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View Full Version : How to Drive With the Head Upside Down.



gipsy
06-13-2014, 03:56 PM
I'll be describing here how I proceeded in my level Antigravity Zone (https://karting.lbp.me/v/us62) to make the transition to go upside down invisible. Please, make sure you played the level before reading this, to understand what i'm writing!


First, on a Spawn Point, you have to put a microchip.

On the microchip, place a kartinator.

http://i15.servimg.com/u/f15/15/88/90/69/_0011_11.png
Press square on the kartinator and make sure you selected "controls available offline"

On the violet-colored area of the opened kartinator, place a kart controlinator

http://i15.servimg.com/u/f15/15/88/90/69/_0012_11.png

With all the elements it will look like that. (i'll explain later the role of the other element)

Picture 1
http://i39.servimg.com/u/f39/18/28/08/47/dsc_0010.jpg

There is two parts on the microchip. The up part and the down part.

The up part is for the transition between normal karting and karting upside down.

There is a receiver http://i15.servimg.com/u/f15/15/88/90/69/rcicep10.png set to a maneuverability setting http://i15.servimg.com/u/f15/15/88/90/69/_0004_12.png, and set to autopilot. There is also a tag.

This tag must be detected only in the anti-gravity transition so you have to select a colour (in here the color of the tag is blue), you will have to at the end to copy the chip for the other Spawn Points and change the colour (one colour for each player) and also add a tag to mention "Antigravity". For the receiver, selected bue too, add a tag "Antigravity" and select "from owner only".

It will look like this.

http://i39.servimg.com/u/f39/18/28/08/47/dsc_0011.jpg
http://i39.servimg.com/u/f39/18/28/08/47/dsc_0012.jpg

So the receiver receives the signal from an emitter which is activated by a tag sensor.
http://i39.servimg.com/u/f39/18/28/08/47/dsc_0013.jpg
The same mechanism, has been used 8 times, one for each player on each spawn point.
However, you have to select the color (one for each player) and add the tag " Antigravity".
http://i39.servimg.com/u/f39/18/28/08/47/dsc_0014.jpg

To make the transition invisible, you have drive through the material.

For that, place a piston on it and set it to 0.1, pause 600, and Priority Decoration (so it will work like an hologram).
http://i39.servimg.com/u/f39/18/28/08/47/dsc_0015.jpg

You also have to set the road to no re-spawning on the transition path.

The down part is for the inverted camera, to make the feeling that you're driving on the platform.

A receiver is set to a player camera and a kartinator.

Select the camera place it behind the player and turn it 180 degrees. (see picture 1)

On the kartinator there is a kart controlinator which will allow you to invert the controls once you're upside down.

Put this on it http://i15.servimg.com/u/f15/15/88/90/69/scipar10.png and this http://i15.servimg.com/u/f15/15/88/90/69/combin10.png.

Link them togetherlike on picture 1, and link the output of the direction combiner to the input "direction" of the kartinator. ( see Picture 1)

The receiver and the tag must be set to one colour (one for each player) and you'll have to add a different tag called Inverted Camera. But for the receiver, make sure you un-selected "from owner only" (because in my case there will be different emitter all along the Antigravity Zone)

http://i39.servimg.com/u/f39/18/28/08/47/dsc_0016.jpg

http://i39.servimg.com/u/f39/18/28/08/47/dsc_0017.jpg

Last but not least, the receiver will receive a signal from an emitter activated by a tag sensor, both set on blue ( one for each player) with an add tag "inverted camera"
http://i39.servimg.com/u/f39/18/28/08/47/dsc_0018.jpg

Of course you have to adjust at a good size the width of the signal radius of each tag sensor, to make all transitiosn un-visible.

At the end of the inverted section i put another transition section which works exactly the same as the first.

Scorpio1357
06-13-2014, 04:20 PM
I was wondering exactly how you had done this, and now I know. Great tutorial.

Definitely should be Spotlighted next time!

StJimmysAdiction
06-13-2014, 05:45 PM
Awesome tutorial! There's a lot of information here so it's a little hard to see the forest for the trees. Do you mind giving a play-by-play of the logic flow from start to finish of what happens once the player gets in range of the sensor? A quick synopsis of how the logic turns of the inversion at the end of the section would be useful too!

In the name of science (!) and clutter saving, I have some questions/hypotheticals:


If you reversed the tag and the tag sensor locations (tag sensor on player, tag on transition block, etc.), would you still need to have the transmitter/receiver and a separate color tag for each player? You would line the inverted path with the tag so you would stay inverted, but once you leave the tagged area, you would go back to normal. Ultimately leaving you with 2 tag sensors and tags per player; one for transition (and a tag on the transition block), the other for inversion (and tags along the inverted path)


What is the autopilot setting for in the transition part? To keep you from veering off during the transition?


I'm not sure if I understand what the direction combiner/splitters are for. Is this how you're altering the controls? Would you mind explaining a bit more how they're connected to each other, the kartinator, and the kontrolinator?


Do you have your inversion microchips set up periodically along the path? Or how are you making it stay inverted through the duration of the path?


Thanks!

gipsy
06-13-2014, 07:18 PM
If you reversed the tag and the tag sensor locations (tag sensor on player, tag on transition block, etc.), would you still need to have the transmitter/receiver and a separate color tag for each player? You would line the inverted path with the tag so you would stay inverted, but once you leave the tagged area, you would go back to normal. Ultimately leaving you with 2 tag sensors and tags per player; one for transition (and a tag on the transition block), the other for inversion (and tags along the inverted path)

Yes it's possible, this exactly how i proceed in my level "Tornado Apocalypse" ( I made a tutorial about it). You can invert tag and tag sensor location. But you have to put a lots of tag all along the road. I think that in this way, it's more tidy. And i was wondering, why is ther 8 differents colour? I think this is the reason why.


What is the autopilot setting for in the transition part? To keep you from veering off during the transition?
What is veering?
In the transition part, i erased the road (which normaly goes up). Without the autopilot, you just go on straight Ahead. But with autopilot, you follow the path, even if the road is deleted. (It 's the same effect than in Argorox level sky Temple Ruins, when you're telported). Further more I set the autopilot just for making the feeling that you don't control the gravity anymore


I'm not sure if I understand what the direction combiner/splitters are for. Is this how you're altering the controls? Would you mind explaining a bit more how they're connected to each other, the kartinator, and the kontrolinator?
Yes this how i am altering the controls. Otherwise, once upside down, if you press right, you go left.
How does it work? The output right/left of L3 is linked to a direction splitter on the controlinator. The output + of the direction splitter is linked to the input - of the direction Combiner and the output - of the direction splitter is linked to the input + of the direction combiner. Then the output of the direction combinor is linked to the input "direction" of the Kartinator. Then, when you press right, you go right, and when you press left, you go left.


Do you have your inversion microchips set up periodically along the path? Or how are you making it stay inverted through the duration of the path?
I put several inversion microchip along the path, but the tag sensor are sometimes set to different radius, for making it fits to the path and no more


A quick synopsis of how the logic turns of the inversion at the end of the section would be useful too!
I may forgot to say that at the end of the inverted section i put another transition section which works exactly the same as the first.