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#1

Lighting Bug and also timing things to Music

Archive: 6 posts


Ok, I have two questions/concerns to address today.

First off, this wierd bug with lighting. It basically involves beams of light cutting off except at the last quarter length or so. This makes it look like they appear out of nowhere. The beams start off complete, then as I pan out, they cut (like seen below) and then after a few seconds return except for a bit at the top. I found a quick fix for this. Setting the movie camera I am using to zoom out to disabl controller brings up the black bars and keeps this effect from happening.
However, is there a better way of going about fixing it? I'm willing to keep the black bars but if there is another way, it would be nice to use it. Might it be worth noting that I am using the extra background layers?

http://i1226.photobucket.com/albums/ee406/xxMATEOSxx/898037eb000f6ab44506eadd5d9c1c4d42c7ea54.jpg

sorry, not the best pic.

In other news, I'm also trying to time an action to some music. I spent some time getting the sequencer timing right and had it work correctly in create mode, but when I get to play mode, the music always ends at a different place even though it starts at the same time.
Actually, eventually it changed in create mode too without me even doing anything with the sequencers, which again changed it in play. Is there a way to make the music run consistently?

Edit:
What I mean is, I have musci start and lets say it runs for 45 seconds. Shouldn't it always be at the same point 45 seconds after it starts? Instead, sometimes it ends earlier or later seemingly at random. I don't even have to mess with anything for the change to happen. It is not custom music but I don't think that makes a difference does it?

These are fairly minor annoyances, certainly not game breakers, but still, it would be nice to resolve them if I can.

Thanks in advanced all.
2012-05-30 16:40:00

Author:
xxMATEOSxx
Posts: 1787


Two questions here.
I noticed for something I'm working on, I have beams of light shining down, but when I zoom out, the top 3/4 of the beam cuts off for a few seconds, making it look like the like comes from nowhere. It does eventually come back butit is an annoyance.
I found a way to fix it is to have the widescreen black bars come up, this keeps the lights from cutting off. But is there a better way because I don't use that view anywhere else so it is still noticable if it happens.

In other news, I'm also trying to time an action to some music. I spent some time getting the sequencer timing right and had it work correctly in create mode, but when I get to create mode, the music always ends at a different place even though it starts at the same time.
Actually, eventually it changed in create mode too without me even doing anything with the sequencers, which again changed it in play. Is there a way to make the music run consistently?

Thanks in advanced all.

I think you meant Play mode there not create mode should fix that buddy
About your light problem hmmmmmmm... does it happen in play mode? I mean do you have a zoom-out camera in play mode? If it is just an annoying thing for you I suggest making a thing black background and delete it when you are done.
About your sequencer thing maybe you didn't wire anything into it and it just starts off since the beggining of the level? Or maybe you pressed square to see how it works and you forgot to press square again?
Hope I helped (probably not )
2012-05-30 18:14:00

Author:
Frenzie
Posts: 308


Ok, reading over this again, I did a terrible job explaining what is up. That's what I get for rushing my post.

Frenzie, yes it does happen in play mode as I have the camera slowly panning out during the end of the cutscene I'm working on. I'm goin to actually post a pic of the effect in a second.

Also, none of that with the sequencer.

Now, TO THE EDIT BUTTON!

Jeez I didn't even write the title correctly.
2012-05-31 01:00:00

Author:
xxMATEOSxx
Posts: 1787


Music in LBP is not affected by frame slowdown the same way as other calculations in the game. Therefore Music will continue playing more or less unaffected even if the game slows down slightly due to performance issues.
Opening the XMB, Opening the start Menu and even opening the Popit can also introduce delays of the game calculations compared to the music playback.

Therefore synchronising music to gamelay can be dodgy if parts of your level operates below 30 fps (Frames Per Second), or if the user is required to use the Popit (e.g. Sticker Switches).

The best thing you can do to prevent this, is to disable Popit controls and make sure that the game runs at a solid 30 fps at all times.
2012-05-31 11:37:00

Author:
Slaeden-Bob
Posts: 605


Music in LBP is not affected by frame slowdown the same way as other calculations in the game. Therefore Music will continue playing more or less unaffected even if the game slows down slightly due to performance issues.
Opening the XMB, Opening the start Menu and even opening the Popit can also introduce delays of the game calculations compared to the music playback.

Especially noticeable when the music loops after some framerate heavy stuff has been happening. There will be a delay in the looping. I found this a huge shortcoming of the sequencer; I mean, it is so easy to create a delay that automatic looping of custom music (a common feature of any game) becomes completely useless and I end up repeating the sequence on the sequencer canvas a dozen times (hoping that during playback the real end of the sequencer is never reached).

This bothers me so much that I asked your coworkers at Tarsier to please look into this for LBP Vita.
2012-05-31 17:05:00

Author:
Antikris
Posts: 1340


Thanks for the help everyone. I did notice opening the PS menu messed with it but I never thought about just imple framerate issues.
I guess unless there's something else to do with the lighting, this matter is resolved.
2012-05-31 18:43:00

Author:
xxMATEOSxx
Posts: 1787


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