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Mech Unit and Warehouse
Archive: 6 posts
I have an idea for the player to approach a warehouse and as they get close a mech unit I'm developing will stand up and break through the roof and start walking forward. The mech unit is in hand, however I'm trying to see what would be the best way to build the warehouse. It can really have only 2 thin layers at the front and back. I want it to crumble and not dissolve immediately. Is this possible without letting the player know the warehouse is going to crumble? (I mean I don't want obvious crack marks in the walls showing where it will break. Also, the roof, what would be the best way to ensure it breaks? Should I just make it dissolve and then have an emitter throw out some debris? All advice appreciated. | 2009-05-27 11:42:00 Author: leimrod Posts: 7 |
depending on what materials and lighting you use, the cracks don't need to be that obvious. An alternative is to have a solid building, and a version all cut up. Have the solid version there and set an emmitter to emit the brken version on top of it. Then you have to destroy the solid building by 1) disolving it 2) [shameless plug]"Demitting" it - see my thread in the object showcase for details[/plug] 3) attach it to a piece of darkmatter using a piston set to flipper and a max length of ~400. The building will implode if you hit the piston with a 1 shot. The latter gives a breaking sound, rather than a disolve sound, which is rather nice. | 2009-05-27 11:59:00 Author: rtm223 Posts: 6497 |
Hmm...well you could also build the building with the obvious cracks, and then surround the walls with really-thin dissolve about the same color as the wall so that when the mech gets up, the outside dissolve goes away and the building gets split...rtm223's suggestions might be better though... | 2009-05-27 14:38:00 Author: Theap Pleman Posts: 670 |
Hmm...well you could also build the building with the obvious cracks, and then surround the walls with really-thin dissolve about the same color as the wall so that when the mech gets up, the outside dissolve goes away and the building gets split...rtm223's suggestions might be better though... I can't do that as the mech will be taking up the inner 5 layers. I will only have the outer 2 thin layers for the walls. I'm currently reading about demitting and will try it out once I get home from work. | 2009-05-27 14:46:00 Author: leimrod Posts: 7 |
To be honest, I'd recomend the stiff flipper piston to destroy the initial building. It's easier to work with than the whole demitter thing. | 2009-05-27 14:55:00 Author: rtm223 Posts: 6497 |
Alternatively you could just make the whole thing from dissolve with the roof being 1 thick layer and glued to the 2 thin layer walls and then make a sticker of the material you want them to look like then apply that sticker to the dissolve. ( For an example of how effective that can be take a look at 'Starcruiser by Candyk'. Most of that level is dissolve just covered in stickers. Remove them and see. ) Then you could put sound effects on the building set to activate on destruction. I'm really looking forward to seeing how that idea turns out. | 2009-05-27 14:56:00 Author: mistervista Posts: 2210 |
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