![]() I basically did some tests at the very beginning of the project, was happy with it, and moved on implementing the foundations. Same with MPF by the way, but that's a discussion for another Sorry for the lack of lighting shots. For PinMAME, I would see more like a component you stick on your table and in the editor you visually link your game items to the ROM's switches, lamps and coils. Meaning if you want to use PinMAME, you shouldn't have to install it, instantiate a COM bridge in your script and use its polling API. I really want to have a "batteries included" approach with VPE. ![]() I do have a video demo showing you how real spot lights can look with a FP table and how it affects the normal mapping and the other table elements. I bring this up because we haven't seen much yet with lighting on VPE (except for the excellent videos on the first page). Well "today" much has changed again with a new (wip) update to BAM to allow for "real-time lighting" with spot lights! This is a huge change and can make a big difference to lighting. 2 or 3 of these points lights were enough for most tables and looked great. I would just use a small nano flasher model and hide it in the slingshots or other plastics. but also the ability to control every aspect of all lights (among a million other features).Įven though these lights are "flashers", in the last year or so, we started to used them as the G.I which makes a huge difference in how a FP table looks today compared to even a year ago. BAM can along and changed everything to allow not only per-pixel lighting and rendering from those point lights / flashers. With FP's old native lighting it was restricted as was the global lighting. With FP-BAM, we've always had "real-time lighting" with point lights which were called "hardware lights" which by default are used as flashers. This is probably the one thing I'm most excited about with VPE. Interesting timing talking about lighting and point lights, etc. So to get the mappings we need vbscript support.Ĭore scripts do support using the timer interval variable to automatically wire up a lamp ID to a light, but it's rarely used. Vpinmame integration is a byproduct of its vbscript support. VPX doesn't actually integrate with vpinmame. So a few things to do before you get so see light shows (also, PinMAME integration would be useful at some point in order to test). These are all data-related issues that we'd like to solve as automated as possible, once we have that we can dive into how to actually render them. For the flashers, we also need to find a way to position them correctly, because in VP there's currently no way of determining the flasher's light source in 3D space. So we firstly need to identify which is which ( VP doesn't distinguish between an insert and a GI light), and then we need to find a good way to simulate inserts. ![]() Lights will work differently as in VP, for example a GI bulb, which is a point light, is modeled differently than an insert or a flasher. Thing about real-time lighting is that we firstly need to get the setup right.
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