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Material Suggestions
Archive: 23 posts
Neutral Material A material that is not only neutral buoyancy in water and in air, Which means it would stay perfectly still, until knocked, then it would move like peach floaty, the uses for this material could be in flying machines, where it allows it to keep straight Light Emitting Material A material that literally acts like a light, this could be useful for, Bar lights, complex shapes, it would act exactly like a normal light but shapeable, Switch Activated for easy usage, and with all the trimmings that are in a normal light. | 2010-01-05 09:31:00 Author: Kern Posts: 5078 |
Not that usefull at all. You can use the VR materials as light materials if you are cunning enough. | 2010-01-05 09:52:00 Author: Unknown User |
what i mean is, Doubletime, is that it actually Emits light, as in is switch activated, With radius, and foggy toggles, VR Materials dont emit light | 2010-01-05 10:04:00 Author: Kern Posts: 5078 |
what i mean is, Doubletime, is that it actually Emits light, as in is switch activated, With radius, and foggy toggles, VR Materials dont emit light That WOULD be cool yet I doubt that the engine could handle that because there would not be a true "source" of light in the material, no single point from which it shines and that would be a bit of a pain I recon. | 2010-01-05 11:51:00 Author: Wyth Posts: 263 |
ah good point Wyth, But no one thought water would be possible did they? | 2010-01-05 12:01:00 Author: Kern Posts: 5078 |
Well the way they made it now did seem quite possible, not many people thought it up like that . Most people thought of water with real fluid dynamics, like a lot of loose particles etc. They didn't do that, they mostly made the air locally heavier . But I agree, you never know and I don't really know how the lights are coded. Here's to hoping. Best they make a material that emits darkness as well , or a setting on lights that do that. You could create dark spots within a lights' radius | 2010-01-05 13:08:00 Author: Wyth Posts: 263 |
that sounds brilliant | 2010-01-05 13:16:00 Author: Kern Posts: 5078 |
Btw one of the floaties is neutral isn't it? Neutral in air, though, not in water... If you want that it would be outside of the normal physics (material with the same density as air would be neutral in air but float like mad in water) | 2010-01-05 14:12:00 Author: Wyth Posts: 263 |
i know, but We can all dream right? | 2010-01-05 14:13:00 Author: Kern Posts: 5078 |
That was quick. I'm nitpicking he? What would you use the neutral thing for? I'm curious, I've never even seen much use for the neutral floaty (except like in the deadspace level) myself so I can't imagine | 2010-01-05 14:15:00 Author: Wyth Posts: 263 |
what i would use it for, underwater purposes, would be as you get in the escape pod, you fire out, crashing through a wall that then floats outwards (but not up) and simply balancing things out | 2010-01-05 14:16:00 Author: Kern Posts: 5078 |
Ah I see what you mean, good point. I don't use it that way because I mostly want to make it look like a certain material and as such I use that material and use something lighter/heavier to balance it. That is offcourse a lot of work and you don't want to change anything after that so a neutral material would be handy. | 2010-01-05 14:24:00 Author: Wyth Posts: 263 |
I think we'd be better with a simple water-neutral material. Otherwise you are looking at some strange physics, I'm currently trying to get my head around the subtleties of an air/water neutral material... I'm pretty sure it would get messy, I'm not keen on the idea of a material that exists outside of the normal realms of little big physics, with context-dependent variable density | 2010-01-05 14:36:00 Author: rtm223 Posts: 6497 |
Me and someone was talking about "Tweakable" materials...that you choose everything about it! Like how heavy it is, density, what colour/pattern/texture it is, friction, is it disolvable, can it be grabbed etc etc Would be cool to have a totally custom material that you could do as you please with! We also need more Rubber and Polystyrene too....OOOH and some cool like crystal rock material! :O | 2010-01-05 15:30:00 Author: FuzzballFox Posts: 217 |
Me and someone was talking about "Tweakable" materials...that you choose everything about it! Like how heavy it is, density, what colour/pattern/texture it is, friction, is it disolvable, can it be grabbed etc etc Would be cool to have a totally custom material that you could do as you please with! Well I see where this comes from but I'm actually not in favor of that, same as cow glitching. In LBP a lot of the intuition comes from how a certain material looks: if it looks like sponge, you can grab it, if it looks like stone, you can't and you can bet you can't move it. That sort of things are usefull for more intuitive play and making a custom material will ensure that people won't know what to expect anymore. E.g.:swingin stone balls on string are most likely a danger, designed to knock you off. Swinging balls of cloth are most likely a transport, to swing on. What would you do if you'd encounter some swinging balls of stone? Unlikely that you'd try to swing on them... You could tell people they can by a magic mouth but that's worse for the immersion than having a different material right? The 'fixed' materials force a somewhat "natural" look in levels, which I like. tldr: I don't trust creators to use custom materials correctly, better force people so everyone knows what to expect. All of the above is offcourse just my opinion, but is argumented! | 2010-01-06 10:27:00 Author: Wyth Posts: 263 |
tldr: I don't trust creators to use custom materials correctly, better force people so everyone knows what to expect. Whilst I disagree with the argument that features that can be misused should not be included in the game, I agree with this one. The majority of creators (in my experience) really struggle with making things intuitive and so a certain amount of consistency forced upon the community is a good thing. | 2010-01-06 11:44:00 Author: rtm223 Posts: 6497 |
Whilst I disagree with the argument that features that can be misused should not be included in the game, I agree with this one. The majority of creators (in my experience) really struggle with making things intuitive and so a certain amount of consistency forced upon the community is a good thing. Well worded, and I totally agree, LBP is set up in such a way that you can misuse anything, it's harder to make a level that you CAN finish than not. That also means you have huge freedom. You just need to force SOME things so there are some recognisable "rules" within gameplay and creation. Nice little theory forming here. | 2010-01-06 12:04:00 Author: Wyth Posts: 263 |
What does TLDR mean? And I agree with those suggestions, also pretty much with what Fuzzball said. It'd be quite useful to make it look like a stone (maybe with the bumpmaps too), but it's dissolvable. | 2010-01-06 12:38:00 Author: Recurracy Posts: 166 |
What does TLDR mean? Too Long, Didn't Read: It's used to summarize posts for lazy people | 2010-01-06 14:39:00 Author: Wyth Posts: 263 |
Here are my suggestions: Super matter; it's like dark matter, but you can't cut through it, you can only delete it. Smooth glass; normal glass, but without the wrinkled look. | 2010-01-07 00:44:00 Author: warlord_evil Posts: 4193 |
I think the POTC pack has smooth glass (or smoother) We need a grabbable material that doesnt explode, a light material that doesnt explode, and a heavy material that does explode bendable materials would be cool, like you could tweak the stiffness, and if it was high it would stay flat if it was low it would bend under the weight of whats on top of it Also, Please give us the Static option that LBP PSP has for the PS3 version! that'd be so helpful | 2010-01-08 13:56:00 Author: Matimoo Posts: 1027 |
You got me curious, what's the static option? Just another question: do bombs float or sink? | 2010-01-08 14:43:00 Author: Wyth Posts: 263 |
bombs float the static option is basically what DM Does | 2010-01-08 15:25:00 Author: Kern Posts: 5078 |
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