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#1

Object Creation Room!

Archive: 6 posts


There is a way to create objects in a blank level and then importing it to another level.... but what if you want to make a object specificly for the level you created?

Now first of all it's a hassle moving back and form from a blank level to the level your creating everytime you want to make a new object so it dosn't interact with all the other objects in your level while your creating your object.

I always found it annoying when i make a really complex object inside a small space and when i want to modifie it, i can't without deleting stuff around it or breaking the object apart and putting it back together again :'(

I want a object room where when you place a object and mark it as a object in your level.
When you click it and then go into the Object Creation Room only the object itself is shifted to a blank room.
You are free to modify your object and when you get out of the room, the object is at the exact same place where you found it but with the modifications you made in the object creation room.
2009-04-14 08:41:00

Author:
snowyjoe
Posts: 509


That's actually a really good suggestion, but there'd be the problem of things like if it's attached by piston, or whether the modifications will make one material overlap with another. Still, it's a very good suggestion.2009-04-14 09:34:00

Author:
dawesbr
Posts: 3280


I always have my workshop level where I make anything that isn't done with logic gates.

The problem with your suggestion seems that the object could fuse with another by glueing or such and then render the whole thing useless.
2009-04-14 10:47:00

Author:
Shermzor
Posts: 1330


This would be very difficult and buggy to make. I doubt it will be done, but its a good idea.2009-04-14 10:53:00

Author:
moleynator
Posts: 2914


Actually, the process for this would be relatively easy to make. You select and object and move it to the object room. The whole object, including stuff attached via pistons etc, is copied (as though you used L3), and a new instance of the creator is made. The object is copied into that, and you do your editing.

For pasting back in, you leave the object room (select "done" or something) and go back to the main creator view. The object appears in the same place it was taken from (i.e. any parts you did not move in the object room are back where they were) all greyed out so you can place it back where it was or move it.

At this point any overlaps would be highlighted and you would have the option to move the new item, undo / revert, or go back to the object room to fix. Handling overlap becomes a issue for the user.

You could even carry over thermo to the object room, giving you thermo in terms of your whole level, based on the assumption that your object is not attached to anything (which we know it isn't).
2009-04-14 11:12:00

Author:
rtm223
Posts: 6497


I have a better idea.... change the way you create things in the editor mode.

Build it, tweak it, fine tune it, move it, paste it - Done. if you think it is something that will require more work place it in your level in such a way that it can be easily worked on.

The only times i have built something on a blank level is when i have an idea but dont know how i will use it in a level, I build it, save it and when the time comes put it in a level.
2009-04-14 22:03:00

Author:
XVS1100
Posts: 59


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