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Global lighting question

Archive: 8 posts


What I am trying to do is to have the player walk into a cave environment, at which point I have a global lighting object darken the level. Now, if the user backtracks out of the cave, using the same path, I want the level lighting to return to the previous state. So, go in the cave, the level darkens, walk back out, the level brightens.

I have tried setting the global lighting object to trigger only once or trigger multiple times but this had no effect. Once the player passes by, the lighting is changed. If the player backtracks to before the global light object, the new lighting stays in effect.

Not sure if this explanation is clear but if so, any advice is appreciated.
2011-03-21 14:59:00

Author:
Unknown User


You need to place another lighting object that brightens the level again outside the cave.2011-03-21 15:03:00

Author:
tameturtle
Posts: 150


You need to place another lighting object that brightens the level again outside the cave.

Yup this is the answer
Also be sure not to have the two triggering zones overlap, as this can create some instances of one of the lighting tools not triggering properly.
2011-03-21 15:08:00

Author:
Slaeden-Bob
Posts: 605


Thwews another strange way to do it i used.
It a great way to do it and save on using loads of lighting triggers. This is extremely effective if you have multiple tunnels leading out of the cave.

OK, say for the example you have a cave with 3 exits. Somewhere on a backwall of the cave, place 2 GLOBAL LIGHTING TWEAKERS (one set to brighness (for outside) and one to darkness (for the cave).
Now, put a microchip right in the very centre of the cave (on this place two player sensors. Its usefull to say colour them to represent dark and light- maybe blue and red)
Now star with the dark sensor make the sensors minimum radius 0.0 (the caves centre) and it s max radius to just st the part where each passage opens into the cave. Now wire this to the Darkness GLOBAL LIGHTING TWEAKER. so when the player enters from the passsage and moves around insode the cave it will be all dark.
To make it bright again, simply change the setting of the player sensor we;re using for the brighness to a Maximum radius of 30 greater than the max radius of the darkness player sensor. The trick is to set the brightness sensors mininmum radius to 0.1 greater then the darkness player sensors max radius.

So... think of it like this- Darkness player sensor set to minimum radius- 0.0, maximum radius-50. The Brightness player sensor set to minimum radius of 50.1, maximum radius of 70.

Wire the Brightness player sensor up to the BRIGHTNESS GLOBAL LIGHTING TWEAKER.

HOW IT WORKS- The inner sensor makes it dark, but every time the plasyer passes through the outer sensor, it makes it bright. and because both sensors are on a chip they match up perfectly. Its like a bubble of darkness in the middle surrounded by a ring the triggers the light. As long as the darkness player sensors max. radius covers all the exits the player HAS to trigger the darkness going in, and trigger the light going out
2011-03-23 03:39:00

Author:
Sean88
Posts: 662


No offense, but it seems as if you all are making this too complicated. My method- place a microchip in the center of your cave. On that microchip, place the following: two global lighting objects, one player sensor, and one NOT gate. Fit the player sensor's radii to match your cave's dimensions, and wire that sensor into one of two lighting objects, set to match the interior's environment. Then, wire the sensor into the NOT gate, which in turn is wired to the global lighting object set to match the outside environment. Also, if your cave is irregular, you can use impact sensors in conjunction with invisible hologram. However, that will sense when anything enters the range, so it's best to use player sensors Good luck!2011-03-23 03:53:00

Author:
Super_Clone
Posts: 849


NMy method- place a microchip in the center of your cave. On that microchip, place the following: two global lighting objects, one player sensor, and one NOT gate. Fit the player sensor's radii to match your cave's dimensions, and wire that sensor into one of two lighting objects, set to match the interior's environment. Then, wire the sensor into the NOT gate, which in turn is wired to the global lighting object set to match the outside environment.

This works if you only have a cave and a non-cave. Once you add a third zone for which you wish another environment, your solution no longer works.
2011-03-23 06:48:00

Author:
Antikris
Posts: 1340


Thanks all for the replies.

I originally solved this by using two lighting sensors with non overlapping radii. That worked but I needed to redo this setup at each cave entrance. The solutions provided by Sean88 and super_clone are what I was looking for. I currently don't have a situation where I need an additional zone. For example, walking above the hill that contains the cave where you are still in the "cave zone" radius but are technically outside. In that case, I imagine yet another player sensor on top of the hill could be added to address this.

I still have not experimented with overlapped sensor radii. If I were in withing two sensor radii and one of them set the global lighting darkness all the way down and the other set the darkness all the way up, which one takes precedence? Is it the sensor I am closer to physically or does it average these out? If it's an average, how would this work with global water objects? I'll have to do some experimentation when I get home tonight.
2011-03-23 17:40:00

Author:
Unknown User


Your welcome for the help. Everyones replies are good .
None of them take presidence mate. It literally is effected by the radius of the sensor or the radius of the GLOBAL LIGHTING TWEAKER itself. What you can set is the transition time. This is the time it takes to change forom the current light settings to the settings of the one sensed. So, a neat effect is to set it to something low like 10 which is a quick change from light to dark or dark to light. 0.0 is instant change.
2011-03-24 00:30:00

Author:
Sean88
Posts: 662


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