#1
Problems with Holograms
Archive: 11 posts
Hi community, I am working on my Mario level and have a problem with the Holograms I have set the hologramms so that they just turn on if they are in the camera view cause of the Max sticker blinking bug. now i have the problem that the stickers of the hologramms didnt get loaded and the half of the level is white how i can fix that? | 2011-07-07 07:24:00 Author: Katil92 ![]() Posts: 74 |
can you explain the issue a little more clearly, I don't quite understand what you mean by 'the sticker of the holograms didn't get loaded' | 2011-07-07 07:36:00 Author: Epicurean Dreamer ![]() Posts: 224 |
Seen this happen to other holo recreations. Played a Donky Kong stage that was all white the first time. But was fine the next. It was random, and the creator said to just retry if it happened. Still, you may need to drastically cut back on the amount of stuff loaded at once. Instead of turning off the holo set the stage to emit and destroy in smaller chunks. | 2011-07-07 08:01:00 Author: Mr_Fusion ![]() Posts: 1799 |
i have changed all to emit now will test it tell if it will work increased the hud buffer too Explained More clearly : Sticker of hollogram takes to much time to get loaded means that hologramm is fully white in play mode Thanks mr fusion worked now totaly bug free and no possibility to apply the bug ![]() | 2011-07-07 08:18:00 Author: Katil92 ![]() Posts: 74 |
Thanks mr fusion worked now totaly bug free and no possibility to apply the bug ![]() Great to know! | 2011-07-07 13:05:00 Author: Mr_Fusion ![]() Posts: 1799 |
Turning off the hologram doesn't actually free the sticker limit. I know, it sucks, I know it should! The only way is to emit and destroy object when necessary, like Mr. Fusion guided you. | 2011-07-07 14:37:00 Author: hesido ![]() Posts: 166 |
yup thx changed all to emit now still have problem with the ? boxes in the mario lvl because i do not emit them for synchronized animation this brings back the blinking bug have to try finding a solution -.- | 2011-07-08 14:00:00 Author: Katil92 ![]() Posts: 74 |
yup thx changed all to emit now still have problem with the ? boxes in the mario lvl because i do not emit them for synchronized animation this brings back the blinking bug have to try finding a solution -.- You can hook up a tag sensor to the holo of each of these boxes, set to a long range and Signal Strength. Then, in a central place in the level you place a corresponding tag with a timer connected to it. Set the timer to <>, inverted and also loop its output into its input. Now you will have a central analog signal broadcasted in a sinus wave; every box picks this up and animates corresponding to this signal, all in unison, regardless of when emitted. EDIT: maybe I took this too far and were you after a simpler animation. But the principle still stands. | 2011-07-08 14:23:00 Author: Antikris ![]() Posts: 1340 |
You can hook up a tag sensor to the holo of each of these boxes, set to a long range and Signal Strength. Then, in a central place in the level you place a corresponding tag with a timer connected to it. Set the timer to <>, inverted and also loop its output into its input. Now you will have a central analog signal broadcasted in a sinus wave; every box picks this up and animates corresponding to this signal, all in unison, regardless of when emitted. EDIT: maybe I took this too far and were you after a simpler animation. But the principle still stands. I figured out the part about the tag sensor, and then.... you lost me ![]() | 2011-07-08 14:36:00 Author: Jayhawk_er ![]() Posts: 403 |
I figured out the part about the tag sensor, and then.... you lost me ![]() Well, you know a timer, right? It goes up, but you also want it to go down again and repeat in order to make a "glowing" effect on holo. You do that by setting the timer to - I believe it is called - directional (<>), set it to inverted and loop its output to its own input; now it will go up, down, up, down, up, down... Also wire it to a tag and now that tag is broadcasting that glowing signal. Every tag sensor that picks this up (set to signal strength) outputs the very same signal that you can connect to the holo of a box. Don't forget to set the holo to Dimmer input or else it will not animate smoothly. | 2011-07-08 14:50:00 Author: Antikris ![]() Posts: 1340 |
You can hook up a tag sensor to the holo of each of these boxes, set to a long range and Signal Strength. Then, in a central place in the level you place a corresponding tag with a timer connected to it. Set the timer to <>, inverted and also loop its output into its input. Now you will have a central analog signal broadcasted in a sinus wave; every box picks this up and animates corresponding to this signal, all in unison, regardless of when emitted. EDIT: maybe I took this too far and were you after a simpler animation. But the principle still stands. yeah that is a good idea thx for this ![]() | 2011-07-09 05:21:00 Author: Katil92 ![]() Posts: 74 |
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