Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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[i]Cameras.[/i]
Archive: 8 posts
I know bbcode doesn't work in thread titles but I need at least implied italics there to convey my disdain! So, I'm trying to make the "view party" screen for an RPG level. All five party members are lined up in a row, and you can use a cursor to select one to view its stats or switch it in/out of your currently active party. When you select a party member, a camera turns on that zooms in on it, and a menu pops up with two options, "view stats" or "switch position." For the moment, I'm just building the switch position logic. When you select that option, the camera zooms back out so you can see all five party members and you can pick which one you wanna swap with. That works for the most part, except for one thing. If you select the character and then select "switch position" before the camera transition finishes, the game ignores that the camera is turned off and that the zoomed out camera has turned on, and just stays zoomed in until I turn another camera on and off. I have been messing with this for a good hour and a half now and the only solution I've found is putting all the cameras on a positional sequencer and turning each on with a different battrey when appropriate. That solves the problem but it takes away my ability to set transition types for the cameras, and makes the camera cut really abruptly in a way that looks really shoddy. Is there a way I can fix this issue without losing my ability to make the camera pan? I guess I could just add a count-up timer that makes it so that the player can't select anything on the mini-menu until the camera transition is complete, but I'd prefer if I didn't have to force the player to sit around and wait for a second or two just because cameras are dumb! | 2011-07-20 23:39:00 Author: Speed Racer Posts: 156 |
Mabye have a hologram with a follower(set to follow a tag) and camera and have tags on the five sackbots. Making sure the tags are the right color to the follwer. Then put down a selector and when it changes the camera will move to the one you selected. EDIT: OH!!! and make the follower move slow but fast to the sackbot you selected. That way you won't have to add a camera pan at all! | 2011-07-20 23:47:00 Author: zzmorg82 Posts: 948 |
the problem is that I need two different levels of zoom, so even using that method I need at least two cameras. | 2011-07-20 23:59:00 Author: Speed Racer Posts: 156 |
I haven't done much camera work but I would think that you could set a series of cameras at various levels of zoom on a sequencer so that it will simulate the normal transition between two cameras but each will use a smaller time frame. Then you could program an interrupt which will turn off the sequencer and turn on another one. You would need the interrupt signal to be stored in a buffer so that it will execute the new transition as soon as the last camera transition finishes, but if your camera transitions are short enough, it should appear to be an almost instantaneous switch. Depending on how elaborate you want to get, it could get kinda' logic intensive, but I think it should be possible to rig up a servicable solution without needing to go too crazy on logic. | 2011-07-21 21:03:00 Author: Sehven Posts: 2188 |
yeah that that's way too dang complicated for what I need this for haha I settled for turning off the controllinator for the one-second transition period. IT works just fine and I was silly to think it wouldn't also I just looked closely at your avatar for the first time and I now realize that that costume's actually something you made in LBP and not just a photoshop that is rad as all get out | 2011-07-21 21:53:00 Author: Speed Racer Posts: 156 |
I just looked closely at your avatar for the first time and I now realize that that costume's actually something you made in LBP and not just a photoshop that is rad as all get out Thanks. Technically it's something I made in Lbp AND a photoshop--I don't have a capture card so I use the in-game picture tool, which is too low res for my taste so I composited the pic from half a dozen or so smaller pics. Also, you can't point with one finger and make a fist with the other in lbp. That's the only thing I cheated on, though--everything else is just stickers and decos. If you want, you can see a higher res version here (http://thewanderingslacker.deviantart.com/art/Can-t-get-enough-Optimus-Sackb-188004390). | 2011-07-22 05:27:00 Author: Sehven Posts: 2188 |
How about using a transitional Movie Camera (http://wiki.lbpcentral.com/Movie_Camera) with "Disable Controllers" set to Yes? It would prevent any buttons from being pressed until the cameras could be cancelled properly. But yes, switching off all Controlinator (http://wiki.lbpcentral.com/Controlinator) outputs while the camera is transitioning would work well too. | 2011-07-22 10:54:00 Author: Holguin86 Posts: 875 |
There is a simple way to do so. I have a similar set up with a menu I created for my B-Ball game (http://lbp.me/v/y8mmsb). You'll need a toggle, and a selector along with microchips and a Not Gate. Place your cameras(anywhere you want) set the desired angle & transition type, set transition time to what you want, set hold time to infinite. Make sure the 'disable controls' in Off. Set up the selector to have one output for each of the cameras that will be "zoomed in".(DON'T connect them yet) Now, inside a microchip, place 1 node per zoomed in camera, then connect each of them to a camera. Then connect the selector to the nodes. Once you connect them all, and have place the selector along with the microchip(w/ the nodes) inside another microchip. Place a toggle & a Not Gate. Input to the toggle w/e you use to accept your selection(e.g. "X" button). Connect the output of the toggle to the Not Gate & to the microchip with all the "nodes". Place another microchip and put a node in it. Connect said node to the camera that will be use as the main camera for the Menu. Now for the input of that same node, use w/e actives your Menu. To finish, connect the Not Gate to the Microchip containing a single node(for the main camera). All that is left it to connect ,directly from the selector, any holo material that will let the player know what he is highlighting. (I'll post a pic soon) | 2011-07-23 05:14:00 Author: Unknown User |
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