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#1

Thermo management

Archive: 11 posts


Hi guys.
I've got a little problem.
My level is at between 95 and 100% full and I need to make some tweaks.
Tweaks should include some sounds, 2 cameras, a magic mouth.
The level is already cut almost to the bone and at the last tweak, the paintinator at the beginning of the level didn't shot, and stuff stopped to emit.

In your experience, what part of the thermo messes with emitting object?
Paintinator shots count as stickers.
So if I don't use stickers I should be safe...or not?
2009-09-22 07:09:00

Author:
OmegaSlayer
Posts: 5112


If the paintinator isn't shooting, the problem is there are too many stickers in the level, if the emitters aren't working, i believe its because there are too many objects/the thermo overheated in some way. I'm not entirely sure about that one though.

The stickers are something you'll have to solve yourself, easy solutions include things like designing your background, taking a picture and then using the picture instead of a lot of stickers.

For the emitters, if you use proximity switches to activate the emitters, you will save some thermo space, if you dissolve the emitter when you reach a later point in the level, it should have the same effect.
2009-09-22 08:37:00

Author:
Burnvictim42
Posts: 3322


I don't plan to use stickers, and the things that stop emitting are not switch-related.
So everything should be fine.
2009-09-22 09:32:00

Author:
OmegaSlayer
Posts: 5112


Make sure the emitters and set to switches, so they only emit when you are near to them, and that the max emitted is also set correctly. If the emitters are set to a infinite then the thermo will increase so that it can emit that number and not overheat. Like the above poster said, dissolving them once your past helps a little to.

I ALWAYS run up vertice thermo first. So make sure all the corners you can't see, or don't really need are removed.

Loose objects will increase it to, so make sure everything is pinned with DM or glued down, this can drop it quite a bit to.
2009-09-22 09:54:00

Author:
GruntosUK
Posts: 1754


I have tons of trouble managing the dreaded thermo too. I've read the tips about different thermos but still don't understand what things grouped together affect the same thermo.

I just tried putting a couple of hundred score bubbles in a level which were stuck to dark matter and the thermo went up 2 full bars even though I only had 2 prize bubbles in before that. It can't be the bubbles alone because I've seen levels with literally thousands of bubbles aswell as tons of other stuff so what else uses the same thermo as bubbles ??
2009-09-22 10:19:00

Author:
mistervista
Posts: 2210


OK here's some info that I don't think many people know:

The "collected objects thermo" is increased every time you use anything from your popit that isn't made out of normal game material or a decoration. This includes:


Stick on Switches (mag, prox etc)
Sounds, GLTs, Music etc
Magic Mouths
Camera Zones
Connectors
Lever Switches and Buttons
Checkpoints
Bubbles
Story Objects
Community objects
Brains
Emitters


The first 5 on that list just contribute to collected objects thermo. The ones after also contribute to other thermos. For example:

For MrVista: Points will contribute to collected objects therm, but also complex shapes and total # of objects. If they are not glued down to dark matter, they will also contribute to moving objects. That's potentially 4 different thermos.

For OmegaSlayer: adding sounds, cameras and magic mouths should hopefully be OK. I really don't know about the paintenator stopping firing. All I know is I can run a level up to 1 mag switch and 1 vertex from overheating two different thermos and then run around with a paintenator as much as I like.
2009-09-22 12:44:00

Author:
rtm223
Posts: 6497


I'm am currently working on my next level,
and it's the first time that thermo is driving crazy...

My problem I think is that I tend to make complex shapes, with many points and angles.
I've just made 15% of the level and my thermo is already 50% full!

As I like detailled things and scenery, it's very annoying to have to simplify the shapes in order to save a little thermo space
Visually it changes everything for me (I'm a little perfectionnist...)

If someone have some tips for complex shapes...
2009-09-22 13:24:00

Author:
dajdaj03
Posts: 1486


@rtm
I don't know what I did to make the paintinator fire.
You know my level so I'm going to explain.
I started it in play mode, now when you lift the clock, 5 bubbles are emitted, I grabbed those, then slided down, grab the paintinator, shot 5 or 6 shots then nothing shot anymore, not even the green plasma ball and not even the emitted floor.

I was shocked, I had still one little bar and some left!
I went back to create and started to do some cleaning.
Material, vertex and stickers, and I didn't do it methodically, but quite frantically, sh... my pants.
After trying three time (cutting wherever I could) the level got back to work.
Yesterday I added 4 sounds (all angelic choirs, ut with different modification) that are not working 100% correctly perhaps...anyway everything worked.

Anyway thanks a lot for the info.
Should be cool if MM would release a guide.
2009-09-22 14:04:00

Author:
OmegaSlayer
Posts: 5112


I'm am currently working on my next level,
and it's the first time that thermo is driving crazy...

My problem I think is that I tend to make complex shapes, with many points and angles.
I've just made 15% of the level and my thermo is already 50% full!

As I like detailled things and scenery, it's very annoying to have to simplify the shapes in order to save a little thermo space
Visually it changes everything for me (I'm a little perfectionnist...)

If someone have some tips for complex shapes...

Use less vertices lol. Thats the only way. I don't know how complex your shapes are, but if you're at 50% already then they must be fairly detailed. If you notice, MM's levels, and most of the other long ones from the community, only large simple shapes. Jackofcourses levels are the perfect example, clean lines, big shapes, still beautiful to look at.
2009-09-22 16:31:00

Author:
GruntosUK
Posts: 1754


Or just break the level up into more than one level. Sometimes what you want is so complex it takes more than one level.

The level I'm working on right now is 19 levels.
2009-09-22 17:06:00

Author:
Jagrevi
Posts: 1154


Use less vertices lol. Thats the only way. I don't know how complex your shapes are, but if you're at 50% already then they must be fairly detailed. If you notice, MM's levels, and most of the other long ones from the community, only large simple shapes. Jackofcourses levels are the perfect example, clean lines, big shapes, still beautiful to look at.

Yeah Thanks ... I know there's no other solution

I love the "abstract" and simple style of MM and Jackofcourse levels,
but as a creator I tend to go for a more "realistic" or illustrative style ,
especially for the scenery when I want to stick to my theme,
and it's very frustrating to be limited....

Example of one shape that I must simplify :
http://images.gamekult.com/blog/imgdb/000/000/409/908_2.jpg


Or just break the level up into more than one level. Sometimes what you want is so complex it takes more than one level.
Thanks too,
but i'm just making a fun little level, not the kind to be split in parts.

Anyway, I'll try to find the good balance between complex and simple shapes
2009-09-22 20:43:00

Author:
dajdaj03
Posts: 1486


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