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#1

How would you create a torch?

Archive: 15 posts


Has anyone attempted to make a torch and if so, how?

I initially tried to use the creatinator to emit a spotlight. The spotlight had an anti-gravity changer on it to prevent it from falling when emitted and was stickered white to blend in with the light it was emitting. The creatinator was set to only emit one object every 0.0 seconds with an object life of 0.1 seconds as it can't go any lower. The effect worked although it flickered a lot and was obvious it was emitting a spotlight. Changing the spotlight material to gas had a better effect as you couldn't see the emitted spotlight but it kills the player when the torch is pointed towards the ground. This is the best I have so far.

Does anyone have any ideas or tips?

I would prefer the torch to be toggled on, if possible, and to also have the ability to angle it hence the choice of the creatinator. Otherwise, a way of making non-hazardous would most appreciable
2011-02-07 20:50:00

Author:
Gezzamo
Posts: 11


You mean a model torch or one the player carries and uses to light a path?

A model torch is a torch shape with a big light in the end.

And it'd be pretty hard to make a proper torch carried by the player. Mm are supposedly making an Illuminator power-up. But for now, you could have a bright light which is emitted with a very speedy follower to keep it on the player, and only 1 is emitted at a time and letting go of R1 or whatever makes it disappear. This would all have to be done on a sackbot. It could easily be done on a sackbot without a creatinator. It could just emit lights that stay on you. This would be good because it could be like striking a match because it goes out eventually and you can make it so that in LBP2 it has to go out before you can get a new one.

2011-02-07 20:55:00

Author:
mutant_red_peas
Posts: 516


By torch, I mean a torch light the player will hold (or on his head miner style ) that they can use to light the path.

I too thought of using a sackbot, but I would prefer not to as I would then have to start having the player follow the sackbot on a separate hologram and I haven't sussed out how to re-spawn the player and sackbot when the sackbot dies.
2011-02-07 21:01:00

Author:
Gezzamo
Posts: 11


Puta light on a grabable. block give player unremovable grabinators,check out lbp1 story level into the darkness.2011-02-07 21:08:00

Author:
supremeoverlord1
Posts: 117


This might work... kinda. I have 2 solutions:

-Make a long piece of invisible holo set to follow the player so it looks like it's coming from a helmet. Place LED lights on the holo with varying radii (smallest nearest the player, and getting larger towards the end), and set them to not be visible in play mode, simulating a flashlight beam. If you use a controllinator, yu could hook up a specific button to these lights to turn it on and off.
-Make a piece of holo material that looks like a flashlight beam itself, and set that to follow. It doesn't look as realistic, but it'd work.
2011-02-07 23:03:00

Author:
EliminatorZigma
Posts: 173


you could set it so the Controller does not move the players head, and have a Hologram follower right next to the tip of the 'Miner helmet'2011-02-07 23:18:00

Author:
Nurolight
Posts: 918


I was thinking along similar lines as well EliminatorZigma. I already tried the holo material that follows you but it looks a bit naff. Your first idea I also tried briefly but I was unaware you could change the visibility so i'll have a second go at it tomorrow.

I noticed, the creatinator actually has a beam of light shining out of the nozzle already. Its a shame that can't be a setting you can change. It would be relatively simple to implement and there are numerous uses for it.

Cheers for the help though guys, really appreciate it.
2011-02-07 23:18:00

Author:
Gezzamo
Posts: 11


Mm are supposedly making an Illuminator power-up.

Actually they're making a "movinator (https://lbpcentral.lbp-hub.com/index.php?t=43935-First-LBP2-DLC-Power-Up-announced&p=738138&viewfull=1#post738138)" powerup as part of the PS Move pack, but due to a combination of poor articulation and hearing, it was thought to be "illuminator" for a while.
2011-02-07 23:24:00

Author:
Aya042
Posts: 2870


Yeah, so the PS Move could control the light.

You could set the movement of light to be controlled by the tilt of a controller?
2011-02-08 06:43:00

Author:
mutant_red_peas
Posts: 516


Here's a plan:
- Invisible holo (sackboy sized block) + invisible remote controinator that follows sackboy.
- Create another invisible holo, attach a "lightbox" object (also invisible), and bolt it to the other holo where sackboy's head is.
- Connect that bolt to the controllinator for aiming. (if bolts dont work, use tag/tag follower instead)
- Connect the L1 button (or whatever) to the light object. Might need a toggle, idk.
You should be able to rotate/aim the light, and turn it off and on with L1.

EDIT:
Tried it, no collisions, works fine as far as I can tell.
LBP2 is so cool.
2011-02-08 07:34:00

Author:
midnight_heist
Posts: 2513


Yeah, joystick rotator controller by right analogue stick to aim the light, maybe?

Thanks midnight
2011-02-08 07:40:00

Author:
mutant_red_peas
Posts: 516


Yeah, joystick rotator controller by right analogue stick to aim the light, maybe?
Thanks midnight
Yup, thats right.
It was hidden in a chip so I forgot to mention it, ha.
I published a quick demo (http://lbp.me/v/xkyjx2) with the logic as a completion prize.
2011-02-08 08:46:00

Author:
midnight_heist
Posts: 2513


Grabinator and a grabbable object that lights up, perhaps is partly on fire to make it more interesting; it becomes less of a prop in this case and more of a core level concept, though.2011-02-08 10:09:00

Author:
Antikris
Posts: 1340


This might work... kinda. I have 2 solutions:

-Make a long piece of invisible holo set to follow the player so it looks like it's coming from a helmet. Place LED lights on the holo with varying radii (smallest nearest the player, and getting larger towards the end), and set them to not be visible in play mode, simulating a flashlight beam. If you use a controllinator, yu could hook up a specific button to these lights to turn it on and off.
-Make a piece of holo material that looks like a flashlight beam itself, and set that to follow. It doesn't look as realistic, but it'd work.

Can you make lights invisible now? Didn't know that ;o
2011-02-08 13:36:00

Author:
ikbeneland
Posts: 57


I actually made a decent torch not too long ago, since i'm typing on my psp and hate typing on it, i won't go into detail. But you should at least check it out. its in my only lbp2 level, you hold L1 to use it.2011-02-08 14:18:00

Author:
Limesta-
Posts: 559


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