Justin Hopewell
11-05-2008, 09:48 PM
I'll warn you in advance that this is going to be kind of long-winded, but the concept is complicated and I'll need most of this to get the situation and my questions across. I've bolded the questions I'd like answers for and hopefully someone can solve my issue for me.
All right. I've figured out most of the quirks of the editor, but one of the few things left that I just don't understand is the sync option.
Part of the problem is that there is no counter or timer/stopwatch in the editor once you hit play.
Let me start back a little further. My understanding is that Sync, Pause, and Speed all relate to each other.
I just realized the other day that speed is the amount of time your object takes to complete an entire cycle (point A to point B, then back to point A), rather than just from point A to point B.
And Pause is the total time your object pauses at point A and point B, not just at the end of each point.
And I think Sync is just basically the "start" time for an object. So if I have three objects moving at 4 seconds a piece, but I want one to alternate, I would set the off-time, alternating one's sync time to 2 seconds.
In theory this all makes sense. In practice, I get completely random results that I don't understand.
The main problem is that I can't tell where point A is, where point B is, and at what point time actually begins after you hit play.
Let's use one box on a piston, all on its own as an example. I have the box's minimum length at 1.0 and its max at 10.0. And lets say that while time is paused, the box is floating somewhere between those two lengths. The sync time is 0.0 on this piston.
I hit Up on the D-pad. The box starts moving.
1. Is it already in the middle of a cycle, or is it trying to set itself to its starting position, point A?
2. And does time begin once its found point A or has time already started counting as its moving to point A, throwing everything off?
3. And is the Pause attribute taken into effect as soon as the piston reaches the starting position, or does it wait until it travels to its second point in the cycle?
Since I have no way to judge when time actually begins, since there is no in game counter, I can't tell if its working properly. I could just assume it is, but then when I try to setup something more complicated, like the three block example, it won't work properly.
Here's an example of an object I've tried to create but just can't get to work (you'll need to use your imagination a bit, not hard for you guys, being LBP players):
------------------------------------
|OOOOOOOOOOOOOOOOOOOOOOOO|
|OOOOOOOOOOOOOOOOOO ' ' OOOO|
|OOOOOOOOOOOOOOOOOO==OOOO|
|O__||.................................|OOO|
|O ||......______________.....|OOO|
|OOO|......|OOOOOOOOOO|....|OOO|
|OOO|......|OOOOOOOOOO|....|OOO|
|OOO|......|OOOOOOOOOO|....|OOO|
|OOO|......|OOOOOOOOOO|....|OOO|
|OOO|......|OOOOOOOOOO|....|OOO|
|OOO|......|OOOOOOOOOO|....|OOO|
|OOO|......|OOOOOOOOOO|....|OOO|
|OOO|......_______________....|OOO|
|OOO|..................................||__O|
|OOO|..................................|| O|
|OOOO==OOOOOOOOOOOOOOOOOOO|
|OOOO '' OOOOOOOOOOOOOOOOOO|
|OOOOOOOOOOOOOOOOOOOOOOOO|
------------------------------------
Pretend its a perfect square and that everything is equilateral. The "O" sections are two planes thick. The dotted (...) space between the "O" areas is just one plane thick, so you've basically got a large square with a sunken track that runs around the middle in a track.
== __||
'' and || on the four corners are pistons. Picture a cube being placed in the track. Each piston moves the cube to the next piston, so that the cube is constantly being pushed clockwise inside the sunken track. As I'm writing this I'm realizing that because of gravity, one of the pistons would be unnecessary, but lets just pretend there's a no gravity mode, or we're using a bouyant floaty material that only moves when its pushed.
We'll call the upper left piston "Piston 1", upper right "Piston 2", lower right "Piston 3" and lower left "Piston 4".
I've tried synchronizing the pistons to start at different times to make this work but it won't. I want "Piston 1" to start the motions and just as it reaches piston 2, piston 2 starts moving. This would continue around the track over and over. Each piston would reach the next and the next piston would start immediately. According to my calculations, if the pistons start their cycles WITHOUT a pause, then I come up with these numbers:
Piston 1
Speed 4
Pause 8
Sync 0.0
Piston 2
Speed 4
Pause 8
Sync 2
Piston 3
Speed 4
Pause 8
Sync 4
Piston 4
Speed 4
Pause 8
Sync 6
I spent an entire Saturday trying to figure this out, seriously, the entire day; about 8 hours straight. I could not make it happen.
If someone could solve this for me and maybe create another example of their own with a pretty detailed explanation, I would be incredibly grateful, as this is holding my ideas back quite a bit.
And just an FYI, I know this can be solved easier by using mag switches, but I need to know how to use these attributes, because there will be cases where I can't use mag switches. Its like putting a piece of black tape over the "Check Engine Light" in your car.
And if anyone wants to hit me up on PSN, my name there is also Justin Hopewell (or maybe JustinHopewell without the space.. can't remember).
Thanks in advance for anything you guys can tell me!
-justin
And as an afterword, let me express how displeased I am that the sync attribute is explained in neither the manual, the strategy guide, OR the in-game tutorials. At least not to any significant extent.
All right. I've figured out most of the quirks of the editor, but one of the few things left that I just don't understand is the sync option.
Part of the problem is that there is no counter or timer/stopwatch in the editor once you hit play.
Let me start back a little further. My understanding is that Sync, Pause, and Speed all relate to each other.
I just realized the other day that speed is the amount of time your object takes to complete an entire cycle (point A to point B, then back to point A), rather than just from point A to point B.
And Pause is the total time your object pauses at point A and point B, not just at the end of each point.
And I think Sync is just basically the "start" time for an object. So if I have three objects moving at 4 seconds a piece, but I want one to alternate, I would set the off-time, alternating one's sync time to 2 seconds.
In theory this all makes sense. In practice, I get completely random results that I don't understand.
The main problem is that I can't tell where point A is, where point B is, and at what point time actually begins after you hit play.
Let's use one box on a piston, all on its own as an example. I have the box's minimum length at 1.0 and its max at 10.0. And lets say that while time is paused, the box is floating somewhere between those two lengths. The sync time is 0.0 on this piston.
I hit Up on the D-pad. The box starts moving.
1. Is it already in the middle of a cycle, or is it trying to set itself to its starting position, point A?
2. And does time begin once its found point A or has time already started counting as its moving to point A, throwing everything off?
3. And is the Pause attribute taken into effect as soon as the piston reaches the starting position, or does it wait until it travels to its second point in the cycle?
Since I have no way to judge when time actually begins, since there is no in game counter, I can't tell if its working properly. I could just assume it is, but then when I try to setup something more complicated, like the three block example, it won't work properly.
Here's an example of an object I've tried to create but just can't get to work (you'll need to use your imagination a bit, not hard for you guys, being LBP players):
------------------------------------
|OOOOOOOOOOOOOOOOOOOOOOOO|
|OOOOOOOOOOOOOOOOOO ' ' OOOO|
|OOOOOOOOOOOOOOOOOO==OOOO|
|O__||.................................|OOO|
|O ||......______________.....|OOO|
|OOO|......|OOOOOOOOOO|....|OOO|
|OOO|......|OOOOOOOOOO|....|OOO|
|OOO|......|OOOOOOOOOO|....|OOO|
|OOO|......|OOOOOOOOOO|....|OOO|
|OOO|......|OOOOOOOOOO|....|OOO|
|OOO|......|OOOOOOOOOO|....|OOO|
|OOO|......|OOOOOOOOOO|....|OOO|
|OOO|......_______________....|OOO|
|OOO|..................................||__O|
|OOO|..................................|| O|
|OOOO==OOOOOOOOOOOOOOOOOOO|
|OOOO '' OOOOOOOOOOOOOOOOOO|
|OOOOOOOOOOOOOOOOOOOOOOOO|
------------------------------------
Pretend its a perfect square and that everything is equilateral. The "O" sections are two planes thick. The dotted (...) space between the "O" areas is just one plane thick, so you've basically got a large square with a sunken track that runs around the middle in a track.
== __||
'' and || on the four corners are pistons. Picture a cube being placed in the track. Each piston moves the cube to the next piston, so that the cube is constantly being pushed clockwise inside the sunken track. As I'm writing this I'm realizing that because of gravity, one of the pistons would be unnecessary, but lets just pretend there's a no gravity mode, or we're using a bouyant floaty material that only moves when its pushed.
We'll call the upper left piston "Piston 1", upper right "Piston 2", lower right "Piston 3" and lower left "Piston 4".
I've tried synchronizing the pistons to start at different times to make this work but it won't. I want "Piston 1" to start the motions and just as it reaches piston 2, piston 2 starts moving. This would continue around the track over and over. Each piston would reach the next and the next piston would start immediately. According to my calculations, if the pistons start their cycles WITHOUT a pause, then I come up with these numbers:
Piston 1
Speed 4
Pause 8
Sync 0.0
Piston 2
Speed 4
Pause 8
Sync 2
Piston 3
Speed 4
Pause 8
Sync 4
Piston 4
Speed 4
Pause 8
Sync 6
I spent an entire Saturday trying to figure this out, seriously, the entire day; about 8 hours straight. I could not make it happen.
If someone could solve this for me and maybe create another example of their own with a pretty detailed explanation, I would be incredibly grateful, as this is holding my ideas back quite a bit.
And just an FYI, I know this can be solved easier by using mag switches, but I need to know how to use these attributes, because there will be cases where I can't use mag switches. Its like putting a piece of black tape over the "Check Engine Light" in your car.
And if anyone wants to hit me up on PSN, my name there is also Justin Hopewell (or maybe JustinHopewell without the space.. can't remember).
Thanks in advance for anything you guys can tell me!
-justin
And as an afterword, let me express how displeased I am that the sync attribute is explained in neither the manual, the strategy guide, OR the in-game tutorials. At least not to any significant extent.