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Infinite Train Tracks

Archive: 20 posts


I've been playing some levels on lbp that have these train tracks that never end, and i was just curious how is this achieved,
if you know please let tell me the secret, and if there already is a thread like this then please show me it, its been bothering me for weeks! HALP!
2010-03-30 04:42:00

Author:
MaxFromLi
Posts: 30


I don't know for sure, but I would say they use an emitter to keep makin track go by under the train and it never really goes anywhere2010-03-30 04:45:00

Author:
sean96sx
Posts: 71


By emitting the treacks i believe.

Just make a block of railroad with ground and keep emitting it (prefferably on glass foor for smoother ride)
2010-03-30 04:46:00

Author:
Silverleon
Posts: 6707


Defmunky666 made a level called Death Rail and the train track sections are prizes at the end. You can see how they work there.

But basically: An emmiter emits track sections in a certain direction with wheels at the bottom of each track section, or wheels on the ground with the track sections touching them. The train stays completely still, but the ground underneath you is moving and emmiting to make it look like the train is moving. Defmunky added ingenius effects like putting motor bolts on the wheels and invisible winches on the traincars to make them look like they'd slowly lose speed if you detached them from the rest of the train.
2010-03-30 04:48:00

Author:
Incinerator22
Posts: 3251


is the train attached to some dark matter or something?2010-03-30 04:51:00

Author:
sean96sx
Posts: 71


thnx incinerator22 i'll definently check that out, and sean96sx, that seems like a good idea...2010-03-30 04:55:00

Author:
MaxFromLi
Posts: 30


is the train attached to some dark matter or something?

Yes. But in "Death Rail" and "Crazy Train" type levels, the front of the train is attached to dark matter while the other cars are winched up in complex ways.
2010-03-30 04:56:00

Author:
Incinerator22
Posts: 3251


The good ones also have backgrounds (hills, trees, mountains in the distance, etc), attached to the track sections, that move along behind the train. Really completes the illusion.2010-03-30 05:33:00

Author:
v0rtex
Posts: 1878


Defmunky666 made a level called Death Rail and the train track sections are prizes at the end. You can see how they work there.

But basically: An emmiter emits track sections in a certain direction with wheels at the bottom of each track section, or wheels on the ground with the track sections touching them. The train stays completely still, but the ground underneath you is moving and emmiting to make it look like the train is moving. Defmunky added ingenius effects like putting motor bolts on the wheels and invisible winches on the traincars to make them look like they'd slowly lose speed if you detached them from the rest of the train.

Lol, Gee thanx Cini, makes me feel all warm inside knowing people remember my old levels.

MaxFromLi, Incinerator22 was right on the money. I had an emitter that continuously pumped out wheeled sections of track that passed under the train and dissolved further behind it. The train itself was held in place by an invisible winch.

The carriages didn't use motor bolts though. The effect of them slowing down once they were disconnected was purely due to them no longer being held in place.

I also have a revamped sequel on my moon awaiting release that you can look at if you're still unsure.
2010-03-30 06:54:00

Author:
Unknown User


You could use my conveyoy belt / waterfall technique to achieve the same effect, with less of a hit on the thermo 2010-03-30 09:36:00

Author:
rtm223
Posts: 6497


I tried this technique hoping to save on the moving parts thermo. Unfortunately the max piston length is far too short to span an entire 14 carriage train.

The technique I used to save thermo, which I think RTM223 has mentioned somewhere else, was to hold every carriage in position with a thin vertical column of dissolve material fixed to a dark matter block and hide a creature brain underneath each car. I used a Prox sensor in each carriage to dissolve the column of the next car (dropping it onto the tracks, adding to the moving parts thermo) and simultaneously kill the carriage 2 cars back via the brain to compensate.

Using this I have a complex 14 carriage train using up just under half of the total thermo.
2010-03-30 09:53:00

Author:
Unknown User


I made 2 train levels. I just had gas at both ends of the level and the land was emitted all the time throughout the level, i also included moutains and grass to make it more real lol

The train was connected together buy string so the wheels would run smoothly on the emitted ground.
2010-03-31 12:32:00

Author:
Fenderjt
Posts: 1969


I usually use rtms method,(because it's brilliant) but if you do use the wheel conveyor belt, it usually helps to make the first 10 or so wheels (really varies on the size of the track section being emmited, can vary from 3-30, or even higher.) faster, which makes the block shoot forward a little to catch up to the block in front of it, thus eliminating any gaps in the track. I believe a creator by the name of Ciaro_PSN made a very good level using this method. I believe the level was named GUN&RAN, or something like that.2010-04-01 03:00:00

Author:
srgt_poptart
Posts: 425


Remember that as rosescythe says, there is a max limit on the length of the pistons, which would be a limiting factor of my method. Although it used to be the case you could artificially increase the max length, by connecting pistons to objects very far away from each other. I don't know if this is stable or even if it is still possible to be honest.2010-04-01 11:10:00

Author:
rtm223
Posts: 6497


Although it used to be the case you could artificially increase the max length, by connecting pistons to objects very far away from each other. I don't know if this is stable or even if it is still possible to be honest.

This does still work, and is seemingly stable. I can connect two blocks at opposite ends of the level for a max piston length of about 3900. It'll fails if you set the cycle time to less than about 5 seconds, but it's quite fun zipping across the entire level in 2.5 seconds.
2010-04-01 14:11:00

Author:
Aya042
Posts: 2870


Remember that as rosescythe says, there is a max limit on the length of the pistons, which would be a limiting factor of my method. Although it used to be the case you could artificially increase the max length, by connecting pistons to objects very far away from each other. I don't know if this is stable or even if it is still possible to be honest.

Just like Aya says, it works and is stable, but is hard to work with because if you adjust the max length, it automatically sets back to 999.0, so you have to get it right on your first try.
2010-04-04 05:09:00

Author:
srgt_poptart
Posts: 425


AH yeah, and of course it's never going to snap to a nice number, even if you are using the grid, so yep, pretty much unworkable2010-04-04 15:23:00

Author:
rtm223
Posts: 6497


AH yeah, and of course it's never going to snap to a nice number, even if you are using the grid, so yep, pretty much unworkable

Umm. No. It doesn't really matter.

Remember that it's only max - min piston length that matters, so you can simply frob the min length to make the delta be something compatible with the emitter granularity.
2010-04-04 15:35:00

Author:
Aya042
Posts: 2870


*does embarrassed face*2010-04-04 15:48:00

Author:
rtm223
Posts: 6497


*does embarrassed face*

Aww. Now you're just making me feel bad.

If it's any consolation, I actually came to the same erroneous conclusion initially, but I put a bit of thought into it before pointing it out, figuring you must've already considered that problem before posting it in the first place.

Besides, you still get the credit for coming up with this technique in the first place - I actually referred to it as an "rtm conveyer" when comphy was looking at one in the current level I'm working on, although that was partly due to it being fewer characters to type on that irritatingly tiny PS3 keypad.

So using a combination of two of your suggestions, it's very much possible to have a sturdy, low-thermo conveyer running the entire length of a level, which, as comphy also pointed out, is ideal for lazy sackpeople who are too apathetic to even push the joystick in one direction.
2010-04-04 19:07:00

Author:
Aya042
Posts: 2870


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