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#1
stuck on using emitters...im trying to simulate a puffer fish >_<
Archive: 10 posts
ok so a level im making includes a little bit of sea...i thought a puffer fish could go in among other less usual things, i thought some familiararity would be nice anyhow, how many emmiters do i need, iv tried having two to alternate between a large spikey harmful puffer fish and a smaller non harmfull non inflated one....now it fiddled constantly with the settings on these and i just cant get one to appear when the other goes away.... its either small fish comes then it goes big fish comes then it goes nothing.... then either one comes then goes and just that...or solidly its always just the one emitting im stumped on the settings on thise one. usually i can come up with the answer but not this one...so you can give me a bit of educated help i want each fish to last about 5 seconds before the other takes its place... i do apreciate any help >_< | 2010-01-12 15:06:00 Author: Xegethra Posts: 207 |
try making a small vehicle that runs along a track with a magnetic key on it. Put some magnetic key switches along the track when you want things to be emitted, using the speed setting to get your timing right. And as with dissappearing, that will just take careful tweaking of the Lifespan setting hope that helps | 2010-01-12 15:18:00 Author: Pete1991 Posts: 225 |
Here's the tricky thing with emitters: If an emitter is set to 'emit' and there's and object blocking the emitted object location, then it will not appear. So the way ur trying to do it seems pretty tricky. I don't know how it would look but, I would try two semi-circles (one going up and the other one down) controlled by pistons. And then this covered with a thin layer of the fish. So the to semi-circles in the back would give the illusion of inflating back and forth. Again, i don't know if it will look good, but it's the first thing that came to mind! Hope it helps! | 2010-01-12 17:22:00 Author: javi haguse Posts: 744 |
set it to .1? use a modified toggle, and a demitter | 2010-01-12 19:11:00 Author: Kern Posts: 5078 |
I have a couple very simple/small puffers on my level "Aquanaut's Photo Op" using an emitter. If you want to check them out they are above and slightly to the right of the green sea turtles. They puff when you get near them...and deflate after a short while. I ended up emitting the spikes as a ring that fits tightly around the un-puffed fish. I tried emitting puffed/un-puffed fish but didn't like the result. I wanted the fish body to be a static image and to just have the spikes appear. Anyway they are very small, my spikes are actually the nail decoration...if you need a larger more detailed puffer my approach might not look right, in which case I'd try the piston suggestion instead of trying to use emitters. | 2010-01-12 20:51:00 Author: fullofwin Posts: 1214 |
I have a couple very simple/small puffers on my level "Aquanaut's Photo Op" using an emitter. You made those from scratch? I really thought they were an object I hadn't won yet. :star::star::star::star::star: | 2010-01-12 21:25:00 Author: IStwisted Posts: 428 |
set it to .1? use a modified toggle, and a demitter And t helps to explain what those things are to someone who is having trouble understanding an emmiter... | 2010-01-12 21:27:00 Author: Incinerator22 Posts: 3251 |
haha thanks for the replies...ill try and attempt them tonight. but yeah i was a bit phased by KernalM's suggestion...i know how emitters work when all i want it one thing coming out normally. but yeah trying to simulate one thing with two is what im stuck on. but still i will give these suggestions a go the troulbe is, i kinda wanted the fish' face to change when he inflates...like holding his breath. he is a supposed to be a comical fish....casually being all small and non spikey with a slight grin...then poof!! his cheeks go red and his eyes bulge out | 2010-01-13 08:35:00 Author: Xegethra Posts: 207 |
You can still do this if you have the small version in a single thick layer and emitting the puffy version around and over the small one like a shell, using a hollowed out thick circle covered by a thin circle with the puffy face. Hope that makes sense. | 2010-01-13 10:11:00 Author: Rogar Posts: 2284 |
haha i get what you mean. makes sense actually.... i had tried the suggestions made here but my lack of luck and technical knowhow....kinda made me fail. so i sat there and thought....what can i do? i notice in the water you swim in one layer...the front one. so i made a thin flat unpuffed fish on a piston bubbling up and down. stuck an emitter on it which creates a fat puffed harmful fish infront of it occupying the swam in layer. stuck some dark matter on itso it doesnt sink and it works. its a shame that i cant get it to bobble but its workable. as youve probably gathered it covers up the flat fish. i also put a sensor swtich on it which makes it puff out when you get close...if your not harmed by it it "deflates" after sometime. and being a bobbly paranoid fish it springs back up again...well thats my excuss for it puffing up almost right away when your within range of the switch...cus initially i want it to puff up quickly when you get close i managed to resolve it after all...it hurts you when you get near and puffs down again when you swim away theres a few sea creatures i wanted to make, but unsure how to....at the moment im gonna make some jellyfish...easy enough. and some electrified sea urchines >_> | 2010-01-13 13:07:00 Author: Xegethra Posts: 207 |
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