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    • Author: Flupper
    • Version: 2.2
    • Views: 3227
    • File size: 17.69 MB
    • Downloads: 395
    • File Author: Flupper
    • Updated: May 30, 2020
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  • This demo table includes domes in several colors. Instructions included in the table script.Let me know if you have issues! Flupperdomes2 is the new version, with several types of flashers in 6 colors.

    2.1 changes: - added more explanation to the script

    - fixed materials of the screws

    - added example script for rom based tables

    - cleaned some of the objects settings

    - added 2 variables for dimming the effects when needed

    2.2:

    - changed variable names in order to not conflict with JP's fading lights routines and my v1 flasher code

    - added an option to make the flasher domes brighter when they are off

    - made some corrections in the instructions

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    Viewing 20 posts - 1 through 20 (of 30 total)
    • Author
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    • #68268
      Flupper
      Participant
      @philippe

      This demo table includes domes in several colors. Instructions included in the table script.Let me know if you have issues! Flupperdomes2 is the new version, with several types of flashers in 6 colors.

      #68400
      Lobotomy
      Participant
      @lobotomy

      I’m in the middle(??) of my original build and was looking for some “free primitives”.
      Like a blessing from above I stumbled on these, and man, my table looked mediocre before, but with these flashers my table looks like a pile of s**t! :P

      The only thing that look good is these flasher domes! :D
      Now I need to step it up a few notches, and try not to over use these gems.

      Thank you!!!

      #68436
      Ben Logan2
      Participant
      @benlogan2
      Member

      I love the lens flare effect on the blue flasher. Super cool!

      #70217
      xenonph
      Participant
      @xenonph
      MemberContributor

      I am in the process of making a Christmas mod and decided to try and figure out how to add nice flashers to table. Obviously I picked the right table demo to learn how they work and how to add to script.

      Thank you for this great resource table Flupper!!!

      I have actually got a blue flasher to work with table event on my Christmas mod!!!(Drain for now, until I learn more!!)

      My question is…

      The flasher flashes one time on a ball drain.

      What if I want it to flash 4 times on ball drain?

      Is there a simple script command for this or do I just tie it to variable that counts down from 4?

      I was hoping there was something simple like adding a simple “x4” to end of flasher command, to flash 4 times. I could tie it to a timer where it flashes for certain amount of time also.

      These questions may seem stupid, but I am still a beginner at all this!!

      I really want to learn it all!!!

      Thank you for your time and help.

       

      #70235
      Sliderpoint
      Participant
      @sliderpoint
      MemberContributor

      Not sure how exactly to do it if you also using flasher objects.  But for the light objects you can use the .duration method.

      Duration(int startState, int durationTime, int endState) – starts a light in startState and leaves it into that state for the amount of milliseconds defined by durationTime until the light switches to the endState
      e.g.:
      light1.Duration 2, 1000, 1 (light starts to blink for 1000ms and then switches to ON)

       

      -Mike

      1 user thanked author for this post.
      #70240
      Flupper
      Participant
      @philippe

      Maybe there is a simpler way, but I would just use a separate timer which does this countdown and again enables the flash for one flash.

      1 user thanked author for this post.
      #70248
      xenonph
      Participant
      @xenonph
      MemberContributor

      Thanks for the info Sliderpoint and Flupper!!

      I hate to admit this, but I had always wondered how people were using these “Resource tables”.

      I never knew the process of loading 2 tables into the editor. So you can imagine the trouble I have had trying to use any resource from any table.

      It just wasn’t possible for me, until my friend Thalamus was helping test table for Scottacus, as I was helping test also, and somehow the personal message conversation switched to converting VP9 tables to VPX. I asked him many questions that probably seemed stupid to him, but he explained to me the method of loading 2 tables into the Visual Pinball Editor. (I could copy objects that were on same table, and knew how to do that, but never knew the 2 table method.) So I can now start using all these resource tables!!! BIG THANKS THALAMUS!!!

      BIG THANKS FLUPPER FOR THIS TABLE!!!

      I am so excited!!, and still can’t believe I got that flasher to actually work on my Christmas mod!!

      I love this stuff!!!

      Carry on.

      #74945
      DJRobX
      Moderator
      @djrobx
      MemberModerator

      Thanks for these Flupper, they’re amazing.

      I wrote function to utilize these with the common JP fading light routine that seems to be copied to most tables.     Note that you may or may not already have “FlashEmpty”, depending on where you got it from.   FlashEmpty contains all of the ramp up/ramp down smarts that ought to be only coded once instead of each separate light implementation.   Anyhoo, here’s the code:

      Sub FlupperFlash(nr, FlashObject, LitObject, BaseObject, LightObject)
      FlupperFlashm nr, FlashObject, LitObject, BaseObject, LightObject
      FadeEmpty nr
      End Sub
       
      Sub FlupperFlashm(nr, FlashObject, LitObject, BaseObject, LightObject)
      ‘exit sub
      dim flashx3
      Select Case FadingLevel(nr)
              Case 4, 5
      ‘ This section adapted from Flupper’s script
      flashx3 = FlashLevel(nr) * FlashLevel(nr) * FlashLevel(nr)
                  FlashObject.IntensityScale = flashx3
      LitObject.BlendDisableLighting = 10 * flashx3
      BaseObject.BlendDisableLighting = flashx3
      LightObject.IntensityScale = flashx3
      LitObject.material = “domelit” & Round(9 * FlashLevel(nr))
      LitObject.visible = 1
      FlashObject.visible = 1
      case 3:
      LitObject.visible = 0
      FlashObject.visible = 0
      end select
      End Sub
       
      Sub FadeEmpty(nr) ‘Fade a lamp number, no object updates
          Select Case FadingLevel(nr)
      Case 3
      FadingLevel(nr) = 0
              Case 4 ‘off
                  FlashLevel(nr) = FlashLevel(nr) – FlashSpeedDown(nr)
                  If FlashLevel(nr) < FlashMin(nr) Then
                      FlashLevel(nr) = FlashMin(nr)
                     FadingLevel(nr) = 3 ‘completely off
                  End if
                  ‘Object.IntensityScale = FlashLevel(nr)
              Case 5 ‘ on
                  FlashLevel(nr) = FlashLevel(nr) + FlashSpeedUp(nr)
                  If FlashLevel(nr) > FlashMax(nr) Then
                      FlashLevel(nr) = FlashMax(nr)
                      FadingLevel(nr) = 6 ‘completely on
                  End if
                  ‘Object.IntensityScale = FlashLevel(nr)
      Case 6
      FadingLevel(nr) = 1
          End Select
      End Sub

      Then in your light routine, you can use it like this:

      FlupperFlash 100, Flasherflash4, FlasherLit4, FlasherBase4, FlasherLight4

      Or for multiples:

      Flashm 100, f20
      FlupperFlashm 100, Flasherflash666, FlasherLit6, FlasherBase6, FlasherLight6
      FlupperFlash 100, Flasherflash444, FlasherLit4, FlasherBase4, FlasherLight4

      Hope this helps someone.  :)

      2 users thanked author for this post.
      #180063
      Dark
      Moderator
      @dark
      vipMemberContributor

      Thanks Flupper for adding the round flasher type to this collection!

      3dcreation

      #180533
      zimbakin
      Participant
      @zimbakin
      Member

      Awesome! Thanks for sharing man. Great quality.

      #180593
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      Much appreciated !  :rose:

      #181952
      Sixtoe
      Participant
      @kiella
      Member

      I don’t quite understand how to implement the v2 versions as a call for vpinmame, can anyone point me in the right direction?

      I’ve got a fully implemented version in the flupperflash test table but can’t quite figure out how to copy them over to my WIP table and plug them into a rom call.. :(

      #181954
      Thalamus
      Moderator
      @thalamus
      ContributorMemberModerator

      What DjRobX wrote above doesn’t help you ?

      #181961
      Sixtoe
      Participant
      @kiella
      Member

      I think it’s changed substantially for v2? or I might have got it totally wrong? ;)

      Flupper seems to have literally automated the process not, you only set some limited variables and colours and it sorts it all out for you, it’s pretty amazing actually. I got the entire flasher setup for my table working on his test table and literally just want to plug it in, but it’s not obvious how to (due to my inexperience).

      But due to this is looks like there’s more calls to different functions and this makes the current code exploderate.

      #181963
      Daryl
      Participant
      @allknowing2012
      Member

      Couple things that get me .. for those looking at the example table..

      The flasherflash10 flasher, for example, How do you determine the RotX, RotY, RotZ values? And why is there an ugly flasher object imbeded into the flasher image?

      As to how to use them .. copy and paste by selecting say 1 level – which ever has the right style/direction that you want.

      Naming is *critical* you only want to use “white” on your table as the colors get dynamically changed within the scripts.

      You need to export all the images AND the materials!  (exclude the xExample/zPlayfield ones if you wish)

      The screws are a bit messed up .. you might want to do those yourself or just be sure to correct there images/materials.

       

      To fire off a flasher .. you need  both peices ..

      Flashlevel(1) = 1 : FlasherFlash1_Timer  — it is NOT a timer.. cant be used as a timer .. as it needs to have the flashlevel reset upon each call.

       

      Did I mess that up or what I have written is correct?

       

      PS. What the heck is a “modulated” flasher? hence why use 1 for the value as opposed to say .5 ?

      #182075
      Flupper
      Participant
      @philippe

      @sixtoe:

      The flasher call routines should look something like:

      SolCallback(27) = “Flashlevel(1) = 1 : FlasherFlash1_Timer”

      or for modulated flashers:

      Sub FlashModFlash(level)

      Flashlevel(1) = level/255 : FlasherFlash1_Timer

      End Sub

      SolModCallback(16) = “FlashModFlash ”

      If you cannot get it to work, send me your table, I will show where/how to put the code in.

      #182238
      Flupper
      Participant
      @philippe

      @Daryl:

      I am not sure whether I should respond to your post, but here it is anyway:

      “The flasherflash10 flasher, for example, How do you determine the RotX, RotY, RotZ values? And why is there an ugly flasher object imbeded into the flasher image?”
      That is why there is an ugly flasher image as default in the flasher object. With TestFlashers = 1 you can see this ugly image even better, so to determine the position of the flasher object. From the example table script:
      ‘ If the flasher is parallel to the playfield, rotate the VPX flasher object for POV and place it at the correct height
      If the flasher is not parallel to the playfield, look at the flashers at the back wall for an example value for RotZ (180 instead of 0). RotX should be -45.

      “Naming is *critical* you only want to use “whte” on your table as the colors get dynamically changed within the scripts.”
      Yes, from the example table script:
      ‘ export the materials domebase, Flashermaterial0 – 20 and import them in your table
      ‘ export all textures except zplayfield, zLut0_0 and zShinyenvironment and import them in your table with the same names

      “You need to export all the images AND the materials!  (exclude the xExample/zPlayfield ones if you wish)”
      Yes, from the example table script:
      ‘ export the materials domebase, Flashermaterial0 – 20 and import them in your table
      ‘ export all textures except zplayfield, zLut0_0 and zShinyenvironment and import them in your table with the same names

      “The screws are a bit messed up .. you might want to do those yourself or just be sure to correct there images/materials.”
      Of course you can use your own screws. But I cannot see what is “messed up” with them? For me they work just fine.

      “To fire off a flasher .. you need  both peices ..
      Flashlevel(1) = 1 : FlasherFlash1_Timer  — it is NOT a timer.. cant be used as a timer .. as it needs to have the flashlevel reset upon each call.”
      No idea what you are getting at; FlasherFlash1_Timer is in fact a timer. It is the timer which is part of the Flasherflash1 VPX flasher object. I use this timer to prevent people who want to use my flashers from copying another object (like a separate timer object).

      “Did I mess that up or what I have written is correct?”
      Maybe?

      “PS. What the heck is a “modulated” flasher? hence why use 1 for the value as opposed to say .5 ?”
      Old style tables have a flasher which is on or off (true or false), they use the solcallback statement; some newer tables have a variable flasher (modulated) for which the rom sends a number from 0-255. They use the solmodcallback statement. You can use a number of 0-255 by setting FlashLevel(nr) by the solmodcallback response divided by 255.

      I spent many evenings working on the flasher textures and objects. Also, it took me more than a week getting the example table running like it is now and trying to simplify the process of using the flashers. I hope you can appreciate that. If you have any more questions for getting the flashers working please let me know.

      #182281
      Daryl
      Participant
      @allknowing2012
      Member

      2020-05-24-20_32_04-Start

      Thanks … just some clarification on my part .. So for custom tables, I should just stick with Flashlevel value of 1. I did see the solmodcallback and was going to research that a bit.

      I am using your code in my builds — I do appreciate your efforts for sure..!

      Attached is the pic about the screws .. seems you missed some materials – so cut’n’paste they come out pink :-)

      The flasher object with that image — it just shows up when it flashes – there is that faint image on top of a tabbed dome, or small domes like on the backwall of a Stern,  and it looks weird. Is there something I should do so it doesn’t show up?

      In scripts, when I see  FlasherFlash1_Timer — I assume it is a timer called FlasherFlash1 where I could set .enabled=True, .interval=1000. In this case I cant do that.  Found out that I needed to make another timer to call this _timer routine.  No biggie.

       

      Attached is my Aerosmith.. I tried to make the Dude flasher light up .. just cant seem to get it to look right – hence the comment about x,y,z rotation.

       

       

      Attachments:
      #182348
      Flupper
      Participant
      @philippe

      @Daryl: Okay, I will check the screw materials and fix it. For Sixtoe I got his flashers working as intended, I can do the same for you if you want. Just PM me the table and I will take a look.

      #182880
      Onevox
      Participant
      @rooster
      Member

      @philippe I’m so glad this floated up and you’re still helping people with this. I’ve decided to add three flashers to The Clash. Since these aren’t in the ROM, I still have to think about how to use them for max impact.

      Onevox

       

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