Lighting

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  • #96907
    Jeremy
    Participant
      @malachi666

      Hello Everyone,

      I had mentioned previously in another post that I wanted to delve into the world of table creation / recreation.  Some kind soul mentioned that it may be best to learn by modding an existing table in order to learn how it is done.  So I thought one thing I would like to do is start by modding the lighting on the tables I have in my collection currently.  My question is, is there any documentation on the lighting settings in VP 10?  I would like to learn what each option and setting does.  I could go through and tinker to find out, but I just wanted to see if there was any tutorials / documentation.

      In my experience in playing VP, the best lighting I have see is in the stuff from the MonsterBash site.  I have also seen some wonderful things on some of the old SS and EM tables.  For instance I really like the effect that BorgDog did on Joker Poker EM.   The effect I liked was the machine turn on sound and then the lights come up.

      Anyway, if anyone could point me in the direction of any resources or documentation that would greatly be appreciated.

      #96952
      BorgDog
      Participant
        @borgdog

        Hey Jeremy!

        There really isn’t much documentation that I know of on how to do a lot of things in VP, and there are many ways to do the same thing.  Do you know about CommandReference.txt found in the Visual Pinball folder?  It at least has the nuts and bolts of what you can do.  Most of it is just looking at stuff you like and seeing how it was done. I believe a lot of newer stuff, including most of stuff on MonsterBash, is done with flashers and rendered images from 3d modeling programs.

        the poweron stuff I did in Joker Poker and most of the em’s I’ve done recently is controlled by a couple of timers and collections of lights.  In the JokerPoker_init (the subs with _init run when the table first loads) it starts a timer-  startGame.enabled=true then the sub Startgame_timer runs after the time set on the timer object, in this case 1500ms or 1.5 seconds.  StartGame timer plays the poweron sound effect and calls another timer, lightdelay, that 500ms later turns the lights on by use of of for-next loop on the collection of lights.  the light objects themselves have the fade speed setting.  In most newer SS type tables  the GI is controlled by the rom so that particular effect really can’t be used.

        Mostly I learned all this by looking at stuff I liked and figuring out how they did it and asking a bunch of questions, so basically just jump in and start messing around!

         

        1 user thanked author for this post.
        #96958
        Jeremy
        Participant
          @malachi666

          Thank you BorgDog, I will check out that file you referred to.  I also have started to just look and figure things out based on what I am seeing.  So far so good.

          For my own collection of tables I am trying to go for consistent look as far as lighting goes.  I also just started tinkering with other elements as well.

          Thanks again, I love your work!  Please keep it up!

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