#1
Dramatic Light Scene
Archive: 30 posts
Well... I would like to make a dramatic light scene, where my person's locked in a room, the lights go out, and then several spotlights are let off in their own time along with a sound effect, the spotlights of course have to shine on him. Any body have an idea/image on how this could be done? | 2009-05-07 15:19:00 Author: Bear ![]() Posts: 2079 |
I can draw you a picture of a sack in a dark room if that would help? It might look suspiciously like a black square though... You probably want the global lighting tool for the blackout. As for the rest: Is the sack mobile in the room, i.e the spots need to adjust their angle to follow him. Trickster223 posted a thread on that a couple of days ago and I described 2 methods of achieving that effect. There is also a third method where you have a horizontal linear following device attached to the spotlights via stiff weak pistons, which will be best if you want more than a couple of lights. As for timing circuitry, this is relatively easy, there are all sorts of ways to achieve this depending on exactly what you want: are the timing delays consistant or varied are the lights on for the same amount of time varied amount of time are the sounds the same, or specific to each light does the sequence repeat, do some lights go on multiple times etc What happens at the end of this? | 2009-05-07 15:53:00 Author: rtm223 ![]() Posts: 6497 |
Thanks... but I only really needed to know how to achieve simply making Sackboy stay in one place and have spotlights shoot at him one at a time. | 2009-05-07 17:30:00 Author: Bear ![]() Posts: 2079 |
Emit invisible dark matter either side and above to make him stay in one place. As for the sequencing of lights, have a piston moving forward with a key on the end, and place magnetic switches along its path connected to the lights and sounds in sequence. | 2009-05-07 17:36:00 Author: dawesbr ![]() Posts: 3280 |
Thanks... but I only really needed to know how to achieve simply making Sackboy stay in one place and have spotlights shoot at him one at a time. I'd say making sackboy stay in one place would be easier than making the spotlights follow. Have it so everything activates once you go to a certain spot (sensor switch) in the room. -have invisible pieces of dark matter emit on both sides of sackboy -use a piston to trigger all the lights You'll want to have the dark matter disappear once the sequence is over. I dunno if I can explain it but here's what first popped into my head. -Basically a permanent switch is triggered once you walk into the area. -The perm switch is connected to a long piston with a mag-key on the end. -The piston extends and triggers each of the spotlights via mag-switches as it goes along -The first mag switch should be connected to the emitters for dark matter. The emitters should have time set to just longer than the piston time. Simple enough set-up I hope. PS I noticed Dawe beat me to it while I was typing. But I continued with more waffle to hopefully expand on what he said. | 2009-05-07 17:43:00 Author: Pitcard ![]() Posts: 779 |
Emit invisible dark matter either side and above to make him stay in one place. As for the sequencing of lights, have a piston moving forward with a key on the end, and place magnetic switches along its path connected to the lights and sounds in sequence. But the lights were going to go off at random. Y'know, this idea is pretty easy to fulfil I s'pose. I'll get to work on it. | 2009-05-07 17:44:00 Author: Bear ![]() Posts: 2079 |
Looks like I was planning on massively overengineering this. If you still want random lights then thats doable, as long as you don't want it at the beginning of your level. | 2009-05-07 17:48:00 Author: rtm223 ![]() Posts: 6497 |
Hmm, you mean you want them to flicker on and off at random intervals? Or come on in a random sequence? | 2009-05-07 17:48:00 Author: dawesbr ![]() Posts: 3280 |
Also you'd want to have a dramatic chipmunk/prairie dog in the mix. He defines the word DRAMATIC as demonstrated by your avatar | 2009-05-07 17:48:00 Author: Pitcard ![]() Posts: 779 |
Hmm, you mean you want them to flicker on and off at random intervals? Or come on in a random sequence? If that's the case you could concider doing what I did in my last level. I had a couple of balls with keys on them roll down a slope past mag-switches connected to some lights. The balls were of different weights, in different layers (you could use thin layer as well!). They emitted at the top of the slope in different spots, and dissappeared (timed-out) at the end of the slope. Also, you can vary the frequency of the different ball emitters to add to the random look. And you can also use different-sized balls. Now, I only used 2 balls on mine (was all I needed for the effect) but you could take advantage of all 7 layers and emit 7 different balls. But the more different ball types you use the more therm you will use. Not sure if resizing an object makes it a seperate object from its original in the eyes of the therm though. But you could use the same ball but on a different layer where the slope is slightly different, this way the balls will roll at a different speeds but still hit all the same mag-switches. Just an idea though ![]() | 2009-05-07 18:01:00 Author: mindphaser74 ![]() Posts: 349 |
for randomisation I'd just use a 3 pistons in series system where each piston's period is a prime number scaled by a common factor.It will give you a complex pattern of movement which won't repeat for a long time, then just have that running constantly from when the level starts. place mag keys along the path of that and you're done. | 2009-05-07 18:25:00 Author: rtm223 ![]() Posts: 6497 |
Cheers guys, looks like I'm going to be using LOTS of magnetic keys in this project, considering I'm basically using the same idea of using a piston and key for rather a lot. | 2009-05-07 18:29:00 Author: Bear ![]() Posts: 2079 |
Well good luck so... my advice would be to keep things as simple and clear as possible. Keep things that belong to different mechanics away from eachother. Lay things out using the grid and try not to get cluttered. The best permanent switch is to just dissolve a block with the key on it, and set the mag-switch (beside it) to inverted. Its got no moving parts ![]() | 2009-05-07 18:42:00 Author: Pitcard ![]() Posts: 779 |
By the way, how would I go about creating a Permanent Switch for a sensor switch? Is it just the same concept as the button? | 2009-05-07 18:44:00 Author: Bear ![]() Posts: 2079 |
Yeah. Have the sensor connected to dissolve, and the method Pitcard said. EDIT: Wow, active topic. 4 members at once! | 2009-05-07 18:45:00 Author: dawesbr ![]() Posts: 3280 |
As a side note, if you choose to go random, the randomisation part (be it rolling balls / pistons or any other method) should NOT be triggered - it should just run constantly - if it gets started at the same time as everything else using the perma switch, it won't be seeded and therefore will be the same every time... | 2009-05-07 19:13:00 Author: rtm223 ![]() Posts: 6497 |
Lots of magnetic switches? Check this out. www.dcdj.co.uk/seu2.html | 2009-05-07 19:14:00 Author: DanC ![]() Posts: 433 |
Lots of magnetic switches? Check this out. www.dcdj.co.uk/seu2.html Geez... That IS a lot of magnetic switches. | 2009-05-07 19:51:00 Author: Bear ![]() Posts: 2079 |
Right, I have this working now but I have one further question to link into this. Is there any way to link in the trigger of my spotlights turning on to Maraz's Talking Tool? It'd be quite useful for this right now. | 2009-05-07 20:28:00 Author: Bear ![]() Posts: 2079 |
Maraz's talking tool? | 2009-05-07 20:39:00 Author: dawesbr ![]() Posts: 3280 |
Search for it, it's a mechanism used for creating conversation with speech bubbles; possibly by triggering several at once. | 2009-05-07 20:42:00 Author: Bear ![]() Posts: 2079 |
You mean one magic mouth appearing each time a spotlight comes on?? I've used maraz's tool btw its very handy ![]() | 2009-05-07 20:42:00 Author: Pitcard ![]() Posts: 779 |
can't you just plug on/off switches into your magic mouths? As in the same input that goes to the light to the mouth. I don't think you need a mechanism for this, or that it deserves a name lol. | 2009-05-07 20:45:00 Author: rtm223 ![]() Posts: 6497 |
Well... I wanted the lights to turn on, and then maybe a second later, I want a load of speech bubbles to activate. | 2009-05-07 20:56:00 Author: Bear ![]() Posts: 2079 |
Then put a magnetic switch one second further along the timeline. Am I missing something? | 2009-05-07 20:59:00 Author: dawesbr ![]() Posts: 3280 |
I set it up a little... messier than that. ![]() | 2009-05-07 21:02:00 Author: Bear ![]() Posts: 2079 |
I searched the forums for all threads by maraz, nothing about a talking tool ![]() | 2009-05-07 21:04:00 Author: dawesbr ![]() Posts: 3280 |
It's a level. ![]() | 2009-05-07 21:07:00 Author: Bear ![]() Posts: 2079 |
I searched the forums for all threads by maraz, nothing about a talking tool ![]() you'll have to check his level out in LBP... he doesn't seem to have a thread. just search @Maraz_Matari Its basically a perm switch that falls through a bunch of magic mouths and activates up to 8 in a row. You can also make it reactivate-able with a piston. Can you not just hook a mag key at the end of the sequence to trigger the Talking Tool's dissolve? It shouldn't be too hard. I've used his tool a few times and its easily adaptable. | 2009-05-07 21:14:00 Author: Pitcard ![]() Posts: 779 |
you'll have to check his level out in LBP... he doesn't seem to have a thread. just search @Maraz_Matari Its basically a perm switch that falls through a bunch of magic mouths and activates up to 8 in a row. You can also make it reactivate-able with a piston. Can you not just hook a mag key at the end of the sequence to trigger the Talking Tool's dissolve? It shouldn't be too hard. I've used his tool a few times and its easily adaptable. That's perfect, thanks. | 2009-05-07 21:17:00 Author: Bear ![]() Posts: 2079 |
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