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#1

Emit from Creatinator with player colour?

Archive: 23 posts


How would I colourise a hologram and timer that was emitted by the Creatinator, so that it would remain the colour of the player who emitted it? ie. the Cake-inator/Bouncepad-inator from the official mm levels.

1) Using a Player sensor would cause the object to change/lose colour according to any player that is near or leaves its vicinity.

2) The timer only has start/stop & reset inputs. the Reset input doesnt carry the player colour, and a one-shot effect on the Start/stop leaves the timer stopped.
2011-01-26 13:47:00

Author:
keith_uk
Posts: 22


You should simply be able to emit hologram from the creatinator - emitted objects inherently pick up the player colour if the emitter is triggered with player colour. I've not actually played with the creatinator but I assume it's the same.2011-01-26 13:57:00

Author:
rtm223
Posts: 6497


It doesnt seem to be working like that.

I have a Creatinator emitting a bouncepad with a microchip that contains a Mover/Gyro to keep the bouncepad floating/level, and a NOT gate feeding an inverted timer (mounted on the bounce pad itself) into a destructor, so that the timer bar empties rather than fills.

http://i5.lbp.me/img/fl/a85d9f65e7b2970dbf2ae896ad3b922db83f11c3.jpg

Not that easy to see but the timer is stuck to the front of the bouncepad as an almost expired white bar.

The Timer is set to Player Colour, but even in Play mode, it remains white.


Here is an example of what I would like to achieve:

http://if.lbp.me/img/fl/7afc8973a01c588ef504eb3253824cd4a99d9891.jpg
2011-01-26 14:20:00

Author:
keith_uk
Posts: 22


OK, the objects are given player data, but the logic isn't, inherently, hence why it would work if emitting hologram. Off the top of my head, to get the player data into the logic, try a player sensor into a perm switch (counter implementation). That should detect the player as it spawns and then hold the player data in the counter.


Not sure how the player colour is relevant in the above picture though. Can't you just use the emitter lifetimes to destroy the jump pad?
2011-01-26 14:29:00

Author:
rtm223
Posts: 6497


I will Look into what you have suggested.

The bar/coloring is simply an aesthetic choice. I edited my post to add an example pic, if you didnt see it.

Since creating a new pad destroys the previously emitted pad, the colour is important so multiple players will distinguish their pads from other players pads.

Thanks for your help, much appreciated!
2011-01-26 14:46:00

Author:
keith_uk
Posts: 22


Your method works, however, if the emitted object appears closer to another player than yourself, it would adopt their colour instead of yours, and this unintentionally occurs far more than you would expect.

any ideas to avoid this problem?

I published and made it copyable, if anyone is willing to take a look - http://lbp.me/v/w1kedc
2011-01-26 19:35:00

Author:
keith_uk
Posts: 22


Is there really no way to get player data from a Creatinator to a timer without a player sensor? 2011-01-27 03:42:00

Author:
keith_uk
Posts: 22


Just set the timer color to white and put hologram inside of the jump pad. Make the hologram be the player color, and it should make the timer look like the players color. Try hologram in the thin layer to, as I can't access LBP(2) at the moment, I am not sure which would look better.2011-01-27 03:46:00

Author:
Daldrez
Posts: 63


Thanks for the tip.

Problem is: any colour hologram + white = white, as far as I can tell.

though its still looking like the best idea so far.
2011-01-27 04:30:00

Author:
keith_uk
Posts: 22


Did you try decreasing the brightness on the holograph?2011-01-27 04:36:00

Author:
Daldrez
Posts: 63


Yeah, I find 40% usually gives the most accurate representation of the players colour2011-01-27 04:42:00

Author:
keith_uk
Posts: 22


Although, I did have the Timer inverted so the bar would appear to empty, rather than fill, but if I revert back to non-inverted, it should look better, the player colour would empty into white. *tinkers*2011-01-27 04:48:00

Author:
keith_uk
Posts: 22


Well, it's not perfect but it'll do I suppose. Still, hope they patch in some proper method to get the player data into the logic via the Creatinator.

http://i6.lbp.me/img/fl/d16b5df38c83171059100e688a116918af5b0fb2.jpg
2011-01-27 05:59:00

Author:
keith_uk
Posts: 22


To improve your accuracy, you could glue a piece of hologram to the jump pad that stretches back from the position of emitting into the player's hit box and then have the player sensor emitted directly onto them. It still won't be perfect, but it will trim down the margins for error


Ahhhh, thought just occured, that's slightly convoluted maybe, but could work. The creatinator should assign player data to the physical objects, this can be detected using an impact switch (I think), and that could be used as a sure-fire way of getting player data into the the logic, if you bury a piece of hologram inside the jump pad, with an impact sensor on it, it could work. However, you may have to force the impact sensor to be unactivated until it's emitted, which can be done by either creating the whole thing in pause and capturing, or placing the impact sensor in a microchip that can't be enabled until emitted.

No guarantees, but there is a chance it could work
2011-01-27 09:06:00

Author:
rtm223
Posts: 6497


It Works!

But...
The Timer (http://wiki.lbpcentral.com/Timer) refused to recieve player colour until It was set to Invert Output

Following image shows a non-inverted Timer (http://wiki.lbpcentral.com/Timer) failing to produce colour
(and yes, it was absolutely Set to Player Colour)
http://i3.lbp.me/img/fl/223ff710ee6a0a80314debb9860208a3abccb9b6.jpg


The Impact sensor (http://wiki.lbpcentral.com/Impact_sensor) would not activate if the Bounce Pad (http://wiki.lbpcentral.com/Gameplay_Kits) was glued to the Hologram (http://wiki.lbpcentral.com/Hologram) object, despite having Include Rigid Connections and Include Touching enabled. This was solved by not gluing them together and giving seperate Mover (http://wiki.lbpcentral.com/Mover)/Gyroscope (http://wiki.lbpcentral.com/Gyroscope)/Destroyer (http://wiki.lbpcentral.com/Destroyer) components.


The finished working prototype.
http://if.lbp.me/img/fl/c2fca9a685ed209d738ac30572f02cb818f6dd68.jpg


The Destroyer (http://wiki.lbpcentral.com/Destroyer) is a nice touch, since it allows for a more dramatic Destroy Effect when the Timer (http://wiki.lbpcentral.com/Timer) expires, seperate from being replaced by creatinating a new Bounce Pad (http://wiki.lbpcentral.com/Gameplay_Kits), which is desirably subtle. (Expand/Shrink)

Now I can concentrate on making it pretty

Thank you Richard!
2011-01-28 08:21:00

Author:
keith_uk
Posts: 22


Nice glad you got it working in the end 2011-01-28 08:40:00

Author:
rtm223
Posts: 6497


Silly me, forgot to click the thanks button.

and hey, an unintentional face is always nice!
http://i7.lbp.me/img/fl/d47303c6bc2f575ab2d44eacca046474c526f5d3.jpg

Is it just me or does he look angry?
2011-01-28 09:10:00

Author:
keith_uk
Posts: 22


so, I finally get to test with another player and my whole world falls apart as I discover that we can emit pads of opposite colours when stood on top of each other.

http://i2.lbp.me/img/fl/0f2280670e82fcfd414ccd1f2bf6a2afe2be909a.jpg

So although the 20% Hologram (http://wiki.lbpcentral.com/Hologram) material is the correct colour, the Timer (http://wiki.lbpcentral.com/Timer) is the wrong colour. This leads me to believe the Impact Sensor (http://wiki.lbpcentral.com/Impact_Sensor) is actually recieving its data from the player impacting the Hologram (http://wiki.lbpcentral.com/Hologram) Material, and not the Player data that is contained within the Hologram (http://wiki.lbpcentral.com/Hologram) Material.

I disabled the Include Touching option and it yielded the same depressing result.

I shall try placing the Impact Sensor (http://wiki.lbpcentral.com/Impact_Sensor) on another object & place a Hologram (http://wiki.lbpcentral.com/Hologram) object within that, hopefully it will pick that up instead of acting like a Player Sensor (http://wiki.lbpcentral.com/Player_Sensor).
2011-01-28 11:25:00

Author:
keith_uk
Posts: 22


Ahhh, yes it will. What I actually meant for you to do was to make the hologram small enough to fit inside the jump pad, so that the only thing it can touch is the jump pad.


This leads me to believe the Impact Sensor (http://wiki.lbpcentral.com/Impact_Sensor) is actually recieving its data from the player impacting the Hologram (http://wiki.lbpcentral.com/Hologram) Material, and not the Player data that is contained within the Hologram (http://wiki.lbpcentral.com/Hologram) Material.

With the impact sensor on the hologram, you should actually be attempting to pick up player data that is included held in the jump pad, as that is what you are impacting with (or wanting to impact with)
2011-01-28 11:32:00

Author:
rtm223
Posts: 6497


What's keeping you from just creating a few unique Creatinators, each emitting a unique bounce pad object with a preset color?2011-01-28 11:59:00

Author:
Antikris
Posts: 1340


I placed the Impact Sensor (http://wiki.lbpcentral.com/Impact_Sensor) on a small object encased entirely within a Hologram (http://wiki.lbpcentral.com/Hologram) object, and it now works perfectly! *Happy Dance*

Thanks again.
2011-01-28 12:08:00

Author:
keith_uk
Posts: 22


What's keeping you from just creating a few unique Creatinators, each emitting a unique bounce pad object with a preset color?
Isn't really what I was going for. Thank you for the suggestion though.
2011-01-28 12:12:00

Author:
keith_uk
Posts: 22


Thanks for all of that, I didn't understand the passing of player data bit. I was looking to see how to emit holograms of my player's color as well.
Since my objects spawn right next to the player I am able to wire a player sensor to a counter (0/1) to the hologram and when it emits it reads my color and it stays that color =D
I also noticed how I needed to have a backdrop material (not just the empty background) or else the player color was always white. That's pretty weird, maybe a bug...
2011-02-09 01:44:00

Author:
fei0x
Posts: 61


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