Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
#1
Minimum Output
Archive: 18 posts
I came across a theory a while back, that if I put a timer set to 255 seconds into a tag, then I could make three lights, that together could make every colour. Simulating an RGB colour code. Unfortunately this never worked out, as the minimum output of a battery was substantially lower than 255 frames. This brought up the question of what the actual minimum output is in the game. My un-estimated guess is some kind of round number like 0.000001 I'm sure there are some math-whizzes out there that could give me a hand here. Thanks! | 2011-05-01 19:41:00 Author: TehUberZac Posts: 587 |
I can't answer your question but maybe you can use positional sequencers or a good ol' mag key on a piston to get a signal with 255 increments instead of just 100/200 with batteries? Most signal probes have a similar number of decimal places as you suggest so it seems you can get that sort of range of signal strength at least. | 2011-05-01 20:10:00 Author: Ayneh Posts: 2454 |
The weakest signal possible in LBP2 is positive and negative 1%. | 2011-05-02 22:30:00 Author: BIGGamerer Posts: 182 |
if u have a 1% battery hooked up to the input of a timer(set .1sec, speed scale), then if it will take 10.0 seconds to go to the max from 0 ^this is if you want to be able to skip to 0% of a color to 100% of a color set the output of the timer to the input of the light(s) and set the lights to dimmer. as the timer goes full, the light will get brighter and brighter. alternate method is just to set the timer to however long you want it to get from 0 to 1.00 also set the tag to... OH i see.. you're trying to use a wireless signal.. then im stumped :/ | 2011-05-03 03:53:00 Author: sonofbrave Posts: 107 |
if u have a 1% battery hooked up to the input of a timer(set .1sec, speed scale), then if it will take 10.0 seconds to go to the max from 0 ^this is if you want to be able to skip to 0% of a color to 100% of a color set the output of the timer to the input of the light(s) and set the lights to dimmer. as the timer goes full, the light will get brighter and brighter. alternate method is just to set the timer to however long you want it to get from 0 to 1.00 also set the tag to... OH i see.. you're trying to use a wireless signal.. then im stumped :/ If you want to do what you're saying wirelessly, you just hook the timer into a tag, then have tag sensors assigned to that tag set to "signal strength" instead of closeness. Turn the trigger radius up to 5000 and there you go. | 2011-05-03 04:15:00 Author: shane_danger Posts: 283 |
I came across a theory a while back, that if I put a timer set to 255 seconds into a tag, then I could make three lights, that together could make every colour. Simulating an RGB colour code. Unfortunately this never worked out, as the minimum output of a battery was substantially lower than 255 frames. This brought up the question of what the actual minimum output is in the game. My un-estimated guess is some kind of round number like 0.000001 I'm sure there are some math-whizzes out there that could give me a hand here. Thanks! Hmm... I'm thinking if you set your three timers to 255, then you can use a direction combiner to control the position of the timer if you set it to forwards/backwards. You could use two batteries on their own microchips connected to the combiner... Is that what you're trying to do? I think the minimum output of the game is .00001, which is 10x what you were suggesting. I'm not sure there would be a way to measure anything smaller anyway. Where's Aya on this one?? | 2011-05-03 04:24:00 Author: shane_danger Posts: 283 |
This brought up the question of what the actual minimum output is in the game. My un-estimated guess is some kind of round number like 0.000001 There's a fair amount of evidence to support the conclusion that an analog signal is a stored as a signed single-precision floating point (http://en.wikipedia.org/wiki/Single_precision_floating-point_format) value, so the lowest positive value would be about 1.18 x 10-38 or in LBP's 'percentage' scale, about 0.000000000000000000000000000000000001175494351% | 2011-05-03 18:08:00 Author: Aya042 Posts: 2870 |
I knew you would have the answer | 2011-05-03 22:13:00 Author: shane_danger Posts: 283 |
There's a fair amount of evidence to support the conclusion that an analog signal is a stored as a signed single-precision floating point (http://en.wikipedia.org/wiki/Single_precision_floating-point_format) value, so the lowest positive value would be about 1.18 x 10-38 or in LBP's 'percentage' scale, about 0.000000000000000000000000000000000001175494351% are you some kind of mathematical genius or an engineer or something? | 2011-05-03 22:24:00 Author: Unknown User |
There's a fair amount of evidence to support the conclusion that an analog signal is a stored as a signed single-precision floating point (http://en.wikipedia.org/wiki/Single_precision_floating-point_format) value, so the lowest positive value would be about 1.18 x 10-38 or in LBP's 'percentage' scale, about 0.000000000000000000000000000000000001175494351% This sounds interesting, but what does it mean in respect to the op's rgb question? | 2011-05-04 04:25:00 Author: riverad08 Posts: 104 |
This sounds interesting, but what does it mean in respect to the op's rgb question? It means that it's possible to produce the signals required to make the 256 different states per primary color, as used in a traditional 24-bit RGB color model. In fact you can make a lot more than that (around 231 states per primary color = 293 variations), but it's generally considered that 224 is more than sufficient - any more would not be discernable due to the limitations of the human eye. | 2011-05-04 11:44:00 Author: Aya042 Posts: 2870 |
I guess I was hoping more for an explanation of how you would go about doing that. | 2011-05-05 02:52:00 Author: riverad08 Posts: 104 |
I guess I was hoping more for an explanation of how you would go about doing that. i would overlap 3 holograms set to primary colors and input action set to dimmer. then hook timers to each to control the dimmers. then you can adjust the intensity of each light and you should get different color effects. I don't know about a full 256 color scale but something close. and i feel like i'm missing something... i'll play around with it and let you know what happens | 2011-05-05 04:43:00 Author: shane_danger Posts: 283 |
It means that it's possible to produce the signals required to make the 256 different states per primary color, as used in a traditional 24-bit RGB color model. In fact you can make a lot more than that (around 231 states per primary color = 293 variations), but it's generally considered that 224 is more than sufficient - any more would not be discernable due to the limitations of the human eye. >>======>> (VROOM!) (My head) Soo.. does this mean we can get that many colors in a holo..by mixing...or actually using lighting objects.. | 2011-05-05 07:07:00 Author: Dortr Posts: 548 |
i believe so. i just set up 3 randomizers that feed into 3 f/b timers set to 256 secs wired to 3 holos RGB its slow but thetransition is nice | 2011-05-05 08:14:00 Author: Unknown User |
i would overlap 3 holograms set to primary colors and input action set to dimmer. then hook timers to each to control the dimmers. then you can adjust the intensity of each light and you should get different color effects. I don't know about a full 256 color scale but something close. Something like this would make sense, although it really depends on the intended application. A simple interface would be, as shane suggests, using a timer for each of the 3 colors. Set the "Input Action" to "Forwards/Backwards" and plug the output from, say, a Controlinator analog stick into the timer's input. Then you can effectively control the intensity of each of the 3 colors with the analog stick. If you need to quantize the intensity to 256 possible states, then you're looking at something more complex. Like I said, it depends on application - what exactly are you trying to achieve, and how do you envisage the 'user interface'? | 2011-05-05 11:54:00 Author: Aya042 Posts: 2870 |
A simple interface would be, as shane suggests, using a timer for each of the 3 colors. Set the "Input Action" to "Forwards/Backwards" and plug the output from, say, a Controlinator analog stick into the timer's input. Then you can effectively control the intensity of each of the 3 colors with the analog stick. If you need to quantize the intensity to 256 possible states, then you're looking at something more complex. Like I said, it depends on application - what exactly are you trying to achieve, and how do you envisage the 'user interface'? You could probably even give the illusion of an actual light changing color by gluing two holograms to the light, the light acting as your third hologram in the example above. you should have a very similar effect. The only issue would be with the fogginess and radius of the light - which you can't effectively recreate with hologram. | 2011-05-05 15:23:00 Author: shane_danger Posts: 283 |
you could however put something in front of the lights that r slightly transluscent and watch the item itself change color | 2011-05-06 04:30:00 Author: Unknown User |
LBPCentral Archive Statistics
Posts: 1077139
Threads: 69970
Members: 9661
Archive-Date: 2019-01-19
Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.