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Lighting Screenshots

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MANUAL LIGHTING CALLS

[lighting ()] = default lighting.

(no default lighting screenshot available)

[lighting ()] + [verse]

lighting-verse.jpg
Verse Lighting.


[lighting ()] + [chorus]

lighting-chorus.jpg
Chorus Lighting.


[lighting (manual_cool)] = cool temperature lighting:

lighting-manual-cool.jpg
Manual_Cool Lighting.


[lighting (manual_warm)] = warm temperature lighting:

lighting-manual-warm.jpg
Manual_Warm Lighting.

[lighting (dischord)] = harsh lighting, blend of dissonant colors:

lighting-dischord.jpg
Dischord Lighting.

[lighting (stomp)] = all lights on or off. Keyframe note 48 C2 turns off and on:

lighting-stomp.gif
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.

oM7AHra.jpg

  • [lighting (loop_cool)] = blend of cool temperature colors.

rA4GkP8.jpg

  • [lighting (loop_warm)] = blend of warm temperature colors.

hyn35Uf.jpg

  • [lighting (harmony)] = blend of a harmonious color palette.

z7Y3RD5.jpg

  • [lighting (frenzy)] = frenetic, dissonant colored lighting.

tKdZ3dz.jpg

  • [lighting (silhouettes)] = dark, atmospheric lighting, shows of the darkened silhouettes of the characters. A spotlight will fully illuminate the character.

2zTfi3o.jpg

  • [lighting (silhouettes_spot)] = same as above, but characters are slightly visible. A spotlight will fully illuminate the character.

L89uNzj.jpg

  • [lighting (searchlights)] = lights that sweep individually.

eVLrjh3.jpg

  • [lighting (sweep)] = lights that sweep together in banks.

laijrks.jpg

  • [lighting (strobe_slow)] = strobe light that blinks every 16th note/120 ticks.
  • [lighting (strobe_fast)] = strobe light that blinks every 32nd note/60 ticks.

JY9xBxC.jpg

  • [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.

mRzIE2O.jpg

  • [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.

aF02z8Z.gif

  • [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.

1VxrFdM.gif

  • [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.