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Bram Stoker's Dracula 8-step GI Lighting and BMPR Physics MOD


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#1 jimmyfingers

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Posted 16 January 2012 - 04:27 AM

Bram Stoker's Dracula 8-step GI Lighting and BMPR Physics MOD



Version: 1.04.2
Category: VP/VPinMAME 9.x - MOD Tables

Author(s): JPSalas, JimmyFingers (Light MOD, BMPR / Flipper Physics, and B2B)

Description:
Based on Bram Stoker's Dracula VP91x v1.04 by JPSalas and myself (B2B collision addition)
-------------------------------------------------------
Update 1.04.2:
- Ball Momentum Physics Routine (BMPR) added
- Variable flipper strength routine added
- Overall physics tweaking and matching to papa.org / pinball.org tutorial video
- Other sound enhancements

For more details on this MOD and specifically the flipper routine / capabilities see the video demo posting here: <a href="http://www.vpforums.org/index.php?showtopi...mp;#entry183408" target="_blank">http://www.vpforums.org/index.php?showtopi...mp;#entry183408</a>

Update Notes:
- For slightly faster play that appears to still hold the same flipper shot capabilities, change friction from .0037 to .0035 and min / max slope from 4.8 to 5.0 (again disregard the "value" of slope as it no longer means the same "angle" once the BMPR is applied / active)
- For the exact same view as the demo / PAPA video, Use the following settings: Inclination 3, Field of View 30, Layback 30, XY Rotation 360, X Scale .75 (for WS monitors), Y Scale 1, X Offset 1, Y Offset 1
- This will probably be the last time I leave the BMPR status lights on the table; To get rid of them, don't delete them but simply select all (from left side without selecting any other objects / kickers completely), then right click on area not overlaying with a kicker and choose translate (x -600 should do it)
- Thanks again to JPSalas for letting me extensively re-MOD this MOD and for his amazingly well done original BSD table
- I used Noah's / UncleReamus' ball image so thanks / credit to them
- For WS settings see bottom of original notes below

-------------------------------------------------------
"Light" MOD:
- Similar concept as my first GI8 table (Scared Stiff)
- Added 8 step x 3 zone GI fading / levels utilizing the GICallBack2 function available for WPC tables
- Altered general lighting on PF, lights, plastics, and other objects (somewhat of a night MOD)
- Added additional GI plastic lit levels (4 + off - Scared Stiff only had PF image GI for 8 levels on mostly just on and off for plastics)
- Added all Playfield flashers with alpha ramp technique (about half a dozen)
- Added lit from beneath 8 level ramp using alpha and solid ramp hybrids
- Added new bumper images with same multi-level lighting as other plastics
- Added Bumper base / walls lighting for basic on off GI lighting changes
- Converted colour of bumpers, posts, and some plastics from blue to red as seems to be the default when viewing the majority of pictures, videos, and flyer information (left rubbers at same colour even though the original / factory seemed to be for white ones - some pictures on ipdb.org have a blue plastics / black rubber version which I think may have been a reference for the original VP 91x table by JP)
- And the best news of all is that I've managed to make this version with essentially no impact on performance from the original versions smile.gif
- As usual, I've left the table unaltered in all non-lighting / MOD unrelated areas to keep it the same as the base versions with respect to things like physics, etc. (everybody has there own preference there so my motto is to change only what I need for the GI8 and visual / performance aspects)

- Huge thanks to JPSalas for giving me permission to post this 2nd GI8 MOD, his continued support, and for also providing me with higher quality images to work with for the project
- Also thanks again to UW, oooplayer1ooo, and the others who push the VP lighting capabilities
- Further thanks to UW and JPsalas for their help, correspondence, and contributions to me and the VP scene in general
- Thanks also to Noah and the other members who have created bits of script for things like the nudging, B2B collisions, rolling sounds, and other tidbits that can be added to help the tables play more realistically
- Lastly thanks to past and future table authors and members who provide me and the community with resources to help make VP and these GI8 / Light MOD versions as good as possible

Wanted to make this a Christmas present for the community but couldn't get it done in time, so Happy New Year instead!

This table has turned into another great light show and I think overall looks even a little better / more real then the Scared Stiff GI8 MOD but does not utilize the 8 level GI quite as much (the flashers came out great I think though and are quite active during game play plus the tone of the blue worked out very nice with the GI lighting changes)

Performance, as I say above, is essentially unaffected, however, you likely will not be able to run it at 1080P without a 1GB graphics card. I use and did most of the testing on Windows 7 systems and it ran great so people with Windows XP set-ups, like most people have witnessed, will likely have even higher FPS.

Notes:
1) The table has been set-up with various elements carefully "stacked", if anything get's changed on or in the table, with respect to drawn in front or drawn in back changes, graphical problems / oddities may be observed
2) Sometimes the table failed to load or yielded a mostly black screen - retrying or restarting VP and retrying would generally resolve

Once again, I've done everything I can with my current knowledge and skill set to make the table as efficient and "runnable" as possible. Some huge things I've learned on alpha ramps are if you can work with ramps with the bare minimum of 2 control points (squares / rectangles only) it is much more preferred for performance as the minute you add a 3rd control point on an alpha ramp, especially when using a series of them for GI lighting, FPS is noticably dropped. So, work with square alphas where you can and turn alphas into solid and you can free up and improve FPS and general fluidity!).

I had some sound issues / hick-ups when running the VP executable on a single core but were resolved when allowing VP to run on multiple cores - could be my set-up, sound card, or windows 7 thing

For WS:
Simply change X Scale to from 1.25 to 1 and change the backdrop from "Backdrop_cutout" to "Backdrop_cutout_WS" (the cutout is there for both Desktop versions because it resolves a slight graphical glitch with a solid ramp border on the far right side)

View File

Submitted by jimmyfingers, on Jan 16 2012, 12:27 AM

Edited by jimmyfingers, 28 June 2012 - 11:16 PM.


#2 bolt

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Posted 16 January 2012 - 07:38 AM

Very good light mod. Thank you very much.
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#3 rehab

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Posted 16 January 2012 - 08:03 AM

This is awesome!! Thanks a lot!

#4 unclewilly

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Posted 16 January 2012 - 01:02 PM

Nice jimmy, been waiting for the finished product. Ill check it out tonight after work

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#5 jimmyfingers

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Posted 16 January 2012 - 05:52 PM

QUOTE (unclewilly @ Jan 16 2012, 09:02 AM) <{POST_SNAPBACK}>
Nice jimmy, been waiting for the finished product. Ill check it out tonight after work

I'm very curious what you think! I would check out the FS though if you can as with both this and SS the FS version and resolutions really helped things shine (pun fully intended wink.gif

#6 RipleYYY

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Posted 16 January 2012 - 07:33 PM

just SUPERB !

i'm proud to be (a little) part of this great community smile.gif

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#7 jimmyfingers

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Posted 28 June 2012 - 11:14 PM

Table has been updated with BMPR / Flipper physics MOD.

See this topic for a demo video and more detail: http://www.vpforums....mp;#entry183427

#8 JAM0

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Posted 29 June 2012 - 08:46 AM

Awesome Jimmy! Ball movement/flow is stunningly realistic on this. The flipper "fan" seems to be more detailed (more targets can be repeatedly hit) and the location of the ball on the flipper in relation to the target hit is extremely natural and realistic. Still getting used to the flippers overall, especially during multiballs when a lot of intricate, quick, non-deliberate flipper moves are necessary. Thanks to your work on this which has led to a significant advancement in VP, imho.

#9 bolt

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Posted 29 June 2012 - 03:48 PM

Thank you for the update jimmyfingers.
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#10 CalimeroOeuf

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Posted 17 July 2012 - 07:47 PM

very good job

I love the new lights and other thinks but I think the ball is bouncing so much than original table

Can you make a version of standard table but with only new lights ?

Thanks again.

#11 rubis

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Posted 21 October 2012 - 06:46 PM

Bram Stoker's Dracula 8-step GI Lighting and BMPR Physics MOD

Posted Image

Version: 1.04.2
Category: VP/VPinMAME 9.x - MOD Tables

Author(s): JPSalas, JimmyFingers (Light MOD, BMPR / Flipper Physics, and B2B)

Description:
Based on Bram Stoker's Dracula VP91x v1.04 by JPSalas and myself (B2B collision addition)
-------------------------------------------------------
Update 1.04.2:
- Ball Momentum Physics Routine (BMPR) added
- Variable flipper strength routine added
- Overall physics tweaking and matching to papa.org / pinball.org tutorial video
- Other sound enhancements

For more details on this MOD and specifically the flipper routine / capabilities see the video demo posting here: <a href="http://www.vpforums....p;#entry183408" target="_blank">http://www.vpforums....entry183408</a>

Update Notes:
- For slightly faster play that appears to still hold the same flipper shot capabilities, change friction from .0037 to .0035 and min / max slope from 4.8 to 5.0 (again disregard the "value" of slope as it no longer means the same "angle" once the BMPR is applied / active)
- For the exact same view as the demo / PAPA video, Use the following settings: Inclination 3, Field of View 30, Layback 30, XY Rotation 360, X Scale .75 (for WS monitors), Y Scale 1, X Offset 1, Y Offset 1
- This will probably be the last time I leave the BMPR status lights on the table; To get rid of them, don't delete them but simply select all (from left side without selecting any other objects / kickers completely), then right click on area not overlaying with a kicker and choose translate (x -600 should do it)
- Thanks again to JPSalas for letting me extensively re-MOD this MOD and for his amazingly well done original BSD table
- I used Noah's / UncleReamus' ball image so thanks / credit to them
- For WS settings see bottom of original notes below

-------------------------------------------------------
"Light" MOD:
- Similar concept as my first GI8 table (Scared Stiff)
- Added 8 step x 3 zone GI fading / levels utilizing the GICallBack2 function available for WPC tables
- Altered general lighting on PF, lights, plastics, and other objects (somewhat of a night MOD)
- Added additional GI plastic lit levels (4 + off - Scared Stiff only had PF image GI for 8 levels on mostly just on and off for plastics)
- Added all Playfield flashers with alpha ramp technique (about half a dozen)
- Added lit from beneath 8 level ramp using alpha and solid ramp hybrids
- Added new bumper images with same multi-level lighting as other plastics
- Added Bumper base / walls lighting for basic on off GI lighting changes
- Converted colour of bumpers, posts, and some plastics from blue to red as seems to be the default when viewing the majority of pictures, videos, and flyer information (left rubbers at same colour even though the original / factory seemed to be for white ones - some pictures on ipdb.org have a blue plastics / black rubber version which I think may have been a reference for the original VP 91x table by JP)
- And the best news of all is that I've managed to make this version with essentially no impact on performance from the original versions style_emoticons/default/smile.gif
- As usual, I've left the table unaltered in all non-lighting / MOD unrelated areas to keep it the same as the base versions with respect to things like physics, etc. (everybody has there own preference there so my motto is to change only what I need for the GI8 and visual / performance aspects)

- Huge thanks to JPSalas for giving me permission to post this 2nd GI8 MOD, his continued support, and for also providing me with higher quality images to work with for the project
- Also thanks again to UW, oooplayer1ooo, and the others who push the VP lighting capabilities
- Further thanks to UW and JPsalas for their help, correspondence, and contributions to me and the VP scene in general
- Thanks also to Noah and the other members who have created bits of script for things like the nudging, B2B collisions, rolling sounds, and other tidbits that can be added to help the tables play more realistically
- Lastly thanks to past and future table authors and members who provide me and the community with resources to help make VP and these GI8 / Light MOD versions as good as possible

Wanted to make this a Christmas present for the community but couldn't get it done in time, so Happy New Year instead!

This table has turned into another great light show and I think overall looks even a little better / more real then the Scared Stiff GI8 MOD but does not utilize the 8 level GI quite as much (the flashers came out great I think though and are quite active during game play plus the tone of the blue worked out very nice with the GI lighting changes)

Performance, as I say above, is essentially unaffected, however, you likely will not be able to run it at 1080P without a 1GB graphics card. I use and did most of the testing on Windows 7 systems and it ran great so people with Windows XP set-ups, like most people have witnessed, will likely have even higher FPS.

Notes:
1) The table has been set-up with various elements carefully "stacked", if anything get's changed on or in the table, with respect to drawn in front or drawn in back changes, graphical problems / oddities may be observed
2) Sometimes the table failed to load or yielded a mostly black screen - retrying or restarting VP and retrying would generally resolve

Once again, I've done everything I can with my current knowledge and skill set to make the table as efficient and "runnable" as possible. Some huge things I've learned on alpha ramps are if you can work with ramps with the bare minimum of 2 control points (squares / rectangles only) it is much more preferred for performance as the minute you add a 3rd control point on an alpha ramp, especially when using a series of them for GI lighting, FPS is noticably dropped. So, work with square alphas where you can and turn alphas into solid and you can free up and improve FPS and general fluidity!).

I had some sound issues / hick-ups when running the VP executable on a single core but were resolved when allowing VP to run on multiple cores - could be my set-up, sound card, or windows 7 thing

For WS:
Simply change X Scale to from 1.25 to 1 and change the backdrop from "Backdrop_cutout" to "Backdrop_cutout_WS" (the cutout is there for both Desktop versions because it resolves a slight graphical glitch with a solid ramp border on the far right side)

View File

Submitted by jimmyfingers, on Jan 16 2012, 12:27 AM

thanks