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#1

Black Holo?

Archive: 15 posts


Hi,

do you know about any way how to create black holographic material (or anthing that will act that way)? So it is:
1) Not colidable with other object
2) I can set brightness - 100 = black, 0 = invisible.

As far as I know, there are just the basic colors, but non of them black :-/

Any way how to achieve this? (I actually plan to test the RGB trio of the holograms atthe same spot... but I guess that will increase the complexity of the level too much if used for my needs. I would prefer it is simple as possile)
2011-02-15 21:00:00

Author:
Agarwel
Posts: 207


Well, you already answered your question - as far as I know, it's not possible to create black hologram, not even with stickers. (I think it's invisible if you sticker it, not sure, though...)
2011-02-15 21:05:00

Author:
iArekusu
Posts: 402


Not possible, as the game draws holograms as an increase in color value where 0 = no change. If you try to use a black sticker on a hologram it becomes invisible. Combining RGB just gets you the same result as adding those color values to existing ones, so 0/0/0 would still be invisible.

Edit: Doubt this will do any good, but I haven't tested the effects of negative inputs on colorable materials. I'd be surprised if something good came out of it or it'd probably be well-known by now.
2011-02-15 21:07:00

Author:
Unknown User


Well, hologram is light, and black light is... Darkness?2011-02-15 21:11:00

Author:
gdn001
Posts: 5891


I believe this may help you:

Additive Colour (http://en.wikipedia.org/wiki/Additive_color) I.E. "RGB" > Anything digitally calculated via Red Green or Blue channel values. Black is actually neutral (grey) with an extremely low gamma (radiance?) setting. RE: the minute charge inputting into the pixel/LED is very weak. >


"Zero intensity for each component gives the darkest color (no light, considered the black), and full intensity of each gives a white; the quality of this white depends on the nature of the primary light sources, but if they are properly balanced, the result is a neutral white matching the system's white point. W... yada yada yada"

Subtractive Colour (http://en.wikipedia.org/wiki/Subtractive_color) I.E. "CMYK" > any ink, dye, 'real world' type colour casting.

holo can't be black because its made of light, its inherently additive colour.
2011-02-15 21:43:00

Author:
Epicurean Dreamer
Posts: 224


Thanks for naswers. It was my mistake and you are right - RGB trio would make white again :-/ But I will try to play with negative signel. Although I doubt it will work (if it cant be set manually)

Do you think there is some other way to achieve similar result.

Here is what I need:
In my latest RTS attempt I would like to brin Fog Of War. So it shoud cover the map, until my units are close. I would prefer holo, because I could place that to cover all 3 layers hiding all object at the area. But colored holo is too bright for thoso purposes and using any of the looks ugly a will burn your eyes.
I can use solid object (the most upper thick layer is otherwise used only by other holo objects and one invisible bolt = so I hope it would not colide). Bu Im afraid that will look strange. If you zoom and tilt you camera you will be looking under it like its some kind of high roof. It would be still working pretty well, just look strange. And I would prefer the brightness option. Because I will have to use lots of pieces to create fog of war, I want to avoid some circles (adding too much to thermometer) and use just basic squares. But if they will ust dissapear / reappear it wont look nice. making it invisible/visible by nalalog signal would bring much nicer results.

So any ideas? Or I will have to stick with ON/OFF solid object in the most upper thick layer? :-/
2011-02-16 06:26:00

Author:
Agarwel
Posts: 207


I'm not an RTS guy, but if I understand right you basically want to make it so that if you try to scroll too far away from the area you've scouted, the field goes dark, right?

why not have something that triggers a global lighting switch if your cursor gets to be a certain distance from all of your units?

It might not be the ideal solution but it seems like it'd work.
2011-02-16 07:11:00

Author:
Speed Racer
Posts: 156


I'm not an RTS guy, but if I understand right you basically want to make it so that if you try to scroll too far away from the area you've scouted, the field goes dark, right?

why not have something that triggers a global lighting switch if your cursor gets to be a certain distance from all of your units?

It might not be the ideal solution but it seems like it'd work.

That sounds like it might work. You could then use one of the new lights (the LED bulb is ideal) stuck to every unit, have it invisible in Play Mode and set it so that it illuminates the line of sight of the unit but is not overly bright. That would make for a very practical and easy to implement FoW.
2011-02-16 07:24:00

Author:
Antikris
Posts: 1340


Maybe you could just use poison gas to create a cloudy effect. This can be made darker colors, and then once the players get close you could just destroy those cloud pieces. What you can't do unfortunately is toggle the gas cloud effect - you'd have to re-emit them if that was needed.

If that doesn't render enough cover, you could also put decorations on invisible holo. Something classic like the iron plate ones, or perhaps fur would look more cloud like. You'd still have to destroy them, and this wouldn't work if you aren't disabling pop it controls.
2011-02-16 08:02:00

Author:
LittleBigDave
Posts: 324


Speed Racer:
Well it should not dpents globally on the position of the cursor. It should be based if you explored the area. So if you zoom out, some areas should be visible, and some should be covered and invisible at the same time.
It should be similar to this effect:
http://www.blogcdn.com/news.bigdownload.com/media/2008/06/sc_lotrrpg1.jpg

Hmm. But will try that lightning settins (completelly dark and iluminate arount units) - but Im afraid it will look like theme park :-D
In the worst case, the solid material in upper level will have to do. You will still see under it with some camera angles. But just a little. So it will serve the purpose to hide the enemy base in case you did not visited it for a long time.
2011-02-16 08:44:00

Author:
Agarwel
Posts: 207


If you can't figure out a better method than messing with the lighting then maybe you can just totally own the theme part aesthetic! Clowns vs. unruly customers. 2011-02-16 13:14:00

Author:
Speed Racer
Posts: 156


I noticed that on emitters the fading would temporarily disable the hologram's translucency. So if you are constantly emitting the hologram with fading in / out it will appear as black.

But emitters do give a lot of overhead and I'm not sure how this is in the current patch.
2011-02-16 15:35:00

Author:
Foofles
Posts: 2278


I don't know if this'll work, but....

I think you can set it to copy player colour or something like that. If you maybe have a black popit it may work....

I'm just suggesting, but as far as I know, it's impossible.
2011-02-16 17:10:00

Author:
mutant_red_peas
Posts: 516


I think I may have a near perfect solution for you. On another tips thread user jdteather314 (http://www.lbpcentral.com/forums/member.php?13471-jdteather314) just posted the discovery that the light on a stick decoration, which is normally always white, turns instead the color of whatever holo it is placed on. If you turn the holo brightness down to zero this decoration turns a very pure black. You can then enlarge the holo to an arbitrarily big size, and the decoration will become a large pure black circle that will cover everything underneath. It's a pretty cool effect. You could make this instead dark gray or whatever you like by tweaking the holo. The downside is you'll still have to destroy and re-emit the decorated holo to turn these black spots off and on during game play. But if you keep the circles big enough, this shouldn't go too crazy on the emitters this way (which could kill your thermo).

You might stretch your thermo more to use one emitter and have it move around the board planting these dark circles. Maybe at designated planting sites, there could be a player sensor with a long timer attached that starts counting down when a player is no longer around, and then when it hits zero it summons the planter emitter by switching on a Plant Here! tag. The planter emitter would be on a piece of holo following that tag. Once the planting site senses the dark circle holo has gone up (with another tag sensor setup), it turns off that Plant Here! tag, freeing the planter to move to the next site.
2011-02-18 11:20:00

Author:
LittleBigDave
Posts: 324


Fog setting2011-02-19 04:53:00

Author:
TwistedPlanet
Posts: 11


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