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How to create 'fake' paintballs

Archive: 16 posts


Before Cornish Yarg was released, paintballs fired from the paintinator had an 'infinite' lifespan, (until they collided with another object). In the Cornish Yarg patch, however, the lifespan of paintballs was reduced to a 'finite' time of just three seconds, possibly as a quick fix for a known game freezing bug. While this may be enough time from the time it's emitted from a paintinator to the time it lands on a visible surface, it's not so useful if you're emitting captured paintballs that have to fall a long distance, or stay in the air for more than three seconds.

There is a way to create 'fake' paintballs with an infinite lifespan, however. Here is the basic process:

1. Decide on what colour you want your paintballs to be. Select 'Customise character' from the popit, and scroll to the player colour tab. The colour of the big speech bubble will be the colour of the emitted paintball.

2. Place a paintinator powerup, and a small piece of polystyriene of 1 layer thickness. Unpause, and shoot the block of polystyriene until it's covered in paint. Shoot a few paintballs in the air, and pause.

3. Capture one of the paintballs. Increase the size of the paintinated polystyriene, and take a photo of the colour.

4. Delete the polystyriene block, and any paintballs.

5. Create a large, thin circle of dissolve material. (it may be useful to increase the circle's resolution by rotating it slightly, then adding to the circle).

6. Sticker the circle with the colour you took a photo of.

7. Place an emitter at the approximate center of the circle. Make it emit the paintball you captured from behind the circle. Use the following settings:
Linear/angular velocity: 0
Frequency: 0.1 seconds
Lifetime: 5.0 seconds
Max emitted/at once: 1
Sync: 0.0 seconds
Visible: NO

8. Place a magnetic key switch on the circle, just below the emitter. Make it one shot, make sure the radius is larger than the circle. Make the switch invisible.

9. Connect the magnetic switch to the dissolve material and the emitter.

10. Reduce the size of the object to approximately the size of a paintball, then capture it. You now have a 'fake' paintball, that can be emitted in any way you like.

11. To turn it into a 'real' paintball, add a magnetic key, of the same colour you added to the dissolvable circle, close to where it lands. When it comes into contact with the magnetic key, the 'fake' paintball will dissolve, emit a real paintball, then splat the surface with paint.
2009-05-13 02:00:00

Author:
Entity
Posts: 274


too much trouble lol...2009-05-13 02:15:00

Author:
johnrulz77
Posts: 835


yeah, emitting a dizzolve object with stickers, a key switch and an emmiter seems pretty thermo heavy, plus you would have to put a key anywhere it could possibly land2009-05-13 03:33:00

Author:
redmagus
Posts: 667


It's better and MUCH easier to get paintballs captured before CY... I know one level that has them: "How'd they do that? 1st edition". If you just search "How'd" You can find it really quickly.2009-05-13 03:42:00

Author:
tjb0607
Posts: 1054


It's better and MUCH easier to get paintballs captured before CY... I know one level that has them: "How'd they do that? 1st edition". If you just search "How'd" You can find it really quickly.

Just what I've been looking for!
I'm off to get them now.
Thanks tjb.
2009-05-13 10:09:00

Author:
Frogmeister
Posts: 236


If anyone has tried this though (as I did) it does work pretty well.
Unfortunately it seems that you can still use paintballs from before Yarg
Nice fix though
2009-05-13 21:31:00

Author:
Coxy224
Posts: 2645


Nice, tho too much trouble involved...
Don't you think it'd be easier to just find some pre-CY captured paintballs?
Nice workaround tho.a bit too much effort for that. (Not to mention it'll eat your termo for lunch...)
2009-05-13 22:32:00

Author:
Silverleon
Posts: 6707


Yea, really. This method would take up about 1/2 the thermo, dude.2009-05-14 00:49:00

Author:
SawronZXZ
Posts: 463


This actually doesn't take up as much thermo as you think. All you're emitting is basically stickered dissovlable circles, with an emitter (which emits a single paintball) and a one-shot switch. I already know of pre-Yarg paintballs, but I felt like writing up a workaround anyway.2009-05-14 01:26:00

Author:
Entity
Posts: 274


well congratz on figuring this out!2009-05-14 01:40:00

Author:
johnrulz77
Posts: 835


You can make paintballs electric which looks kinda neat. This prevents them from spreading paint onto other objects on impact aswell.2009-08-03 13:20:00

Author:
Cykelpumpen
Posts: 62


You can make paintballs electric which looks kinda neat. This prevents them from spreading paint onto other objects on impact aswell.
Why would you prevent it from spreading paint? thats why its called a paintball lol..
2009-08-03 14:02:00

Author:
Adam9001
Posts: 744


I like this, How do people find out about what these patches do?2009-08-03 14:28:00

Author:
Kern
Posts: 5078


They probably notice that something they used to do doesn't work anymore after the patch. Or they try things they would like to work. Or it was mentioned in the notes of the patch. 2009-08-03 14:34:00

Author:
Syroc
Posts: 3193


I have never realized that the paintballs had a lifespan after the CY patch... i've just used teh one I captured before it.2009-08-03 22:47:00

Author:
chezhead
Posts: 1063


Why would you prevent it from spreading paint? thats why its called a paintball lol..

because it has the unique ability to work as an impact trigger
2009-08-09 15:29:00

Author:
Cykelpumpen
Posts: 62


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