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Indianapolis 500 8-step GI FS Lighting and BMPR Physics MOD

Indianapolis 500 BMPR Physics GI8 Lighting

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#1 jimmyfingers

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Posted 23 September 2012 - 10:21 PM

Posted Image

File Name: Indianapolis 500 8-step GI FS Lighting and BMPR Physics MOD
File Submitter: jimmyfingers
File Submitted: 23 Sep 2012
File Category: VP 9.x MOD Cabinet Tables (FULL SCREEN)
Author(s): JPSalas
JimmyFingers (Light MOD, BMPR / Physics, and B2B)
Manufacturer: Bally
Year: 1995
ROM: Link to ROM
Media Pack: Link to Media Pack
Permission to MOD?: No

-------------------------------------------------------
GI8, Lighting, and Ball Momentum Physics Routine (BMPR) MOD:

- Similar concept and elements as with my Bram Stoker's Dracula GI8 / BMPR MOD
- Added 8 step x 3 zone GI fading / levels utilizing the GICallBack2 function available for WPC tables
- Antialiasing friendly GI zones / control points (drawn using linear / precise control point coordinates and ran along existing black lines, divisions, and lamp objects to hide traditional AA based "black lines")
- Optimized and enhanced all playfield flashers with new alpha ramp image technique and custom designed flashes / halos
- Tweaked turbo spinner blade graphics, metal textures, hub graphic, and patched a gap in to the exit ramp
- New alpha ramp textures and optimized ramp borders
- Added B.M.P.R. routine, tuned all table physics / rubbers, and matched / compared extensively with PAPA.org video for various components (overall speed, flipper and slingshot behaviour, ramp and loop completion / return times, etc.)
- Added B2B collision script / sounds
- Added Enhanced Rolling Sounds
- Added variable volume / strength based sounds for rubbers, flippers, and other table objects
- Variable flipper strength / tap routine added and enhanced (10 levels of strength)
- Flippers changed and modified to be similar to BSD table
- New Flipper dampening routine to allow for better straight up table shots when ball has speed through the in-lane and improves simultaneously (and surprisingly) lateral shots (when used with current higher strength physics matching)
- Flipper animation extended for frames / walls displayed while extending as well as retracting (at a faster speed for out vs. in)
- New XY dampening routine with separate X and Y parameters used on slingshots to help increase elasticity levels without excessive speeds, assist in up table (Y) angles / velocities, and add more randomness / realism
- Added randomness to mid-field kicker eject into top saucer
- Added JPs new alpha logos for Williams flippers
- Modified Noah's Ball image for choice of transparent or regular ball images with also darker texture options
- Huge thanks to JPSalas for giving me permission to post this GI8 / B.M.P.R. MOD, his continued support, and willingness to share his artwork / textures


Notes:
1) Table has been designed to minimize / hide AA black lines and looks really nice with it enabled (give it a try!)

2) Performance is great and very high FPS can be achieved (much higher than BSD or SS) as I have included the optimized alpha routines as well as used optimized flasher techniques for no active alphas when a flasher is off (separate solid ramp object of just plastic flasher with using flasher "halos" when on and for greater coverage / effect); I have noticed that if using Antialiasing with GI8 tables that you may get some ball stutter depending on the lighting sequence / intensity; Also not sure exactly what combination of factors creates this but I've seen sometimes where using the transparent balls / .PNGs seemed to increase some micro stutter

3) The table is actually based on JP's 1.0 version but modified to be the same effectively as the 1.1 version as the performance was much better in 1.0 and all notable items that 1.1 added were going to be updated or replaced or verified anyway (alpha flashers, layback settings, ramp transparencies, PF textures, etc.)

4) The table is not entirely angle dependant from how the flashers / halos were done and if angle related view settings are modified substantially some repositioning might be required (desktop version mainly); The flasher objects have been left "unlocked" to more easily manipulate if need be (moving with the arrow keys when selected) and there is a routine for blinking the flashers that can be enabled by changing the const definition from 0 to 1 at the top of the script for the "FlasherTest" code

5) The backdrop is not standard / stock but was included none the less; If you want to remove it simply delete wall called "Backdrop"

6) Game speed may be a bit slower than the PAPA.org but it does seem like they may have a bit of faster play on some of their tables; Promo video was also used for comparison and why the table has been left at the style / speed it is now

7) View settings can "appear" to affect somewhat how the physics look and this was noticed / confirmed when I removed the rails and stretched out the table for release (all other settings held constant except for just view / scale settings); For the best comparison / assessment I adjust the table to a top-down view like PAPA.org's and do my tuning there; the settings I use are 3, 30, 30, 360, .75, 1, 0, -120 if you want to see just how much things can look / "behave" differently with different or narrower views (the slope / gravity can appear stronger when the table is less stretched width wise)

Click here to download this file

#2 ICPjuggla

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Posted 23 September 2012 - 10:27 PM

Cool thx Jimmy!

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#3 Aaron James

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Posted 24 September 2012 - 03:34 AM

I'm looking forward to trying this jimmy...thanks for all your hard work!
Very interesting description of this mod...sounds like ALOT of time spent.

vpsig.jpg


#4 oldskoolgamer

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Posted 24 September 2012 - 04:10 AM

OMG just played this...looks amazing!! No stutter at all even with all that awesome 8 Step! Nice work man! :D
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#5 Arcade4

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Posted 24 September 2012 - 04:33 AM

Been watching football all day.
Glad to pop on here and discover this great table.
Can't wait to try it out.

#6 oldskoolgamer

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Posted 24 September 2012 - 04:45 AM

Just played a few games...even with 3 ball multiball no sutter at all! :D Also, love the new ball collision sounds on it! thank you again :)
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#7 bolt

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Posted 24 September 2012 - 08:34 AM

Fantastic Mod. Thank you.
Posted Image

#8 arngrim

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Posted 24 September 2012 - 01:18 PM

Love that table, can't wait to try it :love39:

#9 numiah

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Posted 24 September 2012 - 04:13 PM

wow !!!

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#10 settingsons

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Posted 24 September 2012 - 08:51 PM

Amazing work again jimmy, Also plays ultra-smooth for me too each with multiball. The physics feel really nice as well with your new routines and the lighting looks superb when the table goes dark and the flashers go mental. Thanks again for your massive effort - and to JP of course for his continued generosity in allowing a mods of his works.
:bar2:

Edited by settingsons, 24 September 2012 - 08:52 PM.


#11 stuzza

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Posted 24 September 2012 - 11:40 PM

This table looks and plays brilliantly! Well done!

Edited by stuzza, 24 September 2012 - 11:40 PM.

FREE High Resolution Pinball Artwork for your cabinet!
Forum Link:  http://www.vpforums....showtopic=26497
Previews here:  http://imgur.com/a/MhlPm


#12 in2kiss

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Posted 25 September 2012 - 01:39 PM

Great work, Jimmy. Keep 'em coming! :Worship:

#13 mamemaster

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Posted 25 September 2012 - 05:05 PM

5 of 5 stars!!! :otvclap: :love39:

#14 jimmyfingers

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Posted 25 September 2012 - 06:49 PM

Hey everyone, calling out to people who have checked out the table to help fix something that happened on the download / table rating making it a 4 by mistake. Mamemaster has been a class act and quickly posted about an erroneous click on the 1 star rating. We've tried several ways and PM'd about trying to fix the mistaken rating as it has skewed the average with only a few votes.

We've tried everything we can and even discussed with Noah but at this point it seems the simplest and surest method is if we could get several more 5 star votes (5 or 6 more I think will be needed) to get it to display as intended 5. I know it might not be a big thing but it's somethiing I'd like to fix considering a few things and mostly because it's not actually an accurate score of what people really think or intended to report about the table at this point.

So, if you downloaded it and liked it, please give it a 5 and help fix the average. Thanks.

P.S. please note the problemmed rating that needs fixing is not the rating at the top of / for this support topic but instead the rating of the actual table / download file item. So have to follow the "Click here to download this file" link at the top first - or follow this link to the same location: http://www.vpforums....s&showfile=6871 :)

Edited by jimmyfingers, 25 September 2012 - 08:05 PM.


#15 numiah

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Posted 25 September 2012 - 08:53 PM

I've had some time to play this wonderful table.
Excellent !

**Each pinball machine is a tiny universe... that we control.**


#16 lolo33

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Posted 25 September 2012 - 10:08 PM

So, if you downloaded it and liked it, please give it a 5 and help fix the average. Thanks.

+5 star ;)

Locate a Pinball machine in France:

http://geoflipper.fr/


#17 teppotee

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Posted 26 September 2012 - 05:37 AM

5 star rating added. This is just an amazing update to an already great table. I also really like the BMPR addition to the gameplay!

#18 ArcadiusMaximus

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Posted 26 September 2012 - 01:22 PM

I have a couple questions. What does BMPR stand for? Is there a dev thread somewhere on the topic? Also, could you explain a bit more how you were able to make this table AA friendly (remove or hide black lines)? Is it a method that could be applied to existing tables? Thanks, still relatively new here :) .
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#19 hmueck

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Posted 26 September 2012 - 02:50 PM

What does BMPR stand for?


Ball Momentum Physics Routine

Is there a dev thread somewhere on the topic?


:click-me:

Also, could you explain a bit more how you were able to make this table AA friendly (remove or hide black lines)? Is it a method that could be applied to existing tables? Thanks, still relatively new here :) .

AA=Antialiasing? Does a table have to be AA friendly? Don't know.
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#20 ArcadiusMaximus

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Posted 26 September 2012 - 04:32 PM


What does BMPR stand for?


Ball Momentum Physics Routine

Is there a dev thread somewhere on the topic?


:click-me:

Also, could you explain a bit more how you were able to make this table AA friendly (remove or hide black lines)? Is it a method that could be applied to existing tables? Thanks, still relatively new here :) .

AA=Antialiasing? Does a table have to be AA friendly? Don't know.



The only reason I ask about AA friendly tables is the fact most of my tables display ugly black lines on certain textures with AA enabled. If there was a work around that you could implement on other tables to make the black lines disappear I'm all for it ! Thanks for the info !
~ Mr. John E. Smith III Esq.





Also tagged with one or more of these keywords: Indianapolis 500, BMPR, Physics, GI8, Lighting