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How to make an opening/closing door.

Archive: 18 posts


How to open/close a door like a pro. No, not in real life. I've posted this tutorial on another site before, but I want to share it and make it simpler.
The Wall
-Make a single-layered thick pillar (not the extra thin layers). Copy and paste that pillar into the third layer (first being thick one closest to you). In the middle layer, make that same pillar, but with a gap for the closed door to fit in.
http://ia.lbp.me/img/fs/40aa66234f38186d77ddafd2a62b0c2cc098ec5c.jpg The pillar.
http://i1.lbp.me/img/fs/16184329b4f3aa34e219ece940b929b95d59600b.jpg Copy and paste it.
http://i6.lbp.me/img/fs/ea61916e7fd9ec8ebe5304d55547b1f495118d1d.jpgYou've got a wall!
The Logic
-Place a player sensor, not gate, and two emitters. Set both emitters to the following settings:
Emit once, max emitted-infinite, max emitted at once-1, emit affect-appear, destroy effect- disappear.
Set the player sensor's radius so that the door is at the center. Make it a bit of a tight fit around the door, but not too small. Attach that player sensor to one of the emitters and the not gate. Attach the not gate to the other emitter.
http://i0.lbp.me/img/ft/0b0dd515f0114df63360b02f7bd046811ce6bd2f.jpg Notice the not gate, player sensor, and emitters.
The Door
-Now we make the opened and closed doors. Yes, they're separate things. The closed door should be a single-layered thick line. It should have a player sensor and a destroyer. The destroy effect on the destroyer should be disappear. Make the door's player sensor around the same as the one attached to the not gate. Attach the door's player sensor to the destroyer. Save it as an object.
-Let's move on to the opened door. It should be a thin-layered rectangle with a decoration or something for a knob (just make it look like an open door). Make sure the knob isn't in one of the thick layers, or else it'll mess up the opening process. It should have a timer set to the following:
.5 seconds, start count down.
It should also have a destroyer set to disappear. Connect the timer to the destroyer. Make sure to pause it, or else the opened door will disappear! Save it as an object.
Opening and Closing
-We're close to success! So now, set the emitter attached to the not gate that you made at the beginning to "lifetime infinite". The emitter attached to the player sensor can have whatever lifetime above .5 seconds. Set the emitter attached to the not gate to emit the closed door, and the one attached to the player sensor to emit the opened door. Now, walk through the opening in the wall. If we did this right, you should see the opened door for a second, and when you walk away from the opening, the closed door should appear. This is the "opening and closing" illusion. There you have it!
http://i8.lbp.me/img/ft/068dba1e52505a4dc9a2182362fa79291a13ed5a.jpg Closed door. Notice how when you are out of the player sensor's radius, the "Closed" emitter is activated.
http://i1.lbp.me/img/ft/3e13f705b2b7245c58c0611f1e355fdd8daf51b9.jpg Opened door. Notice how the "Open" emitter is activated.
Sounds
This is optional. If you want fancy-shmancy door sounds for your door, you can add them. Choose any sounds. One or two for opening the door, and one or two for closing it. Attach the player sensor that you made at the beginning to the opening sounds, and the not gate to the closing sounds. Now you have an awesome door!
I hope that helps anyone. If anything goes wrong or something is wrong in this tutorial, then let me know. I'll fix it. I might add some clips to help anyone that needs to see them.
2011-07-10 19:22:00

Author:
Sackpapoi
Posts: 1195


make video tut2011-07-13 07:54:00

Author:
Unknown User


make video tut

I don't have a recording device.
2011-07-13 18:46:00

Author:
Sackpapoi
Posts: 1195


Should add pictures for each stage, the wall, the logic etc as this helps more if you can't do a video. Take a picture with your camera tool for each stage and export it to your XMB. I just use the old fashioned way with pistons for the door and tags/tag sensors to trigger door sounds or wire up the trigger being a switch to that sound instead. But would be really nice to see how you do with a few pictures to help.2011-07-14 10:07:00

Author:
LittleBigDes
Posts: 920


I don't have a recording device.

In-game pictures???
2011-07-15 15:55:00

Author:
zzmorg82
Posts: 948


Please be patient as you wait for visual steps on this tutorial. I've been very busy this past week. I have a short time on the PS3 every day. I'm sure I'll get the pics to you shortly. Until then, try to bear with reading things. This isn't a LEGO set instruction book, after all.
UPDATE: The pictures are up now! But LBP.ME was being dumb and didn't upload half of the pictures. So bear with me.
2011-07-15 23:26:00

Author:
Sackpapoi
Posts: 1195


So basically you are emitting one door that is open and another door that is closed. I may give this a go to prevent players from back tracking too much in my level and seperating too far from other players causing that dreded countdown before you go poof, pop and die.2011-07-22 10:25:00

Author:
LittleBigDes
Posts: 920


So basically you are emitting one door that is open and another door that is closed. I may give this a go to prevent players from back tracking too much in my level and seperating too far from other players causing that dreded countdown before you go poof, pop and die.
Pretty much.
2011-07-22 17:56:00

Author:
Sackpapoi
Posts: 1195


Thats some useful tutorial. Thanks.2011-07-23 14:04:00

Author:
TheGoldenFlash
Posts: 209


Thats some useful tutorial. Thanks.
No problem
2011-07-23 21:13:00

Author:
Sackpapoi
Posts: 1195


This is the most common way and mose realistic look ing way, nice tutoial.2011-07-27 14:34:00

Author:
temple1997
Posts: 36


Nice, simple, it works, and looks good. Great stuff to help creators add even more to their levels.2011-07-28 06:02:00

Author:
SSTAGG1
Posts: 1136


Thanks everyone 2011-07-28 23:58:00

Author:
Sackpapoi
Posts: 1195


Interesting tutorial, and well explained. I use a different method for this effect, and it's interesting to see how different they are. All I do is use a two state selector, the second output going to the first input, and a player sensor going to the second input; obviously the two outputs go to two different emitters that emit the open/closed states respectively, and obviously when the player is out of range the selector changes back to it's first (closed) state.

On the two doors I have a microchip, with a destroyer and inverted tag sensor on each. The tag sensors correspond to two tags of different colours that are wired up to the two selector outputs.

In other words, when the first (closed state) tag is on, the closed door will remain. As soon as the player comes into range, the selector overrides to state two (open), thus switching the first (closed) tag off and destroying the closed door. Obviously the open state is immediately emitted, and the same logic will obviously occur in reverse once you leave the sensor range, thus completing the illusion!

I used a similar principal in my SewerCide Train level. Maybe instead of this post I should have just written a tutorial!
2011-10-24 08:32:00

Author:
RainbowtipsFort
Posts: 144


You could electrify / plasmify one of my mechanical iris' for an interesting portal / aperture style door that expands open and contracts closed. Come to think of it... I suppose its time I posted a tutorial on that and gave away my magical iris blade shape 2011-10-26 18:43:00

Author:
Unknown User


Wow this is really helpful thanks!2011-11-12 01:45:00

Author:
Bash
Posts: 39


I just place two thin walls and make the door on the front of a block Okay, not the same theme. My door is hi-tech, yours is realistic wooden type. Nice one !2011-11-13 23:45:00

Author:
Unknown User


Nice tutorial i've been trying to find a tutorial of these kind of doors forever. I'll be using these door in my new level.2012-06-14 17:05:00

Author:
Unknown User


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