Home LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run LittleBigPlanet 1 [LBP1] Help! [Archive]
#1
Emitter problems + Camera Angle stuff
Archive: 7 posts
I have a level I am creating with an APC in it and it has a machine gun on top, I would like to emit red, yellow, and orange lights out of the front with 0.1 frequency and 0.1 lifetime to look like its flashing and firing bullets. But whenever I go to emit them, the lowest frequency and lifetime I can go to is 0.5 seconds. when I use 0.5 it just looks horrible, and i've tried it on other materials, emitting different objects but it only goes to 0.5 seconds lowest. Did they remove the 0.1 frequency level or am I just stupid? (Sorry if this is a retarded question) Next, whenever I set a camera angle connected to a motion sensor, whenever it activates it zooms in at the completely wrong area and angle, I check and when i go to tweak it again the angle and spot is fine but when I actually use it, it is completely messed up again. What is going on? | 2009-06-01 23:12:00 Author: Darkrider9 Posts: 72 |
For the first question You have to use the analogue stick and not the D-PAD to go up and down by 0.1 As for the camera issue I don't know I'm afraid | 2009-06-01 23:16:00 Author: dorien Posts: 2767 |
With the camera, would the positioning of the sackboy place him outside of the screen, or even near the edge of the screen, when the "proper" angle is displayed. Cameras don't do well under these conditions, they can't really force the sack offscreen like a magic mouth can. | 2009-06-01 23:41:00 Author: rtm223 Posts: 6497 |
Ok guys, thanks a lot for the help | 2009-06-01 23:43:00 Author: Darkrider9 Posts: 72 |
I have a level I am creating with an APC in it and it has a machine gun on top, I would like to emit red, yellow, and orange lights out of the front with 0.1 frequency and 0.1 lifetime to look like its flashing and firing bullets. But whenever I go to emit them, the lowest frequency and lifetime I can go to is 0.5 seconds. when I use 0.5 it just looks horrible, and i've tried it on other materials, emitting different objects but it only goes to 0.5 seconds lowest. Did they remove the 0.1 frequency level or am I just stupid? (Sorry if this is a retarded question) Next, whenever I set a camera angle connected to a motion sensor, whenever it activates it zooms in at the completely wrong area and angle, I check and when i go to tweak it again the angle and spot is fine but when I actually use it, it is completely messed up again. What is going on? ...hmm.. I never tried setting a camera to a motion sensor. I've always just used the area selector thingy in the camera itself. I might have to check that out! However, to your question. Not sure if this will help your issue, but I have had both magic mouths as well as cameras behave badly if that tweak is the last thing I do before saving and going to play mode. Maybe just me, but if I do any camera or mouth tweaking, I have a habit of insuring I have made another change before saving and testing. | 2009-06-01 23:43:00 Author: jwwphotos Posts: 11383 |
Also for the camera, rmember that if you make it follow the sackboy it will center on the player, but if you reduce it to the loawes it should be more like the angle you input. | 2009-06-01 23:43:00 Author: Silverleon Posts: 6707 |
Yeah, cameras are funky. The game kind of always interpolates the camera between the camera zones and the default camera angle, with a bit of weight depending on the size of the area and how much track player is on.... experiment with all the settings, that's the only way to get it right. | 2009-06-06 04:46:00 Author: Foofles Posts: 2278 |
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