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Hologram - what, why and how?
Archive: 16 posts
I am certain this question must have been asked a million times, but I've spent most of the day searching on this site and googling and cannot find a simple explanation of this material. I hear it is "very important", but it was completely excluded from the LBP2 Tutorials. So my apologies for bringing this up but can somebody PLEASE tell me what this material does, why you would ever use it and give a simple explanation of how to use it effectively? Thanks. | 2011-02-20 20:35:00 Author: Modpot Posts: 5 |
Well it can be turned invisible and it is also pass throughable (dont know if thats a word) so say for instance you wanted to have a ship and things would enter a sort of arena you would be able to make it so that your enemies would be able to pass through it but not the ship your in have a look at the how to control a sackbot tutorials as well they mainly use hologram materials. | 2011-02-20 20:47:00 Author: dj-charlie99 Posts: 15 |
It can be invisible on play mode, its intangible to basically anything and weightless, it can be a sourceless light, its excelent to hold logic, if made thin, set in brightness to 0, plasmafied, and hazard sound off, it makes a completly invisible wall on play mode, to stop players from layer shifting where you don't want them to, can also work as a "Hit box" for enemies, characters or sackbots by gluing/ set to follow them, and placing diferent sensors depending on the situation. It can make projectiles as well as many other stuff along with oh so many usues, this is an almost do-it-all material, m8, experiment with it, find its uses for your situation, mess around with it, because as soon as you master holo, you'll see creating in LBP2 is extremely way easier with it. | 2011-02-20 21:15:00 Author: Silverleon Posts: 6707 |
Holographic has SO many uses its indescribable. like dj-charlie said it is completely intangible and can be turned invisible or be made to change colour/brightness. This is good for making effects, HUD displays or attching objects or decorations to and give the illusion of being attached to nothing. Holographic is also key if you want to get into controllable sackbot creation, as you can atatch movers to it and a controlinator, and it will look like the sackbot is the player. Anyhoo, I suggest going to play a few good community levels as they will no doubt use holographic in many ways, and there is no betetr way to learn about its uses. | 2011-02-20 21:21:00 Author: iliketosayblah Posts: 77 |
Thanks for the responses. I guess what I'm driving at is what useful purpose it actually serves. I don't doubt that it does (with so many people praising it), but I fail to see them. Your responses mention gluing a piece of this material to a sackbot and attaching sensors to it...why not just put a sensor in the sackbot microchip? Can you give a simple step by step guide (draw square, attach sensor, connect to AND gate...etc) to achieve something that can't be done any other way, just so I can finally see the purpose of it? Don't get me wrong, I appreciate the comments about looking at other community levels and that's something I love doing, but if this material is invisible I'm never going to see it in action. I watched YTube video showing "the subtle use of holographic material". Unfortunately the material must have been invisible and the effects so subtle I couldn't see them. I could really therefore use the aforementioned simple step by step guide to creating something using holograms that can't be done any other way. Thanks. | 2011-02-20 21:36:00 Author: Modpot Posts: 5 |
Thanks for the responses. I guess what I'm driving at is what useful purpose it actually serves. I don't doubt that it does (with so many people praising it), but I fail to see them. Your responses mention gluing a piece of this material to a sackbot and attaching sensors to it...why not just put a sensor in the sackbot microchip? Can you give a simple step by step guide (draw square, attach sensor, connect to AND gate...etc) to achieve something that can't be done any other way, just so I can finally see the purpose of it? Don't get me wrong, I appreciate the comments about looking at other community levels and that's something I love doing, but if this material is invisible I'm never going to see it in action. I watched YTube video showing "the subtle use of holographic material". Unfortunately the material must have been invisible and the effects so subtle I couldn't see them. I could really therefore use the aforementioned simple step by step guide to creating something using holograms that can't be done any other way. Thanks. Ok, thats fair enough. The reason that you cant just put a bunch of sensors in the sackbots microchip is because if you want to control a sackbot, you NEED a controlinator, and if you want to control it the same way normal sackboy does,(eg, camera) your going to need to have the controlinator follow the sacbot it is controlling. Thing is, with holographic, it can be turned TOTALLY invisible, therefore you wont see the controlinator or your sackboy(or sackgirl, if thats what your into) infront of the controlled sackbot. Holographic material is also unaffected by gravity, which makes it even better at this job as there will be no problems whatsoever with the gravity. As for a step by step guide to this, i don't see why not. 1.Place a sackbot 2.open his microchip and palce a controlinator on it. 3.set this controlinator to receiver. Set it to the colour of your choice and set it to overide sackbot. 4.draw a small cube of holographic material, tweak it and set brightness to 0%. make it 1 layer thick and in the same layer as your sackbot. 5.Place a controlinator on this holographic material, and set it to transmitter, and change its colour to match the other controlinator. 6.open the controlinator on the holographic, and stcik a follow mover (not to be confused with follow rotator) and set its strength and speed to max, allow in-out movement, set minimum range to 0 and leave the max range as it is. Set it to 'follow tag instead' and change it to the colour you have chosen. 7.Go back to the sackbot microchip (not the controlinator microchip) and place a tag on it, make it the same colour as the colour the mover is set to follow. 8.Make sure all controlinators are set to be invisible in play mode. 9.Go into preveiw mode, land beside your sackbot and press triangle to enter. You will see he is controlled the same way as your sackboy and the camera will be the same. 10. Exit preveiw and turn the holographic material into anything else. Just watch what happens. So, thats just one way that holographic can be used where other materials cannot. If you need more examples or somthing i'll be happy to write them up, or even show you in lbp2 itself if you need further convincing | 2011-02-20 21:48:00 Author: iliketosayblah Posts: 77 |
Hi Modpot, Holograms play a crucial role in all of my LBP2 levels, all of them different. On one of my levels, the player controls one or more sackbots. The player is put on an invisible controllinator attached to an invisible hologram. It's programmed to follow whichever sackbot is active. This is a common use for holograms. With the player on a 'transmitter' controlinator and elements of the level controlled by 'receiver' controllinators, you can create all sorts of effects. On another of my levels, the same style of controllinator attached to hologram is used to make a teleporter work. It allows me to program logic so that the player appears to disappear and move through the air. On my bomb survival level, there is a huge sheet of hologram that changes height according to the players. The emitters for the hazards, the lighting effects, the targeting system, the game camera and a lot of the logic for overall control of the level are attached to it because these things need to remain a fixed distance form the players. I made a bomb survival game in LBP1 and it was as terrible as the rest - but in LBP2 holograms let you control positioning of things and respond to the players so that it isn't just random madness. Chances are that you've played a level with holograms playing a key role and haven't even realised yet! | 2011-02-20 22:44:00 Author: munrock2 Posts: 96 |
That is an excellent response. Thank you very much Iliketosayblah. I know that it is also used for other things such as bullets and HUDs, which I'll probably need help with at some point, but for now I'll take a couple of days to play around with it and see what I can figure out for myself. I'll contact you directly through your profile if I need more help, assuming that's okay with you? | 2011-02-20 22:48:00 Author: Modpot Posts: 5 |
Anytime. I'm all for helping people get the most out of this most excellent game, so feel free to contact me in whatever way you want, i'll do my best to help. | 2011-02-20 22:57:00 Author: iliketosayblah Posts: 77 |
The hologram can also be set to player color. This is useful for multiple controlinators for multi-player, so each player knows what they are controlling. If you would like to see it in action try Turtle vs The Volcanohttp://http://lbp.me/v/xx086c | 2011-02-21 04:58:00 Author: Ace29 Posts: 132 |
Ever since I got LBP2, I've been abusing the hologram nonstop. It's a floating neon light, man! You can make all sorts of glowing signs and screens and light fixtures out of it. TV's, LED's, whatever. Slap a microchip on it and make it lethal. Bam! Instant lazer! http://lbp.me/v/xmxjcj Here, my poo level has them littered about. Even some you won't see, like the ones surrounding the boss (it's a boundary to bounce around in) and near the end lethal holos to move your ship around. | 2011-02-21 05:44:00 Author: Cheezy WEAPON Posts: 283 |
Ever since I got LBP2, I've been abusing the hologram nonstop. It's a floating neon light, man! You can make all sorts of glowing signs and screens and light fixtures out of it. TV's, LED's, whatever. Slap a microchip on it and make it lethal. Bam! Instant lazer! http://lbp.me/v/xmxjcj Here, my poo level has them littered about. Even some you won't see, like the ones surrounding the boss (it's a boundary to bounce around in) and near the end lethal holos to move your ship around. For glowing signs, if I don't need them pass-throughable, I actually prefer the neon material. (Which is, oddly, under metals.) When neon is off, it is black. When holo is off, it is invisible. So for stuff that switches off and on, you need something behind (Or really, on the same layer as) holo, but neon works on it's own. Holo has a funny animated glow in create mode that always bugs me. (Even with 0% animation speed, it's still got an odd texture.) Neon doesn't. On the other hand, holo is the only material that can pass through any other material, including other holo. So you can create a sign which consists of several different holo bits which glow at different times, eg in the style of a nixie tube (http://en.wikipedia.org/wiki/Nixie_tube). | 2011-02-21 11:28:00 Author: Tygers Posts: 114 |
Was anyone else a bit disappointed at Mm for not even touching on the subject of holo? In the description it comes under the 'basic materials' tutorial, but as far as I know they don't even mention holo and totally disregard it throughout the tutorials, leaving people to look online to learn about it any greater depth. It's anything BUT a basic material, and while it's fairly simple to use for basic purposes, Mm really should of covered it, so more people would have a clue of how to go about using it from the get-go. I only say it because so many evidentally find themselves complete confuzzled at the sight of the material. | 2011-02-21 11:34:00 Author: Churkirby Posts: 31 |
http://lbp.me/v/xmxjcj Your golden poo level is great fun and deserves recognition in any Help thread, whether relevant or not. For the good of whole mankind. Another application of Holo is a projection of a light beam. I am using quite a bunch of them in my top-down level I am working on at the moment. And let's not forget the animation that is in Holo makes it an ideal TV screen in your levels; you can see it in the Cosmos levels when Da Vinci talks to you over the ship's systems. | 2011-02-21 12:21:00 Author: Antikris Posts: 1340 |
if made thin, set in brightness to 0, plasmafied, and hazard sound off, it makes a completly invisible wall on play mode, to stop players from layer shifting where you don't want them to Thanks! This will be most useful in my creations replacing the thin gas. You can even use danger tweaker to switch it on/off! | 2011-02-21 12:45:00 Author: waD_Delma Posts: 282 |
Thanks! This will be most useful in my creations replacing the thin gas. I now imagine what will happen if you also let the wall behind it move over the z-axis with a layer Mover... Will it crush or plasmafy the player? | 2011-02-21 12:53:00 Author: Antikris Posts: 1340 |
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