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Farsight Studios
The Pinball Arcade / Farsight Studios
Platform Specific
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PBA : Free Camera Mod
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<blockquote data-quote="SickBoy" data-source="post: 200619" data-attributes="member: 5280"><p>WHEW! Okay so after around 8 hours of work on this today (no joke), here's my collection of 1st-pass "minimal necessary to show for UI-less play (where possible... my "13 tables can't have UI-less play" prediction was right)" screenshots.</p><p></p><p>BANDWIDTH WARNING</p><p>Also, SweetFX warning. I will go back and take screenshots of all the tables again once DX11 comes out... but for now you'll just have to deal with the SweetFX settings (if you're curious what all the tables look like with it, then this is a good resource for that as well <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />)</p><p></p><p><span style="font-size: 18px"><a href="http://imgur.com/a/p9wgd" target="_blank">http://imgur.com/a/p9wgd</a></span></p><p></p><p>I own every table, so that is an album of all 57 currently released.</p><p></p><p>Now obviously most of of the tables could be shown a lot more love in making the backglass area centered as much as the flippers... but digital perspective is a fickle mistress at best. It takes a LOT of effort to make the tables "even" feeling (as shown in my initial screenshots of TAF... well, the 2nd screenshot at least). Again, none of the hardcore effort is because of the mod (it's easy as pie to use)... it's all because you don't end up realizing how brutal it is to balance perspective to table elements until you start messing with it. FOV and table rotation could help (elements I avoided for the most part in the 1st pass), but it's a lot of back and forth to really balance it all.</p><p></p><p>My priority for this first pass was as follows:</p><p></p><p>1. Center the flippers as much as possible (I actually used a ruler on my monitor, and did photoshop comparisons of the exact 50% spot... it still isn't perfect, but I started to get lazy early on)</p><p>2. Center key elements of the table that essentially *need* to be centered for a proper feel (example: Black Rose's cannon shot)</p><p>3. Show everything necessary for UI-less play, where possible (damn you 13 UI-required tablessss!)</p><p>4. When possible, be as consistent as I can with the angle of the table.</p><p>5. Everything else.</p><p></p><p>Because of #1 and #2 the backglass tends to be off-center. You'd think it'd be easy to balance it, but trust me it's not. I could easily spend several hours tweaking the proper perspective and centering of all elements for a single table (and eventually I will), but 57 tables is a LOT to individually tweak.</p><p></p><p>Some of the things I've learned in this experience:</p><p></p><p>- Digital perspective is insane and really just comes down to personal preference based on priorities</p><p>- Tables requiring full backglass views (Cyclone, Scared Stiff, Lights... Camera... Action!, etc) are brutal to balance when it comes to view angles and centering</p><p>- Outlanes are the bane of my existence... they always have been play-wise, but now they're the thorn in my ass for making optimized camera angles</p><p>- 8 tables require a full backglass view to be properly playable</p><p>- 2 tables require a 1/2+ backglass view to be properly playable</p><p>- Pinball tables aren't really centered around the flippers... the play is, but the physical machine isn't. Thus a "real life" camera angle would almost always have the flippers off to the left due to the space the plunger lane takes up. Whodathunk?!</p><p></p><p></p><p>I plan two different paths in the future:</p><p></p><p>1. A second, much more in-depth pass at every table using my current criteria.</p><p>2. A more standardized hybrid view that *always* shows the entire backglass. The only issue here is that some tables have backglass toppers, and I haven't decided how I'm going to handle that.</p><p></p><p></p><p>Hope you enjoyed my rambling and screenshots! I'll be blathering on about something else soon enough <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="SickBoy, post: 200619, member: 5280"] WHEW! Okay so after around 8 hours of work on this today (no joke), here's my collection of 1st-pass "minimal necessary to show for UI-less play (where possible... my "13 tables can't have UI-less play" prediction was right)" screenshots. BANDWIDTH WARNING Also, SweetFX warning. I will go back and take screenshots of all the tables again once DX11 comes out... but for now you'll just have to deal with the SweetFX settings (if you're curious what all the tables look like with it, then this is a good resource for that as well :P) [SIZE=5][url=http://imgur.com/a/p9wgd]http://imgur.com/a/p9wgd[/url][/SIZE] I own every table, so that is an album of all 57 currently released. Now obviously most of of the tables could be shown a lot more love in making the backglass area centered as much as the flippers... but digital perspective is a fickle mistress at best. It takes a LOT of effort to make the tables "even" feeling (as shown in my initial screenshots of TAF... well, the 2nd screenshot at least). Again, none of the hardcore effort is because of the mod (it's easy as pie to use)... it's all because you don't end up realizing how brutal it is to balance perspective to table elements until you start messing with it. FOV and table rotation could help (elements I avoided for the most part in the 1st pass), but it's a lot of back and forth to really balance it all. My priority for this first pass was as follows: 1. Center the flippers as much as possible (I actually used a ruler on my monitor, and did photoshop comparisons of the exact 50% spot... it still isn't perfect, but I started to get lazy early on) 2. Center key elements of the table that essentially *need* to be centered for a proper feel (example: Black Rose's cannon shot) 3. Show everything necessary for UI-less play, where possible (damn you 13 UI-required tablessss!) 4. When possible, be as consistent as I can with the angle of the table. 5. Everything else. Because of #1 and #2 the backglass tends to be off-center. You'd think it'd be easy to balance it, but trust me it's not. I could easily spend several hours tweaking the proper perspective and centering of all elements for a single table (and eventually I will), but 57 tables is a LOT to individually tweak. Some of the things I've learned in this experience: - Digital perspective is insane and really just comes down to personal preference based on priorities - Tables requiring full backglass views (Cyclone, Scared Stiff, Lights... Camera... Action!, etc) are brutal to balance when it comes to view angles and centering - Outlanes are the bane of my existence... they always have been play-wise, but now they're the thorn in my ass for making optimized camera angles - 8 tables require a full backglass view to be properly playable - 2 tables require a 1/2+ backglass view to be properly playable - Pinball tables aren't really centered around the flippers... the play is, but the physical machine isn't. Thus a "real life" camera angle would almost always have the flippers off to the left due to the space the plunger lane takes up. Whodathunk?! I plan two different paths in the future: 1. A second, much more in-depth pass at every table using my current criteria. 2. A more standardized hybrid view that *always* shows the entire backglass. The only issue here is that some tables have backglass toppers, and I haven't decided how I'm going to handle that. Hope you enjoyed my rambling and screenshots! I'll be blathering on about something else soon enough :P [/QUOTE]
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The Pinball Arcade / Farsight Studios
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Farsight Studios
The Pinball Arcade / Farsight Studios
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PBA : Free Camera Mod
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