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#1

Sticker thermometer

Archive: 20 posts


My recent level has been published for a few weeks. I started adding score bubbles and overheated the sticker thermometer. I deleted many of the score bubbles, and deleted all of the bomb residue stickers. I reduced the overall thermometer to about 2 ticks short of full. However, now in play mode after a few minutes, all of the levels emitters stop functioning.

Does anyone have any ideas on the LittleBigPhysics behind this problem, so I can figure out how best to salvage this level?
2010-04-06 03:34:00

Author:
RoharDragontamer
Posts: 397


Set the max at once on the thermos to be lower. Set emitters to only run when the player is close enough to them for it to matter: having all your emitters running constantly eats up a lot more thermo.2010-04-06 04:30:00

Author:
Sehven
Posts: 2188


Yeah I agree with Sehven because he is teh emitter ninja.
Yeah just tweak the emitter settings till the thermo goes down and the emitters start working BTW I would like to see said level
2010-04-06 04:53:00

Author:
agrx
Posts: 192


teh emitter ninja.l

That's Rtm
2010-04-06 05:57:00

Author:
Sehven
Posts: 2188


That's Rtm

lol. I remember what he said to me once.

"Do you know how in the temples, they call him the king of emmiters? He doesn't have **** against me."
2010-04-06 06:24:00

Author:
Incinerator22
Posts: 3251


I only had two small areas where I left the emitters go willy nilly, so that will be an easy fix to set to a prox. Thanks for the help guys. I hope this saves the level. I just finished a pretty neat x4 water puzzle, that no one can play yet because the emitters fail before anyone can possibly get there.

Sadly, I'm in Richmond VA all week sitting for my commercial contractors license so I won't be home to fix anything until Sat night. I might be able to have my daughter fix it (or invite damaz or Elijah into OC with her and get there help!)

I'll keep you guys posted, and again, thanks so very much!!
2010-04-06 15:06:00

Author:
RoharDragontamer
Posts: 397


Set the max at once on the thermos to be lower. Set emitters to only run when the player is close enough to them for it to matter: having all your emitters running constantly eats up a lot more thermo.

That much I knew, they are set to the minimum required. I really think he has to do with the burn stickers they generate, but I don't see why that would shut down the emitters.
2010-04-06 15:07:00

Author:
RoharDragontamer
Posts: 397


Yeah I agree with Sehven because he is teh emitter ninja.
Yeah just tweak the emitter settings till the thermo goes down and the emitters start working BTW I would like to see said level

The frustrating part is they DO start working, they just stop after a few minutes in play mode. The level is called Pyrostilskin's Cave and you can get to my F4F thread from my signature.
2010-04-06 15:08:00

Author:
RoharDragontamer
Posts: 397


That much I knew, they are set to the minimum required. I really think he has to do with the burn stickers they generate, but I don't see why that would shut down the emitters.

Because if any of the thermos goes beyond it's limit then the level will be overheated. Once overheated all emitters stop working. SO the bomb stickers (I assume that is what you are talking about) will bump up the stickers thermo and thus disable the emitters.

What you are going to need to do, is destroy things. Ensure that you are only emitting things in the areas that sackboy is in, and then once you move on, you will want to destroy large chunks of the level as you have passed them. At the end of the day you need to reduce the stickers thermo in game and that is the easiest way to do it.

Alternatively you can use aya's thermo cheat to avoid this problem.
2010-04-06 15:18:00

Author:
rtm223
Posts: 6497


I have a lot of problems with the sticker thermometer. Having complex objects really reduces the number of stickers you can use, or rather the number of stickers that can be displayed in the area surrounding that object.2010-04-06 15:49:00

Author:
Ayneh
Posts: 2454


I have a lot of problems with the sticker thermometer. Having complex objects really reduces the number of stickers you can use, or rather the number of stickers that can be displayed in the area surrounding that object.

Aha! I never really read that in any of the thermometer blogs, but it makes sense now. I have loads of complex shapes and expected that thermo to overheat first. I've read about Aya's themo cheat, and I think I can use that to fix the level with a little extra work. I have a 3D glitch background cave that is fairly complex that I've reused a few times in the background. Using the emitter trick on that should take care of my problems.

Thanks again everyone!!
2010-04-06 16:06:00

Author:
RoharDragontamer
Posts: 397


I have a lot of problems with the sticker thermometer. Having complex objects really reduces the number of stickers you can use, or rather the number of stickers that can be displayed in the area surrounding that object.

Is this actually a issue with the thermo, or a rendering issue? i.e. too many lights in an area will cause lag, but this has nothing to do with thermo. From what you say it seems to be the case that stickers simply stop displaying in that area, rather than pushing up the thermo? It's an important distinction to make in this case, as if it is a rendering issue only, then it will have no effect on the emitters.
2010-04-06 16:09:00

Author:
rtm223
Posts: 6497


I looks as though you have alot of "complex shapes" And try to limit you self to 5 or 6 different materials it put the thermo wayy down. Try that and if it doesnt work I may be able to help a little more2010-04-07 02:06:00

Author:
agrx
Posts: 192


Is this actually a issue with the thermo, or a rendering issue? i.e. too many lights in an area will cause lag, but this has nothing to do with thermo. From what you say it seems to be the case that stickers simply stop displaying in that area, rather than pushing up the thermo? It's an important distinction to make in this case, as if it is a rendering issue only, then it will have no effect on the emitters.
I think it's a rendering issue from what you write, because emitters still work for me in that situation. When I said complex objects I really meant the treads I use for tracked vehicles, as they might use something like 300-400 connectors.
2010-04-07 15:34:00

Author:
Ayneh
Posts: 2454


I looks as though you have alot of "complex shapes" And try to limit you self to 5 or 6 different materials it put the thermo wayy down. Try that and if it doesnt work I may be able to help a little more

I've done a pretty good job of limited the types of material. I used 1 kind of stone, 1 kind of metal, 1 kind of sponge, 1 kind of styrene, and 1 kind of cardboard, 1 kind of wood, and 1 kind of glass in the basic construction. I also use dm, dissolve, pink floaty, wood & glass (from the level) for my logic.

It does make sense what Ayneh proposes, as ONE of my bomb areas has a 3D glitch cave (with a million vertices) in the background, and the second bomb area is kind of bookended by two (2) 3D glitch caves. The 3D glitch caves are a copied object, but if Ayneh's theory is sound, then my mixing multi-bomb detonation areas, with a 5 layer deep 3d cave (with major vertices) is a recipe for disaster. Since I already cooked the meal, I have to figure out how to serve the darn thing by cutting away the burnt bits and adding capers or something. Being stuck in Virginia and taking a 6 hour exam tomorrow is not helping my mood in the slightest.
2010-04-07 20:57:00

Author:
RoharDragontamer
Posts: 397


And try to limit you self to 5 or 6 different materials it put the thermo wayy down.


I've done a pretty good job of limited the types of material.

Sounds as if you both need to read this thread (https://lbpcentral.lbp-hub.com/index.php?t=16840-Comprehensive-Thermo-Overview-and-Guide).

Point is that limiting the number of materials you use will not help you add, say, more stickers to a level. If you're getting a warning that you have too many stickers, then only reducing the number of stickers (and decorations) you use will make any difference.
2010-04-07 21:30:00

Author:
Aya042
Posts: 2870


Sounds as if you both need to read this thread (https://lbpcentral.lbp-hub.com/index.php?t=16840-Comprehensive-Thermo-Overview-and-Guide).

Point is that limiting the number of materials you use will not help you add, say, more stickers to a level. If you're getting a warning that you have too many stickers, then only reducing the number of stickers (and decorations) you use will make any difference.

Oh, I've read it. That's why I kept my terrain objects somewhat small in the bomb areas so I wouldn't hit the 99 stickers per object limit. I bet I have placed less than 200 stickers in the entire level, and I can't think of a single decoration off the top of my head). The bombs are probably generating another 300 or so. (I've cleaned the walls on my level several times, and I wouldn't have the patience to remove more than that.) Obviously score bubbles count on the sticker thermo as I was placing score bubble in pause mode when I originally overheated the level, but I have less than 300 score bubbles at the moment, so I'm about 6200 stickers under the theoretical level sticker limit.

The odd thing is that the bomb areas have been operating in the level for weeks, so I think its safe to assume I never hit the 99 sticker per object limit, which incidentally I thought prevented you from adding more stickers to an object, not causing the level to overheat.

My comment to argx was to point out the material thermo has nothing to do with my problem.
2010-04-07 23:13:00

Author:
RoharDragontamer
Posts: 397


That's why I kept my terrain objects somewhat small in the bomb areas so I wouldn't hit the 99 stickers per object limit.

It's difficult to tell without seeing the level, but you might have this backwards. When you hit the 99 (actually 100) stickers per object limit, then the newer stickers will simply start replacing the older ones. This is a good thing, since the total number of stickers per object can never exceed 100.

The total number of stickers per level, on the other hand, is a hard limit of around 7000. So, if you have more than 70 objects in the "bomb areas", and each object has the maximum number of explosion stickers, then you've just filled the thermo completely.

The trick is to minimize the total number of objects which can possibly have explosion stickers attached to them to something less than 70.
2010-04-08 00:12:00

Author:
Aya042
Posts: 2870


It's difficult to tell without seeing the level, but you might have this backwards. When you hit the 99 (actually 100) stickers per object limit, then the newer stickers will simply start replacing the older ones. This is a good thing, since the total number of stickers per object can never exceed 100.

The total number of stickers per level, on the other hand, is a hard limit of around 7000. So, if you have more than 70 objects in the "bomb areas", and each object has the maximum number of explosion stickers, then you've just filled the thermo completely.

The trick is to minimize the total number of objects which can possibly have explosion stickers attached to them to something less than 70.

Sounds reasonable as well. I think I have enough different approaches to take to cool the level down enough. Just need to get home now.
2010-04-08 00:31:00

Author:
RoharDragontamer
Posts: 397


Sounds as if you both need to read this thread (https://lbpcentral.lbp-hub.com/index.php?t=16840-Comprehensive-Thermo-Overview-and-Guide).

Point is that limiting the number of materials you use will not help you add, say, more stickers to a level. If you're getting a warning that you have too many stickers, then only reducing the number of stickers (and decorations) you use will make any difference.

Really? Then I have been lied to!
Aya, you always succeed in making me feel stupid
2010-04-08 05:10:00

Author:
agrx
Posts: 192


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