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How do I create a Wind Effect?
Archive: 7 posts
Hello good friends and helpers. I have made a level called Nature's Platforming Paradise and it (as title suggests) is a nature themed platformer. I have a problem however, as I canno't create a good wind effect. This is where you awesome creators come in to it . My two questions are: 1.) How can I create a wind effect so it looks like leaves and grass is moving. 2.) How can I make things come paast and do loops as if they're beeing blown in the wind. I.e. You're walking across a bridge and a flower keeps blowing past then does a loop or moves in a circle or something and then blows off screen.(If possible) Thanks for all the help already recieved. LittleBigSnooth PS. If you could play my level (Nature's Platforming Paradise) and see if there's anymore stuff I need to add or improve to it that would be brilliant | 2011-12-03 15:39:00 Author: LittleBigSnooth Posts: 454 |
1: Not Too Sure 2: I think If You use the Motion Recorder With The Move Pack?....Something Like That. | 2011-12-03 15:42:00 Author: Valeview Posts: 1581 |
It's tricky isn't it. I am sure there is a way to do the leaves one but I am not sure how. I have seen it in some other MM picked levels I think. 2.) WAS just going out on a whim tbh. I thought if anyone can help with it then it's the LBP goers on LBC. Cheers anyway ValeView. Anyone else got any ideas? | 2011-12-03 15:46:00 Author: LittleBigSnooth Posts: 454 |
2. place a microchip on your leaf / whatever you will need: 1 basic mover 1 advanced rotator 1 randomiser 1 directional combiner method: place the basic mover on the microchip, set horizontal movement to 0, set vertical movement to something (whatever speed you want depending on wind speed), set the mover to local space enabled next place a randomiser and a directional combiner, connect the randomiser output to both inputs of the combiner, place the advanced rotator, connect the combiner to the speed input on the rotator. Result: This should create a leaf that randomly spins and moves as if caught in the breeze Regards Dave | 2011-12-03 18:11:00 Author: ForgottenEnigma Posts: 1414 |
My friend managed to create an incredibly rudimentary wind effect using emitters and invisible platforms. Essentially, he made small invisible blocks by using an incredibly thin piece of rubber (as far as I can remember). You essentially shrink the rubber as much as you can, and then you can drag it slightly in a straight line so that you have a long, thin invisible piece. This is a little annoying to do, as the piece becomes visible if you don't drag it out in a straight line. Then, for sections in which he wanted wind, he cascaded emitters, and emitted the small invisible blocks at shifted increments and slightly different rates, and it gave a pretty good impression of wind somewhat arbitrarily pushing you up. ---- Another potential way of doing it might be using sackbots. Make the player sit in a controllinator using the sackbot, and have 4 tag sensors on the sackbot, along with 4 movers, one for each direction. In an area where there is wind, put a tag based on the direction of the wind. That way, if you want the wind to push it up, the up tag will cause enable the up mover on the sackbot, thus pushing him in that direction. You should even be able to get 45 degree angles with this (such as wind pushing up and to the left at the same time). The only thing this won't do is allow you to change the strength of the wind. All wind will be the same strength, and will push you in a direction at a constant rate. | 2011-12-06 05:27:00 Author: MananTheMoon Posts: 11 |
@MananTheMoon, I used the same invisible platform principle in my last level, good idea. You can make a lot of the metal and stone materials invisible by dragging out a line as thin as possible, then shrinking it down - you have to rotate the piece while you shrink. Turning on the grid ensures a straight line, but you have to turn it off again to shrink the material. | 2011-12-08 02:38:00 Author: Pookachoo Posts: 838 |
I'd set up a central logic chip that randomizes wind direction and wind speed and broadcasts this information wirelessly through a tag. I'd then pick up that signal with tag sensors on affected objects. In the case of grass I'd probably use a wobble bolt on its base, set to directional. The sensor that picks up variable wind speed would go straight into that bolt, causing the grass to bend to the opposite side at the intensity of the wind. To make it bend in two directions (separate horizontal direction signal) and to also wave or shake as it bends, it'd become a matter of more complex logic on the grass chips. Falling (emitted) leaves can be affected by the wind signal as well; wind speed can go into a simple mover set to speed input and local space. You'd want to combine it with a rotator (as Dav suggested) that might become more violent as wind speed increases; whether that means just a higher speed at which it rotates or a more complex system of randomness (increasing frequency with wind speed) fed into the rotator. Better, however, would be a local space mover that picks up speed combined with another mover that forces the leaf into the wind direction. But since movers tend to cancel eachother out, it'd become a more complex system of signal addition and subtraction, I suppose. This is, of course, all brainstorming (*pun*). | 2011-12-08 12:17:00 Author: Antikris Posts: 1340 |
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