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#1

How To Recreate The 3D Layer Glitch

Archive: 79 posts


Introduction

Like my How To Avoid Distorted Avatars And Level Patches When Using Custom Stickers (https://lbpcentral.lbp-hub.com/index.php?t=23443-How-To-Avoid-Distorted-Avatars-And-Level-Patches-When-Using-Custom-Stickers#post405980) tutorial, this also originates from LBW (http://forums.littlebigworkshop.com/lbp/board/message?board.id=creationgen&message.id=42067#M42067), but since Ungreth was curious (https://lbpcentral.lbp-hub.com/index.php?t=23722-Cow-Glitch&p=413822#post413822), I've made this fairly comprehensive guide on how to create the glitch objects from scratch. Whether or not this is the same method used by bakscratch is unknown.

What you choose to do with these objects is beyond the scope of this guide, but I'd recommend checking out Teebonesy's Layer Glitch FAQ (https://lbpcentral.lbp-hub.com/index.php?t=18254-Layer-Glitch-FAQ-Get-the-most-out-of-your-custom-backgrounds-foregrounds#post323079), and TheAdipose's video tutorial (https://lbpcentral.lbp-hub.com/index.php?t=22765-How-to-use-the-3D-layer-glitch-video-tutorial!#post394151) to help you make the most of this glitch.


Method

N.B. I'm using basic wood for both blocks in these examples, but it doesn't really matter too much what materials you use. In retrospect I probably should've used different materials for each block to clarify the images, but I'm too lazy to go back and redo all the images.


Setup

1. Capture a single thick block of wood.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=13929


2. Create a thin block of dark matter, and attach an emitter. Use the following settings (leave unspecified settings at their default values):-

http://www.lbpcentral.com/forums/attachment.php?attachmentid=13921

Emitter
Frequency: 5.0s
Max Emitted At Once: 1

Again, it doesn't really matter too much what the frequency and lifetime are, but it's probably easiest to do when they both have the same value.


3. Set the emitter to emit the previously captured block of wood in the thick layer directly in front of the emitter.

The tutorial now divides into two subsections: the first subsection is for the foreground layers, and the second is for the background layers.


Foreground layers

4. Place the thin dark matter block in the rearmost thin layer, and let it emit blocks of wood in the rearmost thick layer every five seconds.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=13925


5. Now place another block of wood in the frontmost thick layer, directly in front of where the emitted block lands after falling out of the emitter.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=13926


6. As soon as the emitted block of wood hits the ground, box-select both blocks of wood, and wait for the emitted block to vanish. Another block will be re-emitted, but it doesn't matter. Now all you have to do is press R2 - each time you press it, the non-emitted block of wood will extend further into the foreground.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=13930


Background layers

4. Place the thin dark matter block in either the frontmost thin layer, or the one directly behind that. Either way, it emits blocks of wood in the frontmost thick layer every five seconds.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=13920


5. Now place another block of wood in the rearmost thick layer, directly behind where the emitted block lands after falling out of the emitter.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=13927


6. As soon as the emitted block of wood hits the ground, box-select both blocks of wood, and wait for the emitted block to vanish. Another block will be re-emitted, but it doesn't matter. Now press R2 once, and the non-emitted block will shift into the background layer.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=13922


7. Repeat step 6 as many times as you like to shift the non-emitted block further into the background.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=13924


8. When you've pushed it back almost as far as you want, repeat step 6 again, but this time, press R2 several times, to extend the block further into the foreground, if you want.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=13923


9. In fact you can extend it such that it occupies the background and foreground layers at the same time.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=13928


Caveats

There's a few things to watch out for when using the 'glitch' layers:-


I haven't tested to see how far you can extend the blocks in either direction, but it's possible that there's a limit somewhere which will either stop you extending it, or might just crash the game instead, so be careful.
LBP has 11 independant simulation layers, corresponding to the 4 thin layers, the 3 theck layers, the 3 thack layers, and the 'hover' layer (which is the layer in which sackboy hovers when in create mode). Any objects behind the rear thin layer share a simulation layer with the rear thin layer, and any objects in front of the front thin layer share a simulation layer with the 'hover' layer. A consequence of this is that any objects which share the same simulation layer will collide with each other if not held in place with dark matter.
Dynamic objects which occupy both the foreground and background glitch layers at the same time also have a tendency to completely crash the PS3 when they come into contact with water, so make sure they're held down with dark matter if you intend to use them underwater. See this post (https://lbpcentral.lbp-hub.com/index.php?t=25147-Does-the-layer-glitch-work-on-water&p=435589#post435589) for more info.
2010-03-13 18:20:00

Author:
Aya042
Posts: 2870


OMG THANK YOU SO MUCH! You are a god among men!2010-03-13 18:55:00

Author:
Kern
Posts: 5078


Tnx so much!!!!!!!!!!2010-03-13 19:12:00

Author:
YEAH_NAH
Posts: 775


I am currently trying to see how far you can extend these layers... My finger hurts.

edit: I lost my count but it was bit glitchy then
2010-03-13 19:29:00

Author:
waD_Delma
Posts: 282


YOU'VE DONE IT! you've done what bakscratch failed to tell us! thank you! thank yo so much!

just wondering though, MM didn't know how this glitch was done and so couldn't fix it. now it's out in the open, will they fix it?

i'm scared.
2010-03-13 20:57:00

Author:
trip090
Posts: 1562


Well fing done now wait for the 100000 lvls saying how its done thanks from everyone from the comunuty. Idiot.
Bye for the list then Aya042.

Why do you want to know how to do it this way its harder and two times harder to use i gave it in the simplest way.

Why did you do this just to get some friend.
2010-03-13 20:59:00

Author:
bakscratch
Posts: 258


YOU'VE DONE IT! you've done what bakscratch failed to tell us! thank you! thank yo so much!

just wondering though, MM didn't know how this glitch was done and so couldn't fix it. now it's out in the open, will they fix it?

i'm scared.
bakscratch already told Mm, he told us in a thread he made a while back.
2010-03-13 21:02:00

Author:
warlord_evil
Posts: 4193


Aya...you are absolutely awesome!

Thanks for flippin' the bird in the face of esotericism and finally giving our community the knowledge to forge our own tools!
2010-03-13 21:05:00

Author:
Ungreth
Posts: 2130


Cant people see what they are awakening.
It will be like water but the glitch, Stop while were ahead things will go crazy.
2010-03-13 21:28:00

Author:
bakscratch
Posts: 258


Well fing done now wait for the 100000 lvls saying how its done thanks from everyone from the comunuty. Idiot.
Bye for the list then Aya042.

Why do you want to know how to do it this way its harder and two times harder to use i gave it in the simplest way.

Why did you do this just to get some friend.

Your only spiteful because now your not going to be as famous. Aya will be the one who should get all the fame as he (/she) was the one that told the world how to create it, Something you tried to keep to yourself so you could live in your little bubble of fame, But now you have nothing, Nothing at all.

While we are on the subject of "idiot" i thought you were leaving remember, "Screw this site i'm leaving"



you have no idea how long i wanted to cut you down, And it serves you right, SERVES YOU RIGHT
2010-03-13 21:39:00

Author:
Kern
Posts: 5078


Well fing done now wait for the 100000 lvls saying how its done thanks from everyone from the comunuty. Idiot.
Bye for the list then Aya042.

Why do you want to know how to do it this way its harder and two times harder to use i gave it in the simplest way.

Why did you do this just to get some friend.

You realise it was actually you who was being selfish and keeping it to yourself. Besides using your objects you couldn't make it in both background and foreground which I've wanted to do for AGES!!!

KernelM is right Aya deserves the credit, you could have had the credit if you told us how to do it...
2010-03-13 21:45:00

Author:
Doopz
Posts: 5592


Besides using your objects you couldn't make it in both background and foreground which I've wanted to do for AGES!!!

Uh ... yes you could. We've been able to do that without knowing this glitch for ages.

It's certainly interesting, but I'm not sure why people are so excited about this. It doesn't enable us to DO anything we couldn't do before, and it's not easier than present methodology anyways.

I don't see how this is really practically useful given we can already make background and foreground objects with comparative ease.
2010-03-13 21:54:00

Author:
Jagrevi
Posts: 1154


Just to clarify, since it appears Doopz posted twice that we were "unable to make an object that stretched across foreground and background before".

Take a foreground object that's as far foreground as you want, take a background object that's as far background as you want, capture them together, select item to be placed, go lay down material instead.

There, a foreground+background object. We've been able to do that since like a week after the "3d" glitch first came to light, and alot simpler than this way.
2010-03-13 21:59:00

Author:
Jagrevi
Posts: 1154


Dude, you are on fire. If I may interject, though...


LBP has ten independant simulation layers, corresponding to the 4 thin layers, the 3 theck layers, and the 3 thack layers. Any objects behind the rear thin layer share a simulation layer with the rear thin layer, and any objects in front of the front thin layer share a simulation layer with the front thin layer. A consequence of this is that any objects which share the same simulation layer will collide with each other, and generally exhibit odd behvaiour if not held down with dark matter.

Eh, not quite. You got it right for the background layers, but not for the front. Yes, all layers in the front share one 'layer', but this is not the same layer as the front thin layer from the normal planes. This is actually quite useful, as you can add moving stuff in the front glitch layers that are guaranteed to never interfere with the normal building layers. Such as, oh I don't know, rain.

To be more precise, the front glitch layers occupy the same space as sackboy when he is in hover mode. Hence, getting caught up on the front glitch layers.

2010-03-13 22:10:00

Author:
comphermc
Posts: 5338


Just to clarify, since it appears Doopz posted twice that we were "unable to make an object that stretched across foreground and background before".

Take a foreground object that's as far foreground as you want, take a background object that's as far background as you want, capture them together, select item to be placed, go lay down material instead.

There, a foreground+background object. We've been able to do that since like a week after the "3d" glitch first came to light, and alot simpler than this way.

Are you saying to put a foreground piece in front of a background piece? If you are, that ends up with a stupid looking line down the middle. If that's not what you meant.... explain better .
2010-03-13 22:12:00

Author:
Doopz
Posts: 5592


EDIT: Sorry - bunch of people posted while I was typing this up.

...

So ... silence?

I'm just honestly trying to figure out what it is I'm missing here.

A neat little trivia piece is posted, but something that's not really helpful, and then someone said "they cried", then bakscratch came in here and flammed the OP, then KernelM flamed bakscratch, then bakscratch said we were "awakening" something, someone else posted that they were "afraid".

What is it that I'm missing here? Given what we were already able to do - how is this info in any way useful or more than an interesting piece of trivia. How is it "awakening" anything?

I don't mean this rhetorically, I really want someone to fill me in on why this is such a big deal.
2010-03-13 22:13:00

Author:
Jagrevi
Posts: 1154


Are you saying to put a foreground piece in front of a background piece? If you are, that ends up with a stupid looking line down the middle. If that's not what you meant.... explain better .

Capture an object in background layer B and an object in foreground layer A together.

Go to place your captured item.

Don't place it.

Go to the materials section of your toolbag.

Place material.

The material should now be one solid piece extending from Foreground layer A to Background layer B. (plus you can always tweak it's layers a bit by hitting the bumper buttons as with any material)

We've all been doing this for ... well I don't remember how long, but since we all started using the "3d" glitch.
2010-03-13 22:15:00

Author:
Jagrevi
Posts: 1154


Dude, you are on fire. If I may interject, though...


LBP has ten independant simulation layers, corresponding to the 4 thin layers, the 3 theck layers, and the 3 thack layers. Any objects behind the rear thin layer share a simulation layer with the rear thin layer, and any objects in front of the front thin layer share a simulation layer with the front thin layer. A consequence of this is that any objects which share the same simulation layer will collide with each other, and generally exhibit odd behvaiour if not held down with dark matter.

Eh, not quite. You got it right for the background layers, but not for the front. Yes, all layers in the front share one 'layer', but this is not the same layer as the front thin layer from the normal planes. This is actually quite useful, as you can add moving stuff in the front glitch layers that are guaranteed to never interfere with the normal building layers. Such as, oh I don't know, rain.

To be more precise, the front glitch layers occupy the same space as sackboy when he is in hover mode. Hence, getting caught up on the front glitch layers.

2010-03-13 22:16:00

Author:
comphermc
Posts: 5338


...

So ... silence?

I'm just honestly trying to figure out what it is I'm missing here.

A neat little trivia piece is posted, but something that's not really helpful, and then someone said "they cried", then bakscratch came in here and flammed the OP, then KernelM flamed bakscratch, then bakscratch said we were "awakening" something, someone else posted that they were "afraid".

What is it that I'm missing here? Given what we were already able to do - how is this info in any way useful or more than an interesting piece of trivia. How is it "awakening" anything?

I don't mean this rhetorically, I really want someone to fill me in on why this is such a big deal.

Because the Working Class Creator were sick of the Fat Cat Fame Finders keeping all the secrets to themselves! Now a scientist has uncovered the truths behind the fat cats profit, Sure the Fat cat gave us a watered down version of the glitch, But now we can select how many layers we want, And theres no better thing than that! VIVA REVOLUTION!
2010-03-13 22:17:00

Author:
Kern
Posts: 5078


I think it's just a desire for knowledge, Jagrevi. We all wanted to know why it worked. Or how it happened. Personally, I like it because it gives us a few other ideas as to what else might be possible.2010-03-13 22:20:00

Author:
comphermc
Posts: 5338


This is actually quite useful, as you can add moving stuff in the front glitch layers that are guaranteed to never interfere with the normal building layers. Such as, oh I don't know, rain.

Ok, there's something I'm still not understanding then.

You just played through a level where I had a horse moving through the front glitched layer, obviously, made without knowledge of this glitch. I'm feeling rather daft right now, so could you explain how making rain in the front layer using this method would be different than that, or easier than the current method?
2010-03-13 22:20:00

Author:
Jagrevi
Posts: 1154


He only knows this coz i showed him/her this you know that dont you.2010-03-13 22:23:00

Author:
bakscratch
Posts: 258


I think it's just a desire for knowledge, Jagrevi. We all wanted to know why it worked. Or how it happened. Personally, I like it because it gives us a few other ideas as to what else might be possible.

No, don't get me wrong. I was interested in hearing the method as well. It was worth knowing for self-satisfaction. Heck, my entire career is essentially just knowledge for knowledge's sake - I get the whole "I just wanted to know" thing.

But bakscratch and KernelM are fighting over it like it's something more than an interesting note on psuedo-technological history. With phrases like "awakened" something, and someone saying that they cried - this is the most intense thread on these forums right now.

It really sounds like people are drawing an implication out of this that I'm not.
2010-03-13 22:23:00

Author:
Jagrevi
Posts: 1154


i don't think bakscratch will lose their fame because of this. it will always be : Bakscratch: The Keeper of 3D.

but the amount of spam levels telling how to do this...
2010-03-13 22:26:00

Author:
trip090
Posts: 1562


He only knows this coz i showed him/her this you know that dont you.

I ... honestly don't care one way or the other.
2010-03-13 22:26:00

Author:
Jagrevi
Posts: 1154


but the amount of spam levels telling how to do this...

This is the thing I'm not understanding though. Why would people make spam levels telling how to do this? It's interesting, but it doesn't enable us to do anything new or easier than before?

It would be like spam levels telling everyone how to make their own stone tools in a world that had free, crafted tools available for everyone that materialize out of thin air. Sure, it's worth knowing how we got from there to here. Heck, I'm a scientist - I get that ... but why does this have mass appeal when it doesn't help anyone do anything easier than before?

Unless, of course, either I'm missing something or everyone else is missing something - and I have to assume it's one of those two. I'm going to run with I'm the one that doesn't understand something - at least until it becomes clear if it's the other way around.

This is now ME wanting to know something. This is ME wanting to know why this thread is a-fire, and why people are treating this like "the next big thing".

There's no new end-product here that I see. It's interesting, but it's last years "big thing".
2010-03-13 22:29:00

Author:
Jagrevi
Posts: 1154


I think it's just a desire for knowledge, Jagrevi. We all wanted to know why it worked. Or how it happened. Personally, I like it because it gives us a few other ideas as to what else might be possible.

You've hit the nail on the head there comph.

It's not enough for inquisitive minds just to know that it is...we want to know how and why it is.


Capture an object in background layer B and an object in foreground layer A together.

Go to place your captured item.

Don't place it.

Go to the materials section of your toolbag.

Place material.

The material should now be one solid piece extending from Foreground layer A to Background layer B. (plus you can always tweak it's layers a bit by hitting the bumper buttons as with any material)

We've all been doing this for ... well I don't remember how long, but since we all started using the "3d" glitch.

^ I didn't know that Jagrevi, but thanks for the tip.

Anyways, this method seems to allow more flexibility than the "ready made" tools. I've just made a front glitch-layer block that doesn't stretch as far back as to interfere with the playable layers, which is something I was unable to do with the "ready made" tool I was using.

(...waits for someone to tell me that was already possible with the "ready made" tools)
2010-03-13 22:30:00

Author:
Ungreth
Posts: 2130


i dont realy as well... But if the Silly community find this post or another one, Then they will awaken somethink: This is what they are awakening http://www.hlportal.de/images/content/portal/characters/glados.jpg so be scared2010-03-13 22:32:00

Author:
bakscratch
Posts: 258


i'm scared.

the horror...
2010-03-13 22:35:00

Author:
trip090
Posts: 1562


(...waits for someone to tell me that was already possible with the "ready made" tools)

I hate to walk right into this but ... I ... I have to. I'm too curious.



^ I didn't know that Jagrevi, but thanks for the tip.

Anyways, this method seems to allow more flexibility than the "ready made" tools. I've just made a front glitch-layer block that doesn't stretch as far back as to interfere with the playable layers, which is something I was unable to do with the "ready made" tool I was using.

See, this is why I'm confused.

That thing that you just thanked me for a second ago. That's a way to make a block between any two layers you want, foreground and/or background, in about 6 seconds, using ready-made tools.

EDIT: I have to believe now that people were previously only using something akin to like one random background object as their "ready made tool".
2010-03-13 22:43:00

Author:
Jagrevi
Posts: 1154


Good thing we can kill that in the portal levels by comphermc... 2010-03-13 22:43:00

Author:
napero7
Posts: 1653


just one person putting this into a tutorial would cause all those boom survivals and levels that say "now with water" to disapear of cool pages and instead be replaced by millions saying how to do the layer glitch......im scared2010-03-13 22:44:00

Author:
geddez12
Posts: 338


Jagrevi ill explain..
Aya put a tut of how to do glitch
Im saying its easier just to use the pre made stuff (coz it is)
People are saying @no it its easier now we know how its realy done@
Im sorta saying how is it easier.
and you are just confused like a dog at the vets for the first time
2010-03-13 22:51:00

Author:
bakscratch
Posts: 258


just one person putting this into a tutorial would cause all those boom survivals and levels that say "now with water" to disapear of cool pages and instead be replaced by millions saying how to do the layer glitch......im scared

exactly why im scared too.
2010-03-13 22:51:00

Author:
trip090
Posts: 1562


Ok, there's something I'm still not understanding then.

You just played through a level where I had a horse moving through the front glitched layer, obviously, made without knowledge of this glitch. I'm feeling rather daft right now, so could you explain how making rain in the front layer using this method would be different than that, or easier than the current method?

Well, the benefit here is that you can add rain at any time to any level without fear of it colliding with any layers you may have used already. Say, for example, we wanted to add rain to Zephyr Valley 2. The only thing preventing that at this point is the thermometer (which thanks to Aya's other discoveries is now not a concern). You see, if you set up a series of emitters to emit some kind of rain effect in a front thin glitch layer, then we don't have to worry about it striking anything currently in the level. Rain effects look much better when they are allowed to pass completely through the field of vision. So, this is why making rain in the glitch layers is desired.
2010-03-13 22:53:00

Author:
comphermc
Posts: 5338


just one person putting this into a tutorial would cause all those boom survivals and levels that say "now with water" to disapear of cool pages and instead be replaced by millions saying how to do the layer glitch......im scared

Wouldn't it be easier just to give everyone a community item that was one captured object that was a block at each background and foreground layer, thick and thin, that stretched to some significant distance. That would enable people to build a block that stretched between any two layers in a matter of seconds, could easily be adjusted to go beyond those layers, be thick or thing, what have you.

I had originally thought that that was already what everyone was using as their "ready made tools", but by the sound of it I have to assume it's not what was in those "ready made tool" spam levels ages ago.
2010-03-13 22:54:00

Author:
Jagrevi
Posts: 1154


Alright, Bak and Kernel... take a time out. Don't make me be a bad guy.

---


I had originally thought that that was already what everyone was using as their "ready made tools", but by the sound of it I have to assume it's not what was in those "ready made tool" spam levels ages ago.

Depends on where you look. I have a cascade of both the front and back up online. I assume this is what you mean?
2010-03-13 22:55:00

Author:
comphermc
Posts: 5338


you don't wanna see comphermc when he's angry.

i liked the idea of rain though. thats 2 things i've learned from this thread.
2010-03-13 22:57:00

Author:
trip090
Posts: 1562


Well, the benefit here is that you can add rain at any time to any level without fear of it colliding with any layers you may have used already. Say, for example, we wanted to add rain to Zephyr Valley 2. The only thing preventing that at this point is the thermometer (which thanks to Aya's other discoveries is now not a concern). You see, if you set up a series of emitters to emit some kind of rain effect in a front thin glitch layer, then we don't have to worry about it striking anything currently in the level. Rain effects look much better when they are allowed to pass completely through the field of vision. So, this is why making rain in the glitch layers is desired.

AH-HA!

Thank you Comphermc, you are my hero. =)

THIS is what I was not putting together. Emission into glitched layer without need of corresponding emission into a separate layer. So instead of needing to set up some off-screen bucket to catch whatever excess emission would be needed to emit into the foreground like before, now you don't need to create an offscreen-bucket, or worry about collissions with small invisible material specks doing the same thing, etc, etc.

Ok ... I get it now.

Lol, thank you for finding my ignorance - I was wondering where it was P)



Depends on where you look. I have a cascade of both the front and back up online. I assume this is what you mean?

Yes, since with that you can make a block between any two layers in mere moments.

However, you made it clear to me above - the reason this is useful is due to emission properties.

Still seems too esoteric for "spam-level" appeal, but I can understand why it is useful now. =)
2010-03-13 22:58:00

Author:
Jagrevi
Posts: 1154


...this also originates from LBW... (http://forums.littlebigworkshop.com/lbp/board/message?board.id=creationgen&message.id=42067#M42067)

He already said that he learned it from LBW.

Thanks Aya. Just for satisfying my curiosity.

And thanks Bakscratch for the amazing tools.

And for being so famous. LOL I really thought you were some kind of robot. Fantasy shattered.
2010-03-13 23:01:00

Author:
IStwisted
Posts: 428


you don't wanna see comphermc when he's angry.

Uh-oh.... he just got angry....

http://www.diamondtraining.org.uk/images/angryman.gif
2010-03-13 23:04:00

Author:
Doopz
Posts: 5592


Funny all the talk of rain, since simulating a rain storm is what I'm working on right now.

I haven't exploited the layer glitch though, since the front (normal) layer and rtm's waterfall formula were all I needed to achieve the effect I was after.

If anyone on my friends list wants to take a look, just drop me a join request next time you see me online. It lags a bit with more than one player, but you should get the gist of it.
2010-03-13 23:20:00

Author:
Ungreth
Posts: 2130


Uh-oh.... he just got angry....

http://www.diamondtraining.org.uk/images/angryman.gif

Oh here i go.


http://cornerstork.files.wordpress.com/2008/05/crying_baby.jpg
2010-03-13 23:25:00

Author:
bakscratch
Posts: 258


There's no need to worry about the cool pages becoming bad from this, they were already bad!


Such as, oh I don't know, rain.
Brilliant!
2010-03-14 00:52:00

Author:
warlord_evil
Posts: 4193


@Bakscratch:

There are others who've figured out how to do the glitch on their own, after you did.

More good than bad will come out of a creator knowing how to do this themselves.

Sure, people have copied your glitch and taken credit. But the same is done with any popular prize. You're not a specific victim of stealing, the victim is the community.

We appreciate that you found this glitch, so never forget that. Please just accept that this great tutorial will help and inspire many.
2010-03-14 01:08:00

Author:
Incinerator22
Posts: 3251


wait for the 100000 lvls saying how its done

Even if this does happen, which I doubt, it'll be no different to the 100000 shark survival levels. It'll just be a fad - next week it'll be some other derivative drivel.

The LBP "Cool Levels" pages are a joke anyway - might as well call it the "H4H Levels".




Why did you do this just to get some friend.

No, because of this...



The best thing about publishing that demo was how TheGide figured out the peach floaty trick: see how sharing things can end up coming back and helping you (I'm talking to all the people who like to keep their special tricks to themselves--Grrr).I couldn't agree more. I'd never have come up with many of my ideas were it not for looking at other people's, like rtm's demitter demo, or the LBPC logic pack. Even oLMCo's music boxes inspired an adaptation to work around the limitations of synchronizing connectors.

I've always thought it more sensible to publish your findings, rather than keeping them secret, since if it helps another creator to create an absolutely awesome level, which you subsequently play and enjoy, then surely that's a win for you.

Worst case scenario is that they take the credit for your idea, but it's not as if you get payed royalties for such things, so what does it really matter? It's just vanity.

...which pretty much speaks for itself.




He only knows this coz i showed him this you know that dont you.

Umm. No. You never told me how to do it. I was actually under the impression that you were using another method which was no longer possible, based on multiple sources who claimed the glitch had already been patched, such as this...


The original glitch allowing objects to be emitted into BG/FG must have been patched early on. now it can only be done with the help of these existing objects.

...although it turns out that this was just speculation.




Im saying its easier just to use the pre made stuff (coz it is)

I agree. I only posted this to satisfy people's curiosity...


Thanks Aya. Just for satisfying my curiosity.

...like that. It's ultimately academic, but people still want to know things, even if they don't know why they want to know.




Aya will be the one who should get all the fame as he was the one that told the world how to create it, Something you tried to keep to yourself so you could live in your little bubble of fame

You realise it was actually you who was being selfish and keeping it to yourself....KernelM is right Aya deserves the credit, you could have had the credit if you told us how to do it...

C'mon. There's no need for that. I don't take any credit for telling the world, because it was based on a post I linked to from LBW. All I will take credit for is the time and effort I put into writing up that guide, which took quite a while.

As for the reasons why bakscratch thought it best not to share his findings, that's entirely his decision, so you can't blame him for it. People are allowed to do whatever they like.




You got it right for the background layers, but not for the front...

Ta. I wasn't aware of that. I shall have to update that to 11 simulation layers.
2010-03-14 01:52:00

Author:
Aya042
Posts: 2870


****z how do you find this stuff :O2010-03-14 05:06:00

Author:
rseah
Posts: 2701


you can put any glitch materials like cow glitch into the layers! aka epic on a stick!2010-03-14 08:46:00

Author:
Kern
Posts: 5078


just a question, why do we care how it's done? As long as we can all use it easily whats the problem?
-runs and hides-
2010-03-14 10:38:00

Author:
flamingemu
Posts: 1872


just a question, why do we care how it's done? As long as we can all use it easily whats the problem?
-runs and hides-

Because we can now
emit into the layers easily
Put Already Glitched Items like Cow glitch or Anti Colour into the foreground -- EPIC
We can recreate the glitch to as many layers as we want! WOO
2010-03-14 12:04:00

Author:
Kern
Posts: 5078


I new this AGES ago! like 2 weeks except i use a golf ball =D Good tutorial though!2010-03-14 13:51:00

Author:
Tawarf
Posts: 457


I new this AGES ago! like 2 weeks except i use a golf ball =D Good tutorial though!

I think it was late last year you were shown. I thought everyone already knew how to reccreate it though. Thanks Aya042 for showing those who wernt aware of how to create the glitch.
2010-03-14 17:11:00

Author:
SteveBigGuns
Posts: 423


Because we can now
emit into the layers easily
Put Already Glitched Items like Cow glitch or Anti Colour into the foreground -- EPIC
We can recreate the glitch to as many layers as we want! WOO


I'd modify that to
1. emit into the layers easily
2. extend already glitched material to be longer than 3 layers down the Z-axis (since we could already put it in foreground or background, but making it long along the Z axis is actually pretty new, and a cool application I had not thought of before).

Also, we already could extend the glitch to as many layers as we wanted just using emitters, so I'd leave that one out. Still though, there remains a couple new interesting applications.
2010-03-14 17:15:00

Author:
Jagrevi
Posts: 1154


My thoughts on this thread?

http://googlelolz.com/images/my_head_hurts_my_feet_stink.png

All of the above
2010-03-14 17:50:00

Author:
Coxy224
Posts: 2645


I would like the point out that aya learned this from a thread started by me in LBW. It was repeated by a guy called xfreeze I believe.

I would like to say that the chance meeting between aya and xfreeze only happened because i faciliated its existence. I would also like to say that my thread now stands as a guiding beacon of how sharing knowledge can be helpful. I was also happy, as the thread creator to allow the posters to go off topic to discuss this glitch method. I also didnt create my own video tutorial on this to allow aya to make his own.

therefore all credit for this glitch, tutorial, and LBP as a whole should go to me. Please press the thanks button below.

Thank you.
2010-03-16 13:55:00

Author:
TheAdipose
Posts: 533


I would like the point out that aya learned this from a thread started by me in LBW. It was repeated by a guy called xfreeze I believe.

I did actually point that out in the first sentence of the first post.



...therefore all credit for this glitch, tutorial, and LBP as a whole should go to me. Please press the thanks button below.

2010-03-16 15:12:00

Author:
Aya042
Posts: 2870


As did I...


He already said that he learned it from LBW.

Thanks Aya. Just for satisfying my curiosity.

And thanks Bakscratch for the amazing tools.

And for being so famous. LOL I really thought you were some kind of robot. Fantasy shattered.
2010-03-16 15:30:00

Author:
IStwisted
Posts: 428


Ahhhhhhh, So this is how you do it, thank you thank you thank you!

*Jumps up and down on the way to the PS3*
2010-03-17 18:05:00

Author:
moonwire
Posts: 1627


Thank you so much Aya!

Finally, someone shares this nice tool (er glitch) with the LBPC community! ^_^

Also, I am suprised at bakscratch's replies. I didn't see that kind of attitude coming at all.
2010-03-17 18:27:00

Author:
Unknown User


In all fairness, Bakscratch didn't need to tell us. I figured it out after I was ****ing around trying to get some objects into the background which thus led to what Aya has described. I think we should keep this on the low down, it's bad enough there's a million 100 LAYER GLITCH levels, I personally don't want to see a million more tutorials, it's bad enough trying to survive all these bombings followed by shark attacks then getting thrown down a ramp on a skateboard.2010-04-12 17:20:00

Author:
Dunadrian
Posts: 57


i am on bakscratchs side he made it he deserves credit 2010-04-13 02:38:00

Author:
YEAH_NAH
Posts: 775


Now I have to change my sig.2010-04-19 01:09:00

Author:
Figfewdisgewd
Posts: 73


why wont it go into the backround?
it goes back once and then into the foreground?
2010-04-24 07:01:00

Author:
YEAH_NAH
Posts: 775


why wont it go into the backround?
it goes back once and then into the foreground?

Read step 6 again carefully. You can only shift it back once with R2 each time the emitted block disappears. You have to repeat the whole of step 6 to shift it back again.
2010-04-24 10:54:00

Author:
Aya042
Posts: 2870


Read step 6 again carefully. You can only shift it back once with R2 each time the emitted block disappears. You have to repeat the whole of step 6 to shift it back again.
oh thanx, wow im dumb
2010-04-24 21:37:00

Author:
YEAH_NAH
Posts: 775


This is great! Thanks for the tutorial. I doubt I will be using this as I cannot even make a simple level, but oh well! I'll try!2010-06-16 16:04:00

Author:
chezhead
Posts: 1063


I believe the limit is 50 layers either direction.... can someone tell me if this is the same way you get rockets into fore/background like in rooftop rumble?2010-07-01 14:50:00

Author:
Strangepom
Posts: 445


what gave the idea to do the 3D glitch in the first place i don't care how to do it but what or how did you know what to do to make it.2010-09-07 02:41:00

Author:
Lgjoka2002
Posts: 538


The real truth:

Me, thi and bak kept it secret for a loooong time... Then, we released it!
2010-12-22 11:01:00

Author:
Unknown User


I tried this tutorial on various sites, YouTube and forgot here. *FACEPALM*

Thank you!
2011-01-20 02:24:00

Author:
Cauan-XV
Posts: 491


Very nice one, Aya!

Very helpful!

Just wanted to know, does this still work on LBP2 after MM patched the way you do it using the method DrunkenFist_Lee used in Next Stop, Big City? DF_L's still works but you'll probably have to use the pre-made layers....

And when you come up with an answer please post it back to me in a Visitor Message. Thanks man and you're like LBPC's All-Star Mentoring Moderating Tutorial God.

*Mentoring makes it sounds better )


I believe the limit is 50 layers either direction.... can someone tell me if this is the same way you get rockets into fore/background like in rooftop rumble?

Isn't this the way you get ANYTHING into the background? There are 1 or 2 other methods.....

*Sorry I didn't make that all one post*
2011-01-22 21:59:00

Author:
mutant_red_peas
Posts: 516


Just wanted to know, does this still work on LBP2 after MM patched the way you do it using the method DrunkenFist_Lee used in Next Stop, Big City?

This is merely a guide on how to create the layers in the first place, and only works in LBP1. Once you have them, you can import them into LBP2, and use them as per the guides I link to in the OP, which still work in LBP2.
2011-01-23 15:19:00

Author:
Aya042
Posts: 2870


EDIT: I answered my own question. Never mind.

Thank you for this tutorial.
2011-02-24 23:16:00

Author:
Unknown User


Oh okay, so thats how its done. Um thanks I guess, but I cant really see myself using this.. hold on a second!

Wait no, I got nothin...

How 'bout some Ritz crackers with some slightly soggy Ritz crackers on top of them?
I like to call it Ritz butter...
2011-05-04 15:11:00

Author:
Bradlee
Posts: 96


Haha! Thanks, this was helpful! (:2011-06-24 17:33:00

Author:
Unknown User


Oh okay, so thats how its done. Um thanks I guess, but I cant really see myself using this.. hold on a second!

Wait no, I got nothin...

How 'bout some Ritz crackers with some slightly soggy Ritz crackers on top of them?
I like to call it Ritz butter...

Well actually if your a very skilled creator you can use 3D to enhance your level.

And it saddens me that you didn't even give credit to backscratch for finding the glitch first, I mean he was originally the one who found it... Would you want to just give it away?
2011-06-24 20:19:00

Author:
fireblitz95
Posts: 2018


Thank you, i've looked all over the intrenetz before, gave up then i looked at the LBPC tutorials... tada2011-07-21 05:34:00

Author:
Unknown User


Thank you very much for that! I've always wanted to know that. 2011-07-23 18:17:00

Author:
TheGoldenFlash
Posts: 209


EPIC THX http://lbp.me/p/e5v3cz2011-11-13 19:31:00

Author:
Unknown User


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