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dissapearing and reappearing foreground?
Archive: 9 posts
i'm making an overhead view rpg level and i want to make the roofs of buildings visible unless you are inside, in which case the roof should be invisible. i really don't want to put myself through the stress of using pistons/movers for this. and that looks tacky anyway is there any material or logic i can use to do this? edit: in case it wasn't clear, the thing i'm trying to make appear and dissapear would be a single flat layer. | 2012-10-17 18:11:00 Author: harbingernaut Posts: 126 |
You can do this with sticker panel easily enough, you can tweak its visibility which is ideal in your scenario. If you'd prefer not to use sticker panel and use a different material instead the only way I can think is to emit and destroy the roof each time you exit and enter the room. Cumbersome and thermo intensive but different materials will also look more realistic than simply using sticker panel. Use the appear/disappear or fade in/out as settings on your emitters and destroyers. | 2012-10-17 18:21:00 Author: Xaif Posts: 365 |
i can't seem to find sticker panel. maybe i don't have it. my level is going to be thermo intensive already so i don't think i can afford to use emitters on that. hmm where do you get sticker panel from? | 2012-10-17 19:00:00 Author: harbingernaut Posts: 126 |
The Sticker Panel material comes with the Move Pack. One of the great things about it is that you can set it as a custom solid colour, without even having to place stickers on it. You can also tweak its opacity. Without using emitters, I believe that is your only option. However, if you use emitters, you can customize the roofs more! That's what I did for the ship in Peter Panda (http://lbp.me/v/efpnkw). Every time you go below deck, the side of it is destroyed (fading out), and every time you come back out, a new side is emitted in its place (fading in). To the player, it just looks like it's becoming invisible. But really, it's constantly being destroyed and replaced. I recommend that method, because then you can put up chimneys, shingles, and any decoration you want. Although, if you're going for a cartoony look, sticker panel might be the better way. | 2012-10-17 19:25:00 Author: Liquid_Blood_ Posts: 116 |
Without using emitters, I believe that is your only option. What about Hologram? | 2012-10-17 19:58:00 Author: Valeview Posts: 1581 |
What about Hologram? There is zero chance of that looking good. The emit/destroy approach can be very thermo efficient. Emit/destroy the roofs based on player proximity. Emit when player is close enough that roof might soon be visible in the view, and destroy both when player goes underneath or the roof has again moved out of view. | 2012-10-17 20:59:00 Author: fullofwin Posts: 1214 |
Hologram is still slightly transparent, even at 100% opacity. If you were making a Tron-themed RPG, it might look great! XD | 2012-10-17 23:02:00 Author: Liquid_Blood_ Posts: 116 |
Actually, running off the sticker panel advice for a second, a quick question... i'm using the fade in/out technique for school walls in my kanji level (they look fairly nice, if simple, i think. A photo of the brick material from the muppet set works pretty fine). Now when someone goes into a classroom, the wall fades out no problem, but when they leave, there's a flicker where it's completely solid, then back to completely off, and then it fades in as normal. It's probably something wonky in my logic (which is why you shouldn't build levels drunk, kids)... What set up do you guys use for a smooth effect? | 2012-10-21 05:42:00 Author: waffleking23 Posts: 535 |
I was just having a flicker issue with my own sticker panels, and the solution was to set them all to Dimmer rather than On/Off. If that doesn't work, Pookachoo suggested triggering them through a Selector, as that's been known to be more reliable than other switches. Or you could also use a timer set to 0.1, just to get things to read more specifically. The Dimmer option was the quickest fix for me. | 2012-10-23 21:24:00 Author: Liquid_Blood_ Posts: 116 |
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