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Animated angle-independent alpha-ramp bumpers


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#1 EalaDubhSidhe

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Posted 20 June 2011 - 10:00 PM

Animated angle-independent alpha-ramp bumpers



Version: 1.0.0
Category: Table Templates

Author(s): Eala Dubh Sidhe

Description:
A new, easier and more flexible method for creating realistic pop bumpers than the old drop-wall type.
The principle behind this is simple enough to learn if you already use dropwall animations for caps and rings, as it uses more or less same type of timer-based code, with the only major difference being that you change the widths of each ramp, rather than raising and dropping a wall. In addition, alpha ramps offer the following advantages over drop walls:

Visual quality: edge anti-aliasing and transparency / translucency effects.

Moveable and reusable: Dropwall image layers lock the bumper into one particular spot on one size of playfield, whereas the same ramp textures can be imported and used in any location on any size of game.

Texture flexibility: The core structure will remain the same for whatever style of bumper you choose. Simply swap textures and the ramps will compensate; there is no need to remake your objects.

Expansion: This is a basic demo prototype, but additional textures can be imported and the code modified to include more animation frames such as fading lights, smoother rings, and bases that react to the ball's weight. Provided all the textures fit into the same basic size ratio, additional ramps can be simply copied and pasted.

Greater angle-independence: No reels or images are involved, just like drop-walls, so objects always display in the correct stack formation. But unlike walls, new angle textures can be slotted in to match up with any view you wish to display the bumper at. Bumpers can also be rotated.


NOTES: Requires VP 9.12 or greater. For best rendering results, ensure that the front-to-back drawing priorities go in order from the highest ramp (lit cap) to the bottom (base). If alpha ramps slow down your system, acrylic ramps can also be used to retain the transparencies, though a loss of visual quality does result.

View File

Submitted by EalaDubhSidhe, on Jun 20 2011, 06:00 PM

#2 faralos

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Posted 20 June 2011 - 10:38 PM

I'll give 'em a try but this tower does not handle the alpha ramps at all they just show up as regular acrylic no matter where i set the slider
thanks for these!!
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#3 Bob5453

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Posted 20 June 2011 - 11:37 PM

Very nice looking bumper! I like it a lot, it's a real beauty.

Edited by Bob5453, 20 June 2011 - 11:51 PM.

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#4 requlem

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Posted 21 June 2011 - 02:15 AM

nice bumpers dude.. looks so good, you can use dropable ramps for plunger animation too? i dont know how plunger works sad.gif

Edited by requlem, 21 June 2011 - 02:15 AM.

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#5 EalaDubhSidhe

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Posted 21 June 2011 - 03:27 AM

QUOTE (requlem @ Jun 21 2011, 03:15 AM) <{POST_SNAPBACK}>
nice bumpers dude.. looks so good, you can use dropable ramps for plunger animation too? i dont know how plunger works sad.gif


That's the intention, since at the moment I use a dropwall plunger which requires a memory-wasteful ten or eleven image layers of its own. Ramps will work in much the same way but with small texture areas instead, making just one visible at a time. Playfield switches will be easy to do, as should a startup animation where all the GI bulbs and their glow hazes turn on.

#6 gStAv

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Posted 21 June 2011 - 07:35 AM

Great news! shok.gif

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#7 StevOz

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Posted 21 June 2011 - 08:05 AM

Nice, might want to try kill those shadows up front, still either way I feel drop walls side visible only with a texture can be almost as effective.

Edited by StevOz, 21 June 2011 - 08:40 AM.

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


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