You can write your topic however you want, but you need to answer these questions:
What do you want to achieve? I want to achieve an effect where the surroundings around your character totally changes and hiding the baseplate or any other part but only locally.
What solutions have you tried so far? I looked everywhere in the devforum and YouTube but couldn’t find a solution.However my theory is that they change the sky in the lighting locally but doing this won’t hide the floor and parts around you. I also have another theory where they have premade dummies at the end of the map and whenever a player uses the skill,they preload the humanoid appearance and play animations there but again this won’t work as the surroundings are totally different
They can be set up that way … the one in back of the player for sure is a Trail effect.
You’re in a 3 dimensional game the particle effects are going to be 3 dimensional too.
Smaller will look further away, larger will look closer.
I didn’t even see that video at first… pretty sweet. Just all perspective and particle effects with different backgrounds. Not skyboxes the player is in front of pictures doing animations. A few ways to go about that. Check out some Cutscene tutorials and particle effects tutorials.
I think you’re right here … You can also make a fake background … all them cuts are pretty small. Could place the player (or like you said) in a box with decals for walls and added lighting. You can even make decals act like animations by timed changes in the picture or overlapping picture… like I said there are a few ways to go about that. I love this kind of programming… pure trickery.
You could create a type of model in replicated storage as your map, then hide everything except the player and then swap out the surroundings with that map.
If you are going to make particles then make a preset of each effect that will take place.
Example :
Local ObjectToSwapOut = game:WaitForChild(PathToObject)
Local hasSwapped = false – Allow for toggling
Local Player = game:GetService(“Players”).Localplayer
Function CreateFakeMap()
For i , v in pairs(workspace:GetChildren()) do
If v.Name ~= Player.Name and hasSwapped == >false then
v.Parent = >game:WaitForChild(PathToObjectsParent)
else
v.Parent = Workspace
– or loop through to find the parented to Object’s Parent
End
End
End
Sorry im on mobile if anything is wrong with it i will fix it when I am on my Pc.
i just did some research and they actually switch the skybox,Loop through all the parts in workspace, set their transparency to 1 and play add some vfx. Or like Jay said as well.
The only problem with the skybox method is its extremely unoptimized and will cause massive lags
The bests solution to that is not to loop it but remove it from the workspace than to loop it otherwise it will cause performance issues just remove it entirely but the workspace should stay transparent and not moved because then the player will fall through