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Making A fuse
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now that I've got my flame, I need to make a fuse for it. this fuse will be quite long and will snake through part of a level. what's the best way of making a fuse? | 2012-06-19 01:25:00 Author: GribbleGrunger Posts: 3910 |
I'm sure you want it to burn as time passes so you should draw it out and cut it into small sections. After that you might need to use a sequencer to trigger your flame and then after the right amount of time, a destroyer and the next set of flames. Repeat that all the way down the fuse and it should work. | 2012-06-19 02:11:00 Author: Zero10100 Posts: 385 |
what would I use to make a fuse though? tags with followers? the tag method just doesn't seem to flow smoothly. I want the fuse to do a semi circle at one point before carrying on, so what method is best for making it run perfectly to that semi circle? | 2012-06-19 02:36:00 Author: GribbleGrunger Posts: 3910 |
It sounds like you're making it disappear from the end not the beginning, so it looks natural and not moving in blocks. That probably wont work because of collisions and poor movement like you said. The best thing to do is destroy the starting side and have the flame follow tags along the fuse. http://lbp.me/p/qq4stsc http://lbp.me/p/qq4stn9 http://lbp.me/p/qq4sth5 | 2012-06-19 02:57:00 Author: Zero10100 Posts: 385 |
It sounds like you're making it disappear from the end not the beginning, so it looks natural and not moving in blocks. That probably wont work because of collisions and poor movement like you said. The best thing to do is destroy the starting side and have the flame follow tags along the fuse. http://lbp.me/p/qq4stsc http://lbp.me/p/qq4stn9 http://lbp.me/p/qq4sth5 so do it in sections... that could work for what i need it for. thanks, i'll give it a go and see what I think. if there are any other ideas folks, please feel free to enlighten me edit: this is what I've got so far: I have my track laid out (representing the journey of the fuse) and on this track I have made a tiny car (two wheels on top and two wheels on the bottom). I have a mover on both sets of wheels and a another piece of thin layer material joining the two sets at the back. this sits snugly on the rails with no give at all, which is what I wanted. I have set the mover to local space at a speed of 0.2 and have set the mover to max deceleration for when it comes downwards. I've also put a gravity tweaker on there set to 0 gravity and 50 dampening, as well as this i've set the world gravity to the lowest setting. what do you guys think? is that a neat solution or long winded way of doing something that seems simple? | 2012-06-19 04:07:00 Author: GribbleGrunger Posts: 3910 |
Hi there. You might try this. THE FUSE WIRE- Make it in sections of as already mentioned, in the path you want. on each section place a chip. On this chip, put a blue tag sensor(set to min radius 0.0, max of the radius of the section) connected to a destroyer (set to disappear). THE BURNING PART- Make a 1x1 piece of invisible sticker panel or holo. on this place a chip. On the chip place a material tweaker, set to be on fire. place a blue tag on the chip too. Next to move the fuse along the wire, place a sequencer. And along this place movers. The movers will basically move the fuse along in the direction they are set. (so if say you have 6 sections of the fust line, make the lenght of the mover the lenght of those sections. so it will move in the direction the mover tells it, activating each blue tag it passes. It the burning puse needs to change direction, simply have a new mover on the sequence that makes it go up. this way you can set the time and direction. Hope I explained this clearly | 2012-06-19 20:47:00 Author: Sean88 Posts: 662 |
that's definitely worth considering too. I haven't quite decided how the layout will look yet, so that will help determine which method I use. | 2012-06-19 21:43:00 Author: GribbleGrunger Posts: 3910 |
This sounds like a great idea/visual to include in a level. I hope you can find a good solution that works well for you. I probably would have approached this similarly to what I've read here, but I bet there must be an even better way! Maybe someone will share it soon… Are you wanting the fuse to run continuously or do you want it to sort of keep pace with the player as they move through the level? That would add a tad more complexity. | 2012-06-20 19:50:00 Author: peoriaspitfire Posts: 359 |
This sounds like a great idea/visual to include in a level. I hope you can find a good solution that works well for you. I probably would have approached this similarly to what I've read here, but I bet there must be an even better way! Maybe someone will share it soon… Are you wanting the fuse to run continuously or do you want it to sort of keep pace with the player as they move through the level? That would add a tad more complexity. it's got to run smoothly through the levels. what I'm now looking for is a way to leave a charred trail behind the fuse. I've got a smooth effect with the method I set out above, but it leaves no trail. I've considered making the fuse logic follow a line of Sticker panel material and have sections turned off as the fuse passes over it, but once again, i'm having to work in sections which I don't want to do. in the end I might just have a black fuse and be done with it. | 2012-06-20 19:55:00 Author: GribbleGrunger Posts: 3910 |
it's got to run smoothly through the levels. what I'm now looking for is a way to leave a charred trail behind the fuse. I've got a smooth effect with the method I set out above, but it leaves no trail. I've considered making the fuse logic follow a line of Sticker panel material and have sections turned off as the fuse passes over it, but once again, i'm having to work in sections which I don't want to do Yep, I would do it just like said, using sticker panel with a charred image and activating it as the fuse flame passes. I’m actually doing that in my current level I have in progress, but on a much smaller scale. I’m burning a portion of a dock/bridge and as the flames slowly walk across it, they leave charred remains behind once the flames die out. Anyhow, this sounds very interesting and I can’t wait to see it. | 2012-06-20 20:02:00 Author: peoriaspitfire Posts: 359 |
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