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#1

moving objects into the extra layers

Archive: 16 posts


Hi everyone. I was just wondering, is it possible to move something that i built in the normal layers to the extra back layers?2009-10-11 17:01:00

Author:
theamilien
Posts: 485


It is actually! It took me a while to figure it out. NinjaMicWZ made a thread about it a while back, but it was sort of confusing. What you need to do is get a block of material that is as many layers in the foreground as you want in the background. For example, if you want your object to be 3 layers into the back of the extra layers, you need to create or find a block of material that is 3 layers into the front extra layers.

How to do it:

Pause. First place your object in the normal layers. Attach some Dark Matter to it, so it doesn't break in the background. Move or place your front layer object next to your created object. Capture them both together. Delete the original objects (or just move them to the side).

Create a 1 thin layer thick block of DM in the backmost normal thin layer. Put an emitter on it. In the emitter, put your recently captured "object-with-front-layer-block." Set the lifetime of the emitted object to be infinite. You can unpause to make sure that everything is emitting fine. If you do, just delete the object and repause.

Select the DM block with your emitter on it and move it forward to the front-most thin layer. When you unpause now, the emitter will "try" to emit the front block from your captured object even further into the front layers. The game says, "No way! You can't do that!" What will actually happen is the front layer block will be emitted into the normal layers, thereby "pushing" your object into the back layers.

You are now finished. Delete your emitter and the front block (which is now in the normal layers). You should be left with your object in the back layers.

Note:
Moving parts will break in the back layers unless it is a simple DM-stiff piston-object connection.
You can use the same method to move objects into the front layer. Here, you'd have to use a background block, and your emitter should initially be in the front-most thin layer, to be moved back into the back layer after setting the emitted object.

Cheers.

2009-10-11 17:14:00

Author:
comphermc
Posts: 5338


BLAH BLAH BLAH...

Wow!

I wonder what happens if you put a checkpoint back there!
2009-10-11 17:16:00

Author:
KlawwTheClown
Posts: 1106


thanks. ill try it now2009-10-11 17:16:00

Author:
theamilien
Posts: 485


Wow!

I wonder what happens if you put a checkpoint back there!

The world implodes, I'm guessing? Sounds like a fun little experiment!
2009-10-11 17:16:00

Author:
comphermc
Posts: 5338


EDIT: NM, beaten to the punch. Which is for the best really, as my diagram system didn't work as apparently the forums ignore "excessive spacing".2009-10-11 17:22:00

Author:
Jagrevi
Posts: 1154


cheers guys it worked. oh and if you put a checkpoint on one of the extra back layers, when you go to play mode the checkpoint just moves to the normal layers. No imploding of space-time continuums or annihalation of the universe unfortunatly (sad face) 2009-10-11 17:28:00

Author:
theamilien
Posts: 485


cheers guys it worked. oh and if you put a checkpoint on one of the extra back layers, when you go to play mode the checkpoint just moves to the normal layers. No imploding of space-time continuums or annihalation of the universe unfortunatly (sad face)

I'm curious ... what would happen if it was one of those glitched "thick layer" checkpoints? Is it just be rejected because it's on the "checkpoint layer"?

Admittedly it wouldn't be functional, but it might be interesting just as people look back there and see a checkpoint.
2009-10-11 17:30:00

Author:
Jagrevi
Posts: 1154


Thick layer checkpoint? I didnt know they existed2009-10-11 17:32:00

Author:
theamilien
Posts: 485


https://lbpcentral.lbp-hub.com/index.php?t=t=170672009-10-11 17:35:00

Author:
Jagrevi
Posts: 1154


the touchable checkpoint stays in the extra back layers but you spawn in the normal layers2009-10-11 17:39:00

Author:
theamilien
Posts: 485


Interesting. It's still a bit of a fun tease.

Does it light up?
2009-10-11 17:51:00

Author:
Jagrevi
Posts: 1154


Hahah...

I oughta try it with my custom checkpoint!

It's a mixture of 3-4 different glitches, that I used to make my own checkpoint.

That's awesome!
2009-10-11 17:56:00

Author:
KlawwTheClown
Posts: 1106


Idea:

What happens if you glue a checkpoint to some dark matter, spawn it in the back layers and fill up the whole 3 normal layers in front of it with dark matter?

Either the player would be forced to spawn in the back layers (since there's no free space in neither of the 3 normal layers), or he would get spawned in the block of dark matter, either being killed or getting flinged upwards.

Could someone experiment with that one?
2009-10-12 13:10:00

Author:
Treas
Posts: 223


I'm guessing the player would fail to spawn...2009-10-12 13:22:00

Author:
comphermc
Posts: 5338


Idea:

What happens if you glue a checkpoint to some dark matter, spawn it in the back layers and fill up the whole 3 normal layers in front of it with dark matter?

Either the player would be forced to spawn in the back layers (since there's no free space in neither of the 3 normal layers), or he would get spawned in the block of dark matter, either being killed or getting flinged upwards.

Could someone experiment with that one?

That would be the best bet.

I would try, but I can't yet.
2009-10-12 21:19:00

Author:
KlawwTheClown
Posts: 1106


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