more natural angle (even on cabinets). Problem there is that it won't save the changes you make to the view.
#116
Posted 05 February 2013 - 09:17 PM
I see what you mean, it's a compromise and I think you've found about the best for arcade render. We are spoilt with VP for the amount of settings we can tweak.
There is sort of a way to save manual camera position, Jimhoyle's AHK script in this thread worked well for me with Jaws. Might be worth a test if you prefer the manual camera position:
http://www.vpforums....showtopic=17658
#117
Posted 06 February 2013 - 02:07 AM
My table images were done long before I applied lighting registry. Just never got around to updating them.
Like I asked you earlier in thread open6l, are you not saving these keypress/mouse moves when you do this for your manual cam? FPlaunch can load these custom cam scripts up on launch of a table. Just choose which one you want per table in a settings file.
I need to make some more and could do with any that people have to share.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
#118
Posted 06 February 2013 - 04:22 AM
I run fullscreen arcade view on my cab so I don't need to save any key presses/mouse movements. I was simply stating an alternate view for those that don't like the fullscreen arcade view.
My table images were done long before I applied lighting registry. Just never got around to updating them.
Like I asked you earlier in thread open6l, are you not saving these keypress/mouse moves when you do this for your manual cam? FPlaunch can load these custom cam scripts up on launch of a table. Just choose which one you want per table in a settings file.
I need to make some more and could do with any that people have to share.
#119
Posted 06 February 2013 - 11:58 AM
I give up with you. ![]()
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000




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