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How did they make the lava in High Pressure Cellar?
Archive: 18 posts
I tried searching the forums and I couldn't find a similar thread and I'm sorry if it's already been asked but.... how do you make the lava from the High Pressure Cellar level? I first thought it was just a object made non-collidable but the platforms themselves actually float on top of it like water. Are some parts made of water and some not? Or is there a water like solid that I haven't yet collected? Thank you in advance. (I've also been absent from LBP for a loooooong time.... just realised my sig needs to be updated to "Never coming") | 2012-10-31 13:23:00 Author: snowyjoe Posts: 509 |
I s'pose it was made with water or the dephysicalize tool. | 2012-10-31 20:23:00 Author: nysudyrgh Posts: 5482 |
I s'pose it was made with water or the dephysicalize tool. I'm not sure how many secrets can be revealed, but half of what nysudyrgh said is definitely a good suggestion. And let's say one did chose to dephysicalise stuff; at least one of the material in the popit can be glowy and colour tweakable like the "lava" | 2012-10-31 23:00:00 Author: Slaeden-Bob Posts: 605 |
Well it can't be water because if you notice, water pops out into the foreground and background and it also covers the whole map which it doesn't. My thought would be that they could of used sticker panel or a material that was dephisicalized and then lethalized it or put a lethalized object inside it. As for it moving up and down it could of just been movers. As for the objects floating they could have done something like put tags on top of the lava and then put followers on the objects to follow the certain tags | 2012-10-31 23:04:00 Author: airide101 Posts: 141 |
Well it can't be water because if you notice, water pops out into the foreground and background and it also covers the whole map which it doesn't. My thought would be that they could of used sticker panel or a material that was dephisicalized and then lethalized it or put a lethalized object inside it. As for it moving up and down it could of just been movers. As for the objects floating they could have done something like put tags on top of the lava and then put followers on the objects to follow the certain tags This seems like the correct answer. | 2012-10-31 23:09:00 Author: ChrisF2112 Posts: 265 |
No, you're all wrong. I'm only spilling the beans because I'm eating them. Here's a clue: 42889 *I was playing this level yesterday- then I remembered about this thread. | 2012-11-12 18:53:00 Author: catsand Posts: 201 |
oh yeah, you can turn off plasma sounds now. | 2012-11-13 19:42:00 Author: Skalio- Posts: 920 |
It looks so nice with the plasma visual though. Combine that the plasma visual with the "fire" death effect and you have an instant winner. The hologram material would also make be great for lightning bolts as the material doesn't collide with other objects. | 2012-11-13 23:56:00 Author: catsand Posts: 201 |
No! It's not hologramm its neon! Just found out that! Really, you need to be sharp when playing levels http://farm9.staticflickr.com/8059/8190282797_af4171d93a_b.jpg (http://farm9.staticflickr.com/8059/8190282797_af4171d93a_b.jpg)and this is example how it is done ! http://farm9.staticflickr.com/8198/8191411432_6697be9d2d_b.jpg | 2012-11-16 16:53:00 Author: doggy97 Posts: 964 |
It looks so nice with the plasma visual though. Combine that the plasma visual with the "fire" death effect and you have an instant winner. The hologram material would also make be great for lightning bolts as the material doesn't collide with other objects. Of course, you can just dephysicalize any material and make it not collide with objects. I think I like the hologram version better than the neon as far as magma goes though. | 2012-11-16 17:02:00 Author: ChrisF2112 Posts: 265 |
Man this LBPC is buggy now... Here is how it's made http://farm9.staticflickr.com/8198/8191411432_6697be9d2d_b.jpg | 2012-11-16 17:18:00 Author: doggy97 Posts: 964 |
Let's see if I can get one of our designers to explain how we did it. | 2012-11-16 17:26:00 Author: Syroc Posts: 3193 |
You guys are silly. The visual effect of the flowing lava was done with the Fog effect material thingy and Neon. Make sure Fog's above the layer that Neon is on, and reduce its animation speed to really really low levels and change its color to something orangey-red. boom! effect. As for the floating platforms, it's a follower with weakened strength. Devs made it strong enough so that when a sack jumped on it, it wouldn't move that much, but when it emerged from the lava it'd do a little upward bound as physics would suggest. ...I've played the game for all of a week and I still know this. Hunh. | 2012-11-16 17:36:00 Author: SLS10 Posts: 1129 |
You guys are silly. The visual effect of the flowing lava was done with the Fog effect material thingy and Neon. Make sure Fog's above the layer that Neon is on, and reduce its animation speed to really really low levels and change its color to something orangey-red. boom! effect. As for the floating platforms, it's a follower with weakened strength. Devs made it strong enough so that when a sack jumped on it, it wouldn't move that much, but when it emerged from the lava it'd do a little upward bound as physics would suggest. ...I've played the game for all of a week and I still know this. Hunh. Look at mah picture up ^there somewhere duh! That is how I figured it out | 2012-11-16 17:37:00 Author: doggy97 Posts: 964 |
Thing is, if you dephysicalize an object it will no longer be hazardous. I do not have neon so I could not test that one. Hologram works very well can go through object AND maintain it's hazardous effect. You just have the change the background color or the background to the "spooky" one to get colors that really pop. Also, you have to get the neon one from that racing mini game, which is a pain- the hologram is a basic one- so no additional work is required. If Neon works for you- meaning it can maintain it's hazardous effect and go through object then use it- from the looks of it- they look EXACTLY the same. You guys are silly. The visual effect of the flowing lava was done with the Fog effect material thingy and Neon. Make sure Fog's above the layer that Neon is on, and reduce its animation speed to really really low levels and change its color to something orangey-red. boom! effect. You're complicating things way too much | 2012-11-16 20:00:00 Author: catsand Posts: 201 |
Alright, I've been given the go-ahead to explain how this works. Some of you are very close, but nobody has yet fully explained how it was made. Using just a single weakened follower wouldn't be enough as the boxes would become misaligned from the surface of the "liqud." All of the physics is completely faked using a series of movers, followers, a gyroscope, and an angle sensor. It's not even that complex when all is said and done. The very first thing I made was boxes that float along the "current" of the liquid, so I'll start there. The setup actually exists as two pieces: the box that the user will see (and ride on) and a piece of sticker panel that follows the box which serves as a reference for the surface of the lava. The trick is that the piece of sticker panel follows the box, but does not move up and down, so it will always be level with the surface. There is then a tag added to the sticker panel, which is then reference by the box so that it knows how "deep" it is in the lava. http://i.imgur.com/xaKNw.jpg The near-completed setup, rebuilt for this explanation. Firstly, the follower on the sticker panel is set to follow the green tag I've attached to the box. It has a moderate speed of 10.0, strength of 100%, and the the up/down option has been toggled off. http://i.imgur.com/EZepN.jpg The tag sensors on the box are referencing the blue tag on the sticker panel. This first one is set to a radius of 10.0 with the default closeness option enabled. http://i.imgur.com/uwQfQ.jpg This feeds into a mover with the following settings: Up/Down Speed: 0.1 Acceleration: 55% Deceleration: 0% Input Action: Strength Scale This serves as the "floating" effect, where the mover gets stronger as the box sinks further down, thus simulating buoyancy. The effect is subtle, but clearly enough that it got you lot interested! The second sensor is more as a fail-safe for if the microchip manages to dip below the surface, after which a second mover will push it back up. This sensor is set to count, so that it always outputs a 100% signal if it's active. http://i.imgur.com/HYC0s.jpg The mover that one feeds into has the following settings: Up/Down Speed: 5.0 Acceleration: 50% Deceleration: 0% Input Action: On/Off There are a few other logic bits going on to handle the sideways movement and the rotation, but those are pretty straightforward, and I didn't take pictures for those. I'll just run through the settings for each: Standalone Mover: Left/Right Speed: 2.5 Acceleration: 50% Deceleration: 0% Angle Sensor: Angle: 75 degrees Inverted: Yes Gyroscope: Speed: 80 Strength: 90% Input Action: Strength Scale Rotator: Speed: 0 Acceleration: 15% Deceleration: 15% Advanced Rotator: Speed: 250 Acceleration: 50% Deceleration: 50% The Advanced Rotator on the bottom there is to give a subtle recoil effect for when players jump off the blue bounce pads. The inputs for that come from combining the signals on the bounce pad outputs. The inverted Angle Sensor feeding into the Gyroscope keeps the box upright without coming across as too rigid. The 0 speed Rotator is to keep the box from wiggling around too much, giving the impression that the lava is a bit more viscous. So at this point you should be able to un-pause and watch your box go floating along to the right. If you land on it, you should observe that it exhibits the desired fake physics effects, even if there is no frame of reference for the floating yet. http://i.imgur.com/uPqr2.jpg Oops, timed my screenshot poorly and got some of the menu overlay. Most of you were bang on regarding the actual lava effect. It is three materials, neon, snowflakes, and sticker panel, where the sticker panel has been set afire and the neon has been dephysicalized. By increasing the layer order of the neon, it will be drawn in front of the sticker panel and the box. http://i.imgur.com/PoVX9.jpg Put it all together, and bang, you've got some lava. There were a few minor things added in the level to allow the boxes to rise out of and sink into the lava at the ends of their motion, but I leave that as an exercise to the reader. http://i.imgur.com/9jaTB.jpg Now, for the sections that has the lava rising up and down, things change a little, but I won't run through that as thoroughly. You can't use the same follower method to keep the sticker panel level with the surface of the lava, and instead have to attach it to the moving lava via a zero-strength, stiff piston. This aligns its axis along the surface. The follower then has to be allowed to move up and down. I used the super high tech method of putting a string from the box to the lava to prevent it from drifting too far to either side. Just give it a little slack so that it can move freely up and down. The end. Fun fact: The liquid was originally green goo, but lava works infinitely better. | 2012-11-16 20:09:00 Author: comphermc Posts: 5338 |
:O I still think hazardous hologram and snowflakes seems to be like an easier solution though. As you do not need to dephysicalize anything or add that extra object. | 2012-11-16 20:33:00 Author: catsand Posts: 201 |
Wow! Thanks for that awesome tutorial as always! Maybe you could do an actual episode LBPlanetorials out of this! | 2012-11-16 20:54:00 Author: yugnar Posts: 1478 |
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