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#1

Starshell Flare Problem

Archive: 12 posts


So, I'm woking on my R.D. level and I had an idea!

While traversing through No Man's Land, emit a shimmering starshell that lights up overhead with a bang, then slowly drifts toward the ground setting the scene a light only for a minute before extinguishing as it lands. A sort of glimpse into hell kinda thing.

Now the construction details. I know how to rig the lights for the shimmering effect and also it's animation for falling to the ground. What I can't figure out is how to emit the lights and still get the effects I'm looking for.

In order to emit the lights with effects connected, I need to capture the entire rig and set that whole thing to emit, right? Or is there another way I could just emit the lights and still get the effects I'm looking for? It's kind of a big and complicated rig. It just seems like a lot to emit at once, is all.

Anyway, that's my perdicament and I'm open for any suggestions, blueprints and/or comments/feedback that anyone has.

Much thanks!
2009-11-10 15:19:00

Author:
Haleys_Papa
Posts: 171


yeah, if you plan on emitting them you would have to emit the whole setup. ....... mnnnn...... just thinking about it.......

If you were to capture a light with an invisible switch stuck on it and hooked up to said switch, you could just make it sparkle by having keys dotted around so when the light goes near the key it will illuminate. Set the switch to speed for an even nicer effect
2009-11-10 16:03:00

Author:
wexfordian
Posts: 1904


I've emitted quite a huge bunch of stuff out of an emitter without an issue, though especially helpful since you are only doing 1. The trick is usually having the logic needed far enough away to be off camera (especially considering multiple players and their possible positions) as well as having that logic avoid other scenery bits etc.. The fun is usually positioning something large (or covering quite a distance between parts) and get the proper placement since you may not be able to see it all on screen in create mode.

If the logic seems massive to you, there might be a way to condense and make the logic to support it smaller as well as more efficient.
2009-11-10 16:06:00

Author:
jwwphotos
Posts: 11383


wexfordian - "yeah, if you plan on emitting them you would have to emit the whole setup. ....... mnnnn...... just thinking about it.......

If you were to capture a light with an invisible switch stuck on it and hooked up to said switch, you could just make it sparkle by having keys dotted around so when the light goes near the key it will illuminate. Set the switch to speed for an even nicer effect "

Yeah, that's what I thought. Good idea! I'll have to give that a try. I'll let you know how it works by posting it here.
2009-11-10 16:08:00

Author:
Haleys_Papa
Posts: 171


I've emitted quite a huge bunch of stuff out of an emitter without an issue, though especially helpful since you are only doing 1. The trick is usually having the logic needed far enough away to be off camera (especially considering multiple players and their possible positions) as well as having that logic avoid other scenery bits etc.. The fun is usually positioning something large (or covering quite a distance between parts) and get the proper placement since you may not be able to see it all on screen in create mode.

If the logic seems massive to you, there might be a way to condense and make the logic to support it smaller as well as more efficient.

Great, I'll keep this in mind. Thank you.
2009-11-10 16:22:00

Author:
Haleys_Papa
Posts: 171


Hi Haleys, just a quick note as I know your new to the site. If you want to quote more than one person you can hit the multiquote button, inbetween the "thanks" and "quick reply" buttons on all the posts you want to quote and then hit the "post reply" button at the bottom. Took me a while to figure this one out so I thought Id share Hope this helps.2009-11-10 16:29:00

Author:
wexfordian
Posts: 1904


I have thunk up a solution that may work.

What I may do is make several starshells, hook them up accordingly, then create a chamber to hold the flares divide the chamber up into separate compartments divided by disolve material. Place 1 flare in each compartment. Place sensor switches throughout various stages of the level. When tripped the disolve material will release one flare and trigger the motion and sound switches that provide the various effects needed.

However, I am still stuck as to how I will snuff out the flares once they have done their job. As I may not emit them, they will stay lit. The flares consist of 2 lights, one fairy and one LED. Does anyone have any suggestions as to how I can snuff out these flares?

Thanks
2009-11-10 20:10:00

Author:
Haleys_Papa
Posts: 171


I have thunk up a solution that may work.

What I may do is make several starshells, hook them up accordingly, then create a chamber to hold the flares divide the chamber up into separate compartments divided by disolve material. Place 1 flare in each compartment. Place sensor switches throughout various stages of the level. When tripped the disolve material will release one flare and trigger the motion and sound switches that provide the various effects needed.

However, I am still stuck as to how I will snuff out the flares once they have done their job. As I may not emit them, they will stay lit. The flares consist of 2 lights, one fairy and one LED. Does anyone have any suggestions as to how I can snuff out these flares?

Thanks

Well... depending on how you enable the lights in the first place, you could use like a piston or wobble to move that mag key or sensor out of the way and turn them off. If you need them to go away, you might be able to add a small brain to the light assembly and kill it off with a one shot mag switch based on either keys on the ground or based upon timing.

You sure emitting them isn't a bit easier now? lol!!

Good luck!
2009-11-10 20:18:00

Author:
jwwphotos
Posts: 11383


Haha! I'm not sure anymore. I guess I'll just have to fiddle with it. It's kind of difficult though because I know what I want it to do, but executing it just isn't that easy. I guess that's why they say, dreaming is easy, but doing is another.2009-11-10 20:22:00

Author:
Haleys_Papa
Posts: 171


For movement, remember that it doesn't exist until it's emitted. I had monsters bust through a wall by mounting them to a piston, then gluing a directional mag switch to the monster and piston. I set the short and long distances, "reeled in" the monster while unpaused.

Then, I pause, reset the piston to "Backwards", capture object. When monster emits, his mag switch goes "Hey, I should be extended until I see a magnet!", which he does.

You could use the same system to make the flare emit, then follow a preset path. If you want a parabola, you can use winches, but it would work on the same principle.

I also volunteer "Boys from Brighton" for the title, too, btw. Us Yanks remember the fallen more easily by tying sacrifices to places.
2009-11-11 01:18:00

Author:
coyote_blue
Posts: 422


Great suggestions Coyote. Thanks a bunch.2009-11-11 01:27:00

Author:
Haleys_Papa
Posts: 171


Well I figured this out. I simplified my design and captured the entire rig, then emitted it. Worked like a charm. Thanks to everyone for the help. Couldn't have done it without ya.2009-11-11 22:08:00

Author:
Haleys_Papa
Posts: 171


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