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Help with emitters!

Archive: 7 posts


Im trying to make a rollercoaster and the guy keeps coming out of the last car and dying, I tried to emit a window onto the car when they grab onto the car, but once the car moves it just stays where it was... Is there a way to emit something onto something that can move and make it stay?2010-03-17 19:49:00

Author:
Tjb1
Posts: 11


*waits for RTM*2010-03-17 20:24:00

Author:
Kern
Posts: 5078


You can make hooks for the emitted object to catch on, or holes in the car with pegs on the window (pretty much the same as hooks).

How effective this method is depends on what kind of forces the connection has to deal with and what kinds of materials you use. If the peg and the hole are both dissolve material, it'll be very likely to break with even slight movement (especially if its really small), but if they're both metal and sized a big bigger (making the objects 2-3 layers will also increase their strength), then you've got a better chance of the connection surviving. It's going to be a trial and error process getting it just right.

I'm currently experimenting with a more advanced version of this technique to give my newest mech interchangeable weapons, but, rather than a hook, the weapons clamp down on a rotating "hard point."
2010-03-17 20:40:00

Author:
Sehven
Posts: 2188


The easiest way to do this is to firstly use grid mode. It's nigh on impossible to get emitters to emit precisely into a certain space if that space and the object aren't grid-aligned. Also, the emitter should be mounted on the car. That way the area the door is emitted into moves in correlation with the car. Finally, you need to make sure, as Sehven said, that the emitted shape locks into the mainframe somehow. Pegs are tricky to get right as the emitted door exists on more than one plane, so holes on all these planes have to correspond. All you need to do is shape the receiving hole so it is narrower at one end, so when the door is emitted it cannot slip out, whichever way the car faces up.2010-03-17 22:03:00

Author:
Holguin86
Posts: 875


Also, the emitter should be mounted on the car.

[...]

All you need to do is shape the receiving hole so it is narrower at one end, so when the door is emitted it cannot slip out, whichever way the car faces up.

If the emitter is mounted on the car, then, as Holguin says, the relative emission point will always align perfectly, so you can just create a 'window frame' on the car in the thin layer, glue it to the car, and then emit the 'window' so it exactly fits in the frame. Easiest to set it all up in grid mode, then it should still work subsequently, regardless of the car's position and orientation.

To get rid of the window later on, you can make the window from dissolve which is material-glitched to look like glass. Attach a hidden mag switch connected to the glass before capturing it, then just emit an invisible mag key within its radius later when you want it to disappear. Since it's glass, you won't get any dissolve smoke either, which is nice.

Of course, you could make the whole thing more realistic by just having a door which opens and closes, but, meh...

On the subject of dissolve smoke - has anyone found a way to avoid dissolve smoke with materials other than glass?
2010-03-18 14:22:00

Author:
Aya042
Posts: 2870


The easiest way to do this is to firstly use grid mode. It's nigh on impossible to get emitters to emit precisely into a certain space if that space and the object aren't grid-aligned.

If the emitter is mounted on the car, then, as Holguin says, the relative emission point will always align perfectly, so you can just create a 'window frame' on the car in the thin layer, glue it to the car, and then emit the 'window' so it exactly fits in the frame. Easiest to set it all up in grid mode, then it should still work subsequently, regardless of the car's position and orientation.

This is very true, but a nice tip for this is that the object does not need to be properly grid aligned. Just make it so that both of the following are true:
Either the top OR bottom vertex of your object is on a horizontal grid line.
Either the leftmost OR rightmost vertex of your object is on a vertical gridline.


By doing this, one corner of the rectangle you draw around your object will be be at a grid intersection, which is all you need to place accurately, you don't actually need any vertex of the object to be properly grid aligned, allowing for far greater freedom in emitting free-form shapes into holes.


On the subject of dissolve smoke - has anyone found a way to avoid dissolve smoke with materials other than glass?

I've never tried it and have no idea if any recent patches have stopped it from being reproducible, but here is A Solution For Eliminating Emitted Object Dissolve Smoke (https://lbpcentral.lbp-hub.com/index.php?t=12364-A-Solution-For-Eliminating-Emitted-Object-Dissolve-Smoke&highlight=dissolve)
2010-03-18 14:35:00

Author:
rtm223
Posts: 6497


I've never tried it and have no idea if any recent patches have stopped it from being reproducible, but here is A Solution For Eliminating Emitted Object Dissolve Smoke (https://lbpcentral.lbp-hub.com/index.php?t=12364-A-Solution-For-Eliminating-Emitted-Object-Dissolve-Smoke&highlight=dissolve)

Well, I found that guide almost incomprehensible, but I couldn't seem to reproduce the effect. I'm really after an persistant object which can be demitted without smoke, and so far it seems that only the glasses have this property.

The reason I want it is for my attempts to lethalise and unlethalise objects in situ. So far I can do both with glass, but for other materials I can only lethalise without smoke, and even then it only really works with the electric hazard.
2010-03-18 16:36:00

Author:
Aya042
Posts: 2870


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