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Pinballuser

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Pinballuser last won the day on August 17 2018

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  1. is it best not to use this options? I seen that SAM Split screen before, and noticed that because of that screen allot and I mean allot of scenes would need to share the same pallet in order for that split screen to be colored If I did that I would end up limiting my color selection to 16, I rather have an uncolored split screen then to have a very generic looking color profile. does the Replace Mask option let you apply 2 color pallets to the split screen. One color pellet to each side of the screen. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Given that Aaron Spelling Pinball is a re-skin of LW3 I thought I download Malenkos LW3 project and learn how to use the editor. Big Mistake as I was just duplicating his work without knowing what I was doing. I eventually figured out what I was doing and re did the project. their are at least 4 missing scenes, I just can't seem to capture 14 Million fight krystal loses Video Mode (generate at random) Target Left - cow Target Right - OLD Man I highly doubt anyone will want this project, but if anyone is willing to fix and make a tutorial/video for the Scenes I don't know how to do Scenes that require the Color Mask Sequence and more importantly the Scene on Fullplay4 Down the Drain01 - 60 --> one of the Color Mask Sequence scenes that will more then likely need a unique mask for triggering and coloring. you will need to place this project at C:\Pin2DMD\Pin2DMD Projects\Aaron_Spelling in order for the editor to find and load the recordings or update the XML to your preferred locations.
  2. use the ball control and go to this site https://papa.org/learning-center/players-guide/?target=general#1522695791552-c4628d31-af81 it has all the info you need on how to trigger scenes you may not know existed.
  3. this is a question about the editor not a request I saw all of Steves YouTube videos, and in Chapter 3 he explains Color Mask Sequence (on a very old editor version) nobody has coveted this method on any of their tutorials (none that I have seen), and I have yet to download a project that has this method implemented. 1. Each Scene that implements a Color Mask Sequence is going to need a unique Mask. Do I have to dedicated a mask for each scene that is set to Color Mask Sequence. If I have 20 Color Mask Sequence scenes in a project do I need to use 20 masks? 1. I tried to use this method but I can't modify the mask the pen, bucket and square are inaccessible. Steve does a Past Over (Shift+Ctrl+V) to copy and past his mask to a different scene. when I do this I copy the colors and not the mask (again I can't modify the mask). can we please get a chapter 4 video explaining what the difference is and how to use the following methods of masking methods Replace Sequence Color Mask Layered Replace Masked Color Mask Sequence I have seen Scenes that transition from a scene with dynamic content to another scene with more dynamic content (mainly the main score display that fills the majority of the DMD screen) the way I would do those scenes is by cutting the entire scene into individual frames and then use existing masks. Aside from not being the most efficient way of doing it; this creates problems as some masks are applied to wrong scenes. This is because I have to use very small masks as the main score display takes up a large portion of the screen. I would think that it would be faster and better to use Color Mask Sequences for this type of scenes but I"m still not 100% certain on how to use this method of masking.
  4. in my best homer voice "Doh!!!!
  5. here is a few suggestions can we get 2 more cut buttons 1. normal button 2. cut and create pallet -- you can't enable this in the options given that you don't always need a new pallet for each scene. 3. cut and create keyframe --> you can't go into the options and enable this given that many keyframes need a mask this button will only be used for scenes that don't require a mask. at the very least I like to have a check box next to the cut button to enable 2 or 3 or both at the same time. I like to have the ability to select multiple scenes to apply the same pallet. or "Lock" the pallet so that all the scenes I cut use the pallet selected. I like a second tab for both for scenes and keyframes I don't like scrolling trough hundreds of scenes and keyframes, and would like the ability to "MOVE" (not display) scenes or keyframes that are working correctly to a "Finished Scenes (keyframe) Tab". export a list of all hash numbers in use or have the editor show me that the has tag is in use similar to how the editor shows you that Mask# is in use, I would like the editor to show me if a hashtag is in use as I scroll trough my recording. I sometimes get recordings that skip frames. and I have to get a second recording to add that missing frame, I don't like to blindly scroll trough the new recording to find my missing frame. give me the ability to modify a mask in use Given that we have a limited amount of mask to use, I reuse the same mask on multiple scenes. in some cases you can add more scenes to a mask that is in use by slightly modifying the mask. Only way you can do that is if you delete all the keyframes that are using that mask.
  6. rom colors work with PINMAME and Freezys dll not the table or table version. this project is not complete, so the blue and white colors you are seeing are more then likely the UN_COLORED scenes. for this project in its current form you will see some fully colored scenes and some uncolored scenes.
  7. see the posts above their is a color rom patching tool, their is no need to use the command line option it just needs to be updated to include the option to make Diff files
  8. your bin name --> xmn_151hc.bin zip name --> xmn_151hc.zip pin2dmd.pal and pin2dmd.vni should be in --> VPinMAME\altcolor\xmn_151hc and you need to updated the script on the table. if you dont know the names of the bin or zip, you should always check in PINMAME
  9. version 01 is looking for patches with extensions of .diff and version .02 is looking for patches with extensions of .dif version 2 needs to be changed to make and look for patches with extensions of .diff or all the patches that are currently available will no longer be compatible with VPUpatcher v02
  10. the bsdiff.exe is used to make a diff in the same way the bspatch is used to patch your rom Their are not allot of people that will use this option, but it will be nice to have a tool that can do both. can you update so that the patching tool has a "Make Patching Diff" tab; with the options to select "Official ROM.bin (Unzipped) ---> path to your Official rom "Modded ROM.bin (Unzipped) ---> path to your Modded rom "New Patching Diff Name here" (* Please include .diff to the end of your name) --> New diff created in your Difs or patching tool folder
  11. change XMN_151h.pbm to XMN_151.diff in order to make a diff you must have a MODDED rom in PinballBrowser you are suppose to open the macro and then run the macro from the same menu
  12. @Dazz hopefully he can update his patch utility to include making diff files as Rappelbox mentioned the diff.exe, Moded rom and default rom need to be in the same folder here is a step by step to manually patch your rom its the same process to make a diff step 3 you just use Bsdiff instead of bspatch in your command line https://vpinball.com/wiki/visual-pinball-knowledge-base/rom-patching/ just make sure you have a backup of your modded rom, just incase you turn your colored rom into a default rom.
  13. thanks any chance we can get a diff patch file instead of the macros, for all of us that don't have a registered version of PinballBrowser
  14. I fixed most of your attract mode sequence see if you can figure out the rest I re cut Ace Driver into multiple scenes you cannot cut a full scene when you have dynamic content each scene was cut into individual frames Ace Driver Gran Champion Loop Champion I did not have to make a trigger for each frame given that some of the frames under the Mask did not change. this brings me to your Red Car left/right and Policedrive right/left. You will have to do the same for each frame found on this animations if the Contents under your (Trigger) mask change, then you need to make a new trigger and you can only make a new trigger if you cut the scene Tunnel Shots, have dynamic content (8) under the mask, if that number changes the trigger will not work I re cut the Insert Coin (Credits) to remove the dynamic content that was under the mask similar match animation needs to be cut into single frames as the color mask and dynamitc content will change from one scene to the next I re cut Williams to Presents animation Some times you have to make sure that the animation does not duplicate its self with different scenes their are are two similar animations on recording gw_l5_nogame first starts at frame 858 and the other starts at frame 119 it seems like the same animation but they both have their own unique keyframe they both need to be cut and they both need triggers for their unique keyframe https://mega.nz/#!h8NGFQra!j1EKR3vuoy0lY07W0eP6Ql9tHfDTdjeyXJwzmorK9_Q
  15. you should should also split it into 2 sub sections Color roms --> SAM patches PIN2DMD editor projects this might fix the confusion some people have thinking that they need to modify the rom when using PIN2DMD editor projects
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