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Making a Giant Clock...
Archive: 19 posts
I have a background idea for one level I'm designing. It's about putting a giant clock ticking in the 3D layers on the back. The issue here is that I want it to tick at a certain speed and I want the pendulums to tick with a light pause( tick-pause-tick-pause...) It may be a little hard to understand what I mean... :S If you have any question just ask them here | 2010-03-03 02:26:00 Author: Chump Posts: 1712 |
wow! sounds complecated | 2010-03-03 03:23:00 Author: YEAH_NAH Posts: 775 |
Ill try to make one next time im on, ill get bac to you if i come up with something. | 2010-03-03 19:50:00 Author: Jrange378 Posts: 573 |
Will be very hard to do in the glitch layers, since bolts are not allowed. This is because all material in the glitch layers essentially shares the same plane and cannot be overlapped - so no way to attach a bolt to something. But if you figure out a way to work that out, let us know! I'd be fascinated. | 2010-03-03 20:00:00 Author: v0rtex Posts: 1878 |
http://www.youtube.com/watch?v=kYBwJw3wG_U This should help. I needed something similar, where the enemy i was making was restricted to one plane, and comphermc suggested this handy ball and socket method. You should be able to use pistons or winches to make your pendulum swing, and you can adjust the pause time on them as well. | 2010-03-03 20:28:00 Author: Burnvictim42 Posts: 3322 |
Moving complex objects to back layer = KABOOM. It's quite funny to watch, actually. Is there a reason why you need it in 3D space and can't simply do this in the backmost layers? | 2010-03-03 20:54:00 Author: Thegide Posts: 1465 |
I would guess that it's going to be near impossible to build a clock in the background. You might be able to get the parts into the background and then bolt thick layer, invisible dark matter in the back thick layer to them (how far into the background can an object go before it can't be bolted to the thick layer? I've never tried anything past the first bg layer). Even if that does work, you can't have the clock hands overlap the clock face. You might be able to overcome that obstacle by making narrow grooves in the face and using rings that fit into those grooves for the hands. Then the actual hands that you see could be made from decorations. Or the whole face could be made from a decoration, so that there's no collision problem. At any rate, it seems that it's not completely impossible, but hugely impractical. If you stick with it and get it to work, let us know. I'd be interested to see it. | 2010-03-03 21:16:00 Author: Sehven Posts: 2188 |
You could always create hands out of DM and emit them. Even better, you have an invisible piece of DM and a piece of black stickered glass to be the hand, to avoid the smoke. Then you create an invisible contraption in the playable layers that will rotate and emit the hands into the back layers. This is to avoid the requirement that you have 60-odd emitters to emit the hands, you just emit one at a time on a bolt that spins around. You can probably rejig the playable area so that the contraption cannot be colided with, that just a design constraint of your scene. Combine that with a ball and socket jointed pendulum and you are set. Simples. Sort of | 2010-03-03 22:32:00 Author: rtm223 Posts: 6497 |
To answer the logic question (if you choose to put your clock in the regular layers), put a motor bolt on the clock hand. Make the motor bolt be activated by an on/off magnetic key switch, and have a piston move a magnetic key in and out of the range of the key switch. The clock hand will move incrementally each time the magnetic key goes in range of the key switch. It will take a bit of tweaking to look realistic though. | 2010-03-04 03:57:00 Author: Incinerator22 Posts: 3251 |
Will be very hard to do in the glitch layers, since bolts are not allowed. Really? :S didn't know that. Is there a reason why you need it in 3D space and can't simply do this in the backmost layers? Actually, not really, it can be in the last 1/3 of layers. It was just for the looks. To answer the logic question (if you choose to put your clock in the regular layers), put a motor bolt on the clock hand. Make the motor bolt be activated by an on/off magnetic key switch, and have a piston move a magnetic key in and out of the range of the key switch. The clock hand will move incrementally each time the magnetic key goes in range of the key switch. It will take a bit of tweaking to look realistic though. Thanks, I'll try this out ASAP and I'll let you know as and when I try stuff. | 2010-03-04 15:27:00 Author: Chump Posts: 1712 |
I'd suggest avoiding the glitch layers if at all possible. If you must, use only the first thick glitch layer. In honesty, I'd do it like nuclearfish's clockworx level, where the back thick layer is the the clock itself, and then use thin layers and checkpoint thick for the arms of the clock. If you use the glitch layers, you cannot make the backmost thin layer move. At all. And bolts are definitely out of the question. | 2010-03-04 16:39:00 Author: comphermc Posts: 5338 |
And bolts are definitely out of the question. You know, I'm not convinced by this..... I'm not saying you could use bolts for this application, but I wouldn't say bolts are unusable in the glitch layers. *looks sneaky and secretive* | 2010-03-04 16:41:00 Author: rtm223 Posts: 6497 |
checkpoint thick Thanks for the help | 2010-03-04 17:18:00 Author: Chump Posts: 1712 |
You know, I'm not convinced by this..... I'm not saying you could use bolts for this application, but I wouldn't say bolts are unusable in the glitch layers. *looks sneaky and secretive* What are you on about, purple-ninja? | 2010-03-04 18:08:00 Author: comphermc Posts: 5338 |
You know, I'm not convinced by this..... I'm not saying you could use bolts for this application, but I wouldn't say bolts are unusable in the glitch layers. *looks sneaky and secretive* Hm, im curious. Please divulge Mr.223 | 2010-03-04 18:38:00 Author: ladylyn1 Posts: 836 |
There's a sneaky and secretive way of using bolts in the glitch layers? How can that be? Objects HATE to overlap in the glitch layer, so they fly apart. Unless you're just talking about bolting them to invisible material in the real back thick layer, like I was talking about earlier. If that's the case, it's not really a secret. | 2010-03-04 20:15:00 Author: Sehven Posts: 2188 |
If that's the case, it's not really a secret. Was to me. But then I know nothing about the layer glitch I was talking about something else though, and only being secretive because I had no idea if it would work, it just seemed like an obvious thing to try. Simply bolt the object to gas in the glitch layer and you get the whole thing fully contained in the background. It's a pretty obvious fix when you consider why objects won't overlap in the back / front layers. | 2010-03-04 21:07:00 Author: rtm223 Posts: 6497 |
Will be very hard to do in the glitch layers, since bolts are not allowed. This is because all material in the glitch layers essentially shares the same plane and cannot be overlapped - so no way to attach a bolt to something. But if you figure out a way to work that out, let us know! I'd be fascinated. Im not used to using the layer glitch, what else is not usable? | 2010-03-05 00:31:00 Author: Emogotsaone Posts: 1030 |
That's basically it. The rule when dealing with the 3d glitch is that you can't have non-dark matter objects overlapping: they'll just fly apart; because it's all considered one layer. You can have them glued together and the game will tolerate the fact that they're overlapping. Also, I'm not sure of the particulars, but it seems that tweakables can lose their tweakability in the background. I can't recall for sure, but I think I've been able to tweak things when they're in one of the relatively close layers, but when I shoved some huge freakin' lights 50 layers into the background, I wasn't able to tweak them or even select them (actually, I could, but I had to draw a box around them, rather than just click on them, and that only worked for tweaking if nothing else was in the box). I'll have to try the gas thing. Sounds like it should work, and I think gas turns invisible regardless of size in the background (I know fire does, but I can't remember for sure if gas does). | 2010-03-05 07:47:00 Author: Sehven Posts: 2188 |
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