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#1

Grey Stickers and Music Queuing

Archive: 12 posts


Greetings! I have two questions for today:

(1) Grey 'metal' stickers:

In Comphermc's Interstellar Infiltration level and in Julseyjules's Star Wars Episode 4 (Part 2); Escape from the Death Star: erm...Etc! they very cleverly use a Grey Sticker to cover over the building material in order to give a 'smooth metalic look.' This is especially effective on Rubber (or Dark Matter), since a stickered material will retain it specular (reflective) lighting properties (i.e. the rubber still looks "shiny" even under a sticker).

How did you guys create such Grey Stickers? By 'photographing' certain LBP materials under certain lighting conditions? Which ones? I can, of course, experiment on my own, or pick up some of your stickers by stickering myself with them and saving the 'costume', but I'd rather do my own, without having to reinvent the wheel entirely.

(2) On queuing Music Objects:

Is there a way to queue a Music Object to begin playing a piece at a particular spot if that piece is already playing due to a previously encountered Music Object? The only way I've been able to do this is to have the player *momentarily* encounter some *other* Music Object and then encounter the one that I want, at the place I want. Unfortunately, this produces a silent pause that is a bit longer than I would like.

The thing I am trying to achieve is the ability to loop only a *part* of a given music piece, or to queue some particular part of the currently playing piece as the player passes by a certain milestone on the play-path --> and both as seamlessly as possible.

For example, "The Battle on the Ice" has a relatively soft, but tense, introduction section, which Julseyjules took advantage of because of it's John Williams like quality (Star Wars -esque in style). However, after the intro, the intense, operatic "battle music" begins and rather ruins things if the player is still platforming their merry way along. Is there a way to loop the intro section WITHOUT a long pregnant pause in there (although one could perhaps fill that pause with a cleverly timed sound-effect, I suppose -- a clunky solution).

Thanks in advance,

-- Nanluin
2010-05-04 16:32:00

Author:
Nanluin
Posts: 98


Not to sure about the music, but as for the stickers...
All you need to do is go into create mode and have a mess with the global lighting controls. Then switch into front view and take a picture.
2010-05-04 16:52:00

Author:
theamilien
Posts: 485


Not to sure about the music, but as for the stickers...
All you need to do is go into create mode and have a mess with the global lighting controls. Then switch into front view and take a picture.

Well, doh! [head smack] Taking a picture of front-viewed grey fog might do it, eh?

Thanks,

-- Nanluin
2010-05-04 16:58:00

Author:
Nanluin
Posts: 98


Not to sure about the music, but as for the stickers...
All you need to do is go into create mode and have a mess with the global lighting controls. Then switch into front view and take a picture.

or tweak brightness of white led to get gray you want. That can be used to make any color you want.

I don't know about second question.
2010-05-04 17:41:00

Author:
waD_Delma
Posts: 282


Your first question: I believe they used careful shading by using the black gradient on a brighter color. You can get the gradient stickers from the Tutorials. They might have used premade photos of materials with gradients on them.

Your Second Question: The only way to stop a playing music tool is to activate another music tool with the volume set to nothing.
2010-05-04 21:59:00

Author:
Incinerator22
Posts: 3251


Make a block of dissolve, stick a white sticker to it then darken the global lighting until it's the shade of grey you want. Then, take a pic with the popit. You can then sticker something to make it grey, and use the shadow circle to make it darker, to get different shades of grey.

There is a good point in Battle on the Ice where you can loop the music. Just before the rhythmic strings come in building to the battle section, there is a big lull in the accompaniment. At this point, use a one-shot piston set to 1 sec to activate a silent music object, then Battle on the Ice again, in sequence, very quickly. The change should be unnoticeable, as at the point I mentioned the soundtrack goes completely silent.


Hope this helps!
2010-05-04 22:29:00

Author:
Holguin86
Posts: 875


There is a good point in Battle on the Ice where you can loop the music. Just before the rhythmic strings come in building to the battle section, there is a big lull in the accompaniment. At this point, use a one-shot piston set to 1 sec to activate a silent music object, then Battle on the Ice again, in sequence, very quickly. The change should be unnoticeable, as at the point I mentioned the soundtrack goes completely silent.
Hope this helps!

Problem in that system is it fails if you use pause.
2010-05-05 04:52:00

Author:
waD_Delma
Posts: 282


Sorry, they mostly beat me to it, but used blue wood for a material base and slapped down a big white sticker. I didn't use the default white, but a picture of an oversized led. Then I used the black gradient sticker or the coffee stain sticker to darken and shade it. Then you take a really small picture of the material. Take that picture and blow it up as large as you can and stick it to the blue wood, and take a really small picture again.

That process reduced imperfections (although the imperfections give a bit of flavor to the level).

Now that you mention it, though, taking pictures of fog might provide greater flexibility. Regardless, front view reduces shadows for cleaner pictures.

----

As for the music... what happens when you QUICKLY transition to a zero volume song and then back to your desired music... do you get a nice fade, or does it go silent?

2010-05-05 14:44:00

Author:
comphermc
Posts: 5338


As for the music... what happens when you QUICKLY transition to a zero volume song and then back to your desired music... do you get a nice fade, or does it go silent?

As the player passes the "null" music object and then the "re-queued" old music object, there is a fade-out, silence, then fade-in effect. Thus, I think that this could only be used to loop a piece which has some natural soft or quiet points in it already, but even that would be rather tricky, as you'd have to figure out the "average" player's pace (distance/time) through your level and place your "resetting" music objects at the most likely places (distance) to loop the music at the appropriate (time). Sort of an iffy proposition, as faster players will queue the reset early and slower players will queue the reset later. Which is why I mentioned using some other sound-effect at that point to 'cover-over' the transition going in the background music.

My initial application for this was going to be in the chase-finale of "Sack Scout Camp", where I wanted the music to hit (fast-forward to) its most intense part as the player hits the mid-point checkpoint of the chase. The effect fell flat: that fade-out, pause, fade-in ruined the flow, although if the music had just suddenly 'jumped' (out of time/beat) to the spot I wanted, that may have ruined it also...sort of like someone bumping the turn-table (without the 'Scriiiiiiitch' sound). So instead, I nixed the idea and the music just does it's thing during the chase, with particular tracks being faded in and out at appropriate spots in the usual manner.
2010-05-06 17:26:00

Author:
Nanluin
Posts: 98


Use a timer instead, then - Battle on the Ice has a natural soft point about a minute in, I believe. This is where the fadeout would be - the timer would trigger the one-shot switch I spoke about above. Obviously if the player pauses the effect would be ruined, but then pausing would ruin any method you could use, so I think this is really your best option.2010-05-07 13:57:00

Author:
Holguin86
Posts: 875


Use a timer instead, then - Battle on the Ice has a natural soft point about a minute in, I believe. This is where the fadeout would be - the timer would trigger the one-shot switch I spoke about above. Obviously if the player pauses the effect would be ruined, but then pausing would ruin any method you could use, so I think this is really your best option.

Well, Doh! again. For looping a particular part of a piece of music, a *timer* does make much better sense. Pretty easy to implement too: a magnetic key on a rotating disk, which (periodically) passes by a magnetic switch to first trigger the 'null' music box, then another magnetic switch to trigger the desired music box (or invert that -- stationary key and rotating switches). During the remainder of the cycle, the desired music plays for X amount of time, then the reset occurs again. The music loop itself is controlled by turning the timer's motor bolt on and off with some player sensors.

Now the funny part is, I don't plan to use "Battle on the Ice" in anything at the moment. It was simply an example. But I'll keep this tidbit in mind for future use!

-- Nanluin
2010-05-07 15:26:00

Author:
Nanluin
Posts: 98


I'm a big fan of manipulating lighting and taking a straight forward picture.2010-05-20 11:24:00

Author:
swanbrown
Posts: 898


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