Lighting Screenshots
From RBN/C3 Documentation
Contents
MANUAL LIGHTING CALLS
[lighting ()] = default lighting.
(no default lighting screenshot available)
[lighting ()] + [verse]
Verse Lighting. |
[lighting ()] + [chorus]
Chorus Lighting. |
[lighting (manual_cool)] = cool temperature lighting:
Manual_Cool Lighting. |
[lighting (manual_warm)] = warm temperature lighting:
Manual_Warm Lighting. |
[lighting (dischord)] = harsh lighting, blend of dissonant colors:
Dischord Lighting. |
[lighting (stomp)] = all lights on or off. Keyframe note 48 C2 turns off and on:
Stomp Lighting. |
LIGHTING KEYFRAME TRIGGERS
These events ( [previous] and [next] ) are used to cycle through banks of lights in 'animate-able' lighting presets. These are used to move a lighting preset through it's keyframes in time with the music. Only the lighting presets listed above use keyframe triggers.
AUTOMATIC LIGHTING CALLS
These presets cycle automatically.
- [lighting (loop_cool)] = blend of cool temperature colors.
- [lighting (loop_warm)] = blend of warm temperature colors.
- [lighting (harmony)] = blend of a harmonious color palette.
- [lighting (frenzy)] = frenetic, dissonant colored lighting.
- [lighting (silhouettes)] = dark, atmospheric lighting, shows of the darkened silhouettes of the characters. A spotlight will fully illuminate the character.
- [lighting (silhouettes_spot)] = same as above, but characters are slightly visible. A spotlight will fully illuminate the character.
- [lighting (searchlights)] = lights that sweep individually.
- [lighting (sweep)] = lights that sweep together in banks.
- [lighting (strobe_slow)] = strobe light that blinks every 16th note/120 ticks.
- [lighting (strobe_fast)] = strobe light that blinks every 32nd note/60 ticks.
- [lighting (blackout_fast)] = darken the stage quickly. The event should be placed at the point where full darkness is desired. The game engine will automatically fade out from the previous lighting state over a period of 0.2 seconds.
- [lighting (blackout_slow)] = darken the stage slowly. The event should be placed at the point where full darkness is desired. The game engine will automatically fade out from the previous lighting state over a period of 2 seconds. Because of the long fade out, the event will not go into effect if the previous lighting state is placed too close to the position of the event.
- [lighting (flare_slow)] = bright white flare that fades slowly into the next lighting preset.
- [lighting (flare_fast)] = bright white flare that fades quickly into the next lighting preset.
- [lighting (bre)] = frenetic lighting used during a Big Rock Ending. Looks like [lighting (frenzy)], only crazier.
PYROTECHNICS
These calls trigger an explosion and a sound effect on the note they are called. These should be used sparingly, to really accent certain parts of the song. We usually only use Pyrotechnics 2 or 3 times in any song, if it's used at all.
- [bonusfx] = Triggers the explosion effect. [bonusfx] will only be seen in arenas, and the system will ignore the [bonusfx] call in smaller venues. A song with 6 [bonusfx] calls played in an arena will show 6 explosions, but the same song played in in a small club will show none.
- [bonusfx_optional] = Same as the above, but the effect will only be triggered when the player is doing well.
In Big Rock Endings, [bonusfx] should not be authored because the effect will be triggered automatically. For instance, if the player(s) are finishing a BRE in an arena, and they hit the last note and score the bonus points, the effect will be triggered. If they don't, the effect will not be triggered.