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#1

Moving object won't demit.

Archive: 5 posts


For the last two days I have been trying to get an object that spins & is moved across the screen by being connected to a car with a piston to demit & remit but I just can't seem to get it to work. After reading what I could find on Demitters here at LBPC I thought maybe it was because the track for the car was made of dm & my dissolve free counter switch was inside dm so I changed all dm to wood, re captured and tried with the new captured version, It still emits fine but just won't demit so ive finally decided to ask for help.

If anyone has any suggestions then please feel free to post them. I have been wondering if it's due to the moving parts of my object or maybe the fact that it's quite big due to the track length for the car. I tried having the demitter emit & demit a few of the contraptions that MM provde and only one of them demitted. Think it's called car lift that actually demitted but the crane for example didn't, although I only tied a few.

Thanks for reading!

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Sorry for double post. The ps3 has a low character limit & it will probably run out if I put this in my 1st post.
Anyway im still baffled by this, as I mentioned I tried changing all dm to wood but no luck so I recently tried changing all dm to cardboard, captured, emitted and it actually demitted.
SUCCESS!............ all be it for a brief moment. As I placed dm underneath where the object would emit to stop it from falling it would no longer demit, it wasn't blocking it as I made sure and even tried moving the position. So I remove all dm & it still won't demit, so I repeat the process before placing dm to hold it into position and it still only emits.

Ive tried capturing just the car & spinning object together and emitting + demitting them works fine which makes me think it's something to do with the dm or the size of the track for the car. No Idea if the emitter can only emit to a certain length and if so if the track passes that limit. Guess i'll go look that up. Any thoughts are appreciated. Thanks!

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Ohh 3 posts in a row, hope there's no rules against that lol.
Anyway after more messing about im thinking the size of the object is causing issues. First of all the reason it wouldn't demit after changing all the dm to another material like wood as i mentioned earlier was due to the placement of the emitted object. If placed near the walls/floors that mm made & are already in a blank level when you enter then it wouldn't demit, positioning it further away from the default floor/walls would allow it to demit.

As for the not emitting when using dm im confused as to why it won't demit regardless of the emitted objects location. You can have an emmiter emit & demit dark matter thats attatched to other objects, not sure about glued but RTM"S example uses elastic to attach the picture to dm so I tried with rods to a 4x4 block of wood using rods & elastic and they demitted also, yet when I attatched rods to dm then to my object it wouldn't demit. Which again makes me wonder about positioning of the object as well..

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Continued from post 3.
As well as the positioning of other materials or objects. If I placed dm say X2 squares below where the object would emit then it wouldn't demit, but If I placed it alot further down it would demit.

Talk about confusing, it isn't a major problem as I can work around it but I just want to try and understand why it gets messed up. I enjoy learning & trying to solve problems and giving what brains I have left a workout.

PS: If any kind mod could put post 2, 3 & 4 at the end of post 1 I would be very greatful. It might make me look less of a muppet than I already do.
Again: Thanks for reading & sorry for the multiple posts, the character limit on the ps3 is frustrating
2010-04-16 01:22:00

Author:
Unknown User


For the last two days I have been trying to get an object that spins & is moved across the screen by being connected to a car with a piston to demit & remit but I just can't seem to get it to work.

First of all, the word "demit" is something of a misnomer in my opinion, but you can blame rtm for that one. Yes - the same rtm who complains that "3D layer glitch" is also a misnomer.

What you're actually doing is emitting the object to another location, and exploiting the fact that when "Max Emitted At Once" is set to 1, this will cause the previously emitted object to disappear.

The problem you're having sounds like an emitter blocking issue. If something is in the way of where you're trying to re-emit your object, then this won't work, unless certain criteria are met.

I'd suggest reading rtm's blog on Emitter Blocking Theory (http://www.lbpcentral.com/forums/entry.php?1041-Emitter-Blocking-Theory) to get an idea of what these criteria are.
2010-04-16 15:42:00

Author:
Aya042
Posts: 2870


Thanks Aya I should of checked that thread, I just assumed it being in an empty level with all that space it wouldn't be blocked, but having read the post in your link I see why now & understand the blocking theory better.

Thanks to you & RTM as well as the kind person for moving my posts.
2010-04-17 11:22:00

Author:
Unknown User


First of all, the word "demit" is something of a misnomer in my opinion, but you can blame rtm for that one. Yes - the same rtm who complains that "3D layer glitch" is also a misnomer.

What you're actually doing is emitting the object to another location

Yes you emit the objects elsewhere, but you also de-emit the object that was originally there. As the de-emit is the action of interest from an implementation point of view, we can consider the de-emit the "main" action and the emitting elsewhere as an annoying side-effect of the technical implementation. You are demitting the object from the playable area.

Furthermore, the word neatly conveys the meaning as prefix "de" is well understood, as it appears in so many of our English words, where we use it to remove things, undo things etc. Taking it back to the Latin meaning from which it originates, de translates to "away from", so if we want to get technical, the action of de-emit is "emitting away from", which ties in perfectly with your description here:


emitting the object to another location

Demit was just a catchier hook for the level name than de-emit. I'm not even gonna bother justifying why the "3d layers" name is moronic, we are all well aware of that

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@the OP, is this problem solved, or are you still having issues with it?
2010-04-17 12:37:00

Author:
rtm223
Posts: 6497


Demit was just a catchier hook for the level name than de-emit. I'm not even gonna bother justifying why the "3d layers" name is moronic, we are all well aware of that

Bah. Can't I even take a little dig without all the seriousness.

My point was more that, regardless of how appropriate any of the following community-invented phrases are...


3D layer glitch
Cow glitch
Theck
Thack
Demit
Remit

...they all share the common property of being very commonly-used phrases to describe those particular concepts, and at the end of the day, language is more about convention than accuracy. Like the word 'atom' meaning 'indivisible', or are you suggesting we should call them 'tom' now?

The thing I find slightly inaccurate about 'demit' is that, being the opposite of 'emit', it implies that it's possible to remove an object from the game without creating another, which is why I prefer the term 'remit', meaning 'to emit again'. You could arguably use the term 'dissolve' to describe what happens to the previously emitted object, since from the game engine's POV, there's no difference between 'demitting' and 'dissolving'.

The rationale for my little dig at 'demit' was more aimed at the fact that you seem to take great pleasure in pointing out the moronicity of these other terms, even though those who use them are oftentimes only doing so to make it easier for others to understand what concepts they're referring to, and when you're trying to get some help on a problem, clarity is a virtue, and not moronic.
2010-04-17 17:09:00

Author:
Aya042
Posts: 2870


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