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  • #107846
    arconovum
    Participant
    @nicholaschristopher
    MemberContributor

    Mod Includes:

    [FSS] Backglass/Box/Backlight. [CCX] Color Correction . [PGI] Persistent General Illumination , & [SHD] Shadows. [FF] Fast Flips . [D&N] Day and Night transition . [NPF] New Playfield.

    Original Author VPX: Bord

    2 users thanked author for this post.
    #107848
    bord
    Moderator
    @bord
    MembervipContributorModerator

    Hot.

    #107850
    arconovum
    Participant
    @nicholaschristopher
    MemberContributor

    Hot.

    Hot to trot.. if you want to get funny!

    #107861
    STAT
    Participant
    @stefanaustria
    MemberContributor

    Really n-i-c-e :good:

    BG i would do it more like an old Wall, like this …

    #107866
    arconovum
    Participant
    @nicholaschristopher
    MemberContributor

    o

    I do have an old stone wall, I have about 6 backgrounds but I really like the small red brick wall.. it lights up really nice.. and looks really good at night.  if you want to see it congo has the old stone wall.. without the moss.

    #145946
    ph349397
    Participant
    @ph349397

    As with all these FSS tables, this is beautiful stuff.

    I’m trying to adapt it to my 2 screen cab and I’ve messed with some settings.

    I adjusted the night-> day cycle slider to darken the table a little bit, and when I did that these horizontal shaded areas appeared, one near the top (pictured) and one through the more mid-region of the table.

    black_knight_shade

    I changed this value in the script to zero and that made the mid-region one go away, but the one near the top (pictured above) didn’t go away.

    black_knight_script_edit_01

    #146014
    arconovum
    Participant
    @nicholaschristopher
    MemberContributor

    As with all these FSS tables, this is beautiful stuff.

    I’m trying to adapt it to my 2 screen cab and I’ve messed with some settings.

    I adjusted the night-> day cycle slider to darken the table a little bit, and when I did that these horizontal shaded areas appeared, one near the top (pictured) and one through the more mid-region of the table.

    black_knight_shade

    I changed this value in the script to zero and that made the mid-region one go away, but the one near the top (pictured above) didn’t go away.

    black_knight_script_edit_01

    replace:

    Const Forward = 170

    to

    Const Forward = 100

    by disabling cUSEBGLASSREFL to zero you are also removing the rear depth table shadow, the texture was not meant to fade to nothing its meant as a shadow being cast by the backbox, The seams straight edge-ness should have been made more random..

     

    to re-enable cUSEBGLASSREFL  replace with new texture:

    Menu/Table/Image Manager… “_defglasstransition”

    with

    https://drive.google.com/open?id=1s1AFSKuzSvJx8uuvu2sRWMKLG5iubjAJ

     

     

    1 user thanked author for this post.
Viewing 7 posts - 1 through 7 (of 7 total)
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