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Garden of Goodies

Archive: 89 posts


http://lbp.me/v/sm0jx1

Current prizes are:-


Four varieties of plasmafied material.
Theck and thack material.
Thin, theck and thack gas.
Seven materials with unique textures.
22 property variations on all story materials including walkthrough, static grabbable, and gas glasses.




Notes:-


All prizes have no ownership information attached, so the first time you recapture them, it will be as if you had created them.
All material samples are fully editable.
All material samples are also smearable, with the exception of the "Cardboard Sponge", and the "Lipped Grey Rusty Metal" (which are not possible to make smearable as far as I'm aware).
When dealing with the material palettes, in order to make the samples smearable, you must first detach and delete the Dark Matter blackplate. In fact, detaching and deleting any one of the samples will also work.
I've tried to name all the prizes where possible, but in the cases of the "Carboard Sponge", "Lipped Grey Rusty Metal", and the material palettes, it would seem that giving them a name causes them to become uneditable when distributed. If you want to name then, just place them, recapture and name.
2010-06-30 00:53:00

Author:
Aya042
Posts: 2870


oooo >_> ill check it out sounds useful *erases community objects*2010-06-30 02:05:00

Author:
Littlebigdude805
Posts: 1924


OMG. Thank you so much!
I've been trying to find grab-able cardboard forever!
2010-06-30 07:13:00

Author:
Mastadom
Posts: 195


How about providing a block of invisible DM? Most experienced creators can make their own easily enough, but it would be useful for inexperienced creators to have a ready made, pull-out-of-your-poppit chunk of it. You should include all the hazzards in invisible form too, ie: invisible fire, invisible electric, etc.

And editable lava material would be useful to a lot of people too I think.
2010-06-30 12:53:00

Author:
Ungreth
Posts: 2130


How about providing a block of invisible DM? Most experienced creators can make their own easily enough, but it would be useful for inexperienced creators to have a ready made, pull-out-of-your-poppit chunk of it. You should include all the hazzards in invisible form too, ie: invisible fire, invisible electric, etc.

The original idea was to limit it to glitches which can no longer be reproduced, although I've tried to avoid using the word "glitch" as it has somewhat negative connotations. I often wonder if the "cow glitch" had instead been named something less negative like the "material properties adjustment technique" that MM might not have patched it.

I've kinda broken that rule by including a couple of things which are pretty easy to get in the current version, so I guess I could add in invisible stuff. Thing is, it's kinda awkward to work with - has to be box selected, and can only be corner edited when it's visible IIRC, so you kinda need it on the cusp of becoming invisible for it to be of much use.



And editable lava material would be useful to a lot of people too I think.

That's already in there.

My next goal is to get the remaining cow glitch materials in there, as those are more frequently requested than anything else.

There were also a couple of things I held back, such as my small collection of gas glasses, the tweakable MGS laser, and the special emitters, but all except the gas glasses are easy enough to get in the current version.
2010-06-30 15:07:00

Author:
Aya042
Posts: 2870


^ I've got a poppit packed with various invisible materials I've made. If you like I can rejig stuff so its "on the cusp" and then send you some bits and bobs for inclusion, which should free up your time to concentrate on the rest of it.2010-06-30 15:13:00

Author:
Ungreth
Posts: 2130


I've got a poppit packed with various invisible materials I've made. If you like I can rejig stuff so its "on the cusp" and then send you some bits and bobs for inclusion, which should free up your time to concentrate on the rest of it.

Not sure yet. I was thinking it might be better to just include a tutorial on how to make them, rather than adding them in. I also wanted to add in some tutorials on stenciling, and overlaying materials with emitters, which I use in the level, but don't explain how they're done.

Thing is, these are the sorts of things which people can look up online if they want to know, but most of the current prizes are a bit more difficult to make, as they require you to roll back your LBP version, which can be somewhat daunting if you've never done it before.
2010-06-30 15:38:00

Author:
Aya042
Posts: 2870


Cool! Sounds helpful! I definitely need invisible materials though... I don't know how to make them. Kinda pathetic considering how long I've been around here :/2010-06-30 16:27:00

Author:
piggabling
Posts: 2979


Cool! Sounds helpful! I definitely need invisible materials though... I don't know how to make them. Kinda pathetic considering how long I've been around here :/

Feel welcome to add me, then I can either donate you some invisibles or give you a tutorial in online create if you want to learn how to make your own.
2010-06-30 16:55:00

Author:
Ungreth
Posts: 2130


Cool! Sounds helpful! I definitely need invisible materials though... I don't know how to make them. Kinda pathetic considering how long I've been around here :/

Incinerator's guide (https://lbpcentral.lbp-hub.com/index.php?t=17759-Creating-Editable-Invisible-Material-In-Seconds) explains it fairly well.

The trick is to know that resizing a material with the right analog stick also resizes the bumpmap, but resizing a material by cutting/extending/corner editing doesn't. When the bumpmap becomes very small, it becomes invisible, and when it gets very large, you get a mirror effect (https://lbpcentral.lbp-hub.com/index.php?t=22161-How-to-make-any-material-be-like-a-mirror). If you make it too large, it can crash the PS3.
2010-06-30 17:16:00

Author:
Aya042
Posts: 2870


Hi Aya. I managed to have a go at this last night. It was quite amazing, because I have no skill with logic.. well, I'm okay, but anyhow, here are some thoughts from the point of view of a non-tech-head. But my kids and I were ooohing and ahhing over the cleverness of the glitches/goodies.

Visually it was nice and simple. Nothing too out of the ordinary but it had the familiar (now almost retro) feel of the Mm intro levels, which was appropriate and lends it a kind of authenticity. As far as the "goodies" go.. brilliant!! Thanks so much!!

I did have to re-read a couple of explanations (like the theck and thack), but having them all there to experiment with was ideal. I have to say I was a bit confused with the final table of 192 materials (or however many there were). I was confused as to what you meant by "row" - whether it was the row or the column - and it really wasn't until I opened it up in create mode that I got what you were talking about in terms of how it was organised. I understood that you could make materials that respond like others, but it's a very well organised tool and you should maybe highlight that with some pictures or a diagram or something, for folks like me? I couldn't figure out what the lava-glitched materials did or how they were supposed to respond, but I'm sure I'll sus that out in create mode. I couldn't figure out the car's logic, even though it was there to see. I was pretty tired mind you, so will go back and have another look. My kids asked what "smearable" meant. I'd never heard the term myself, but understood what it meant and explained it to them. Other kids or new creators might have that same issue, perhaps?

It wasn't until I read rtm's comments above that I understood exactly what I was seeing with the in and out section. So to the novice, that will not be clear. In retrospect it's a very clever way to demonstrate it. i just didn't get it at the time. Maybe a little bit of explanation there?

Anyhow, I am (or was) the #1 score Go me! Nice idea to have points in there. All in all, a brilliant level with the goodies generally well explained and clearly demonstrated (except for those I mentioned, but to others it's probably quite obvious). I will definitely enjoy using your cleverness Thanks again.
2010-07-01 01:13:00

Author:
BabyDoll1970
Posts: 1567


Awesome feedback. Thanks.



It was quite amazing, because I have no skill with logic..

Surprisingly, with the exception of the visible logic on the car, there's hardly any logic in the entire level.



it had the familiar (now almost retro) feel of the Mm intro levels, which was appropriate and lends it a kind of authenticity.

That was only semi-deliberate. I'd originally envisaged a style more similar to the logic pack levels, but it was taking so long as I'm such an accomplished procrastinator, I ditched that idea, and went with something much simpler instead.



I did have to re-read a couple of explanations (like the theck and thack), but having them all there to experiment with was ideal.

Sure. I was really trying to avoid having too much mouth text, and making it too long, as I didn't want it to be too patronizing for the more experienced creators, but I think it possibly ended up being a little too terse in places, so I might add in areas which branch off, and go into more detail about some aspects.



I have to say I was a bit confused with the final table of 192 materials (or however many there were). I was confused as to what you meant by "row" - whether it was the row or the column - and it really wasn't until I opened it up in create mode that I got what you were talking about in terms of how it was organised.

Yeah. I kinda rushed that part, I had a few ideas about that which I could still add in, but I had a few people (mostly Matt) nagging me to hurry up and finish it, so I did.



I understood that you could make materials that respond like others, but it's a very well organised tool and you should maybe highlight that with some pictures or a diagram or something, for folks like me?

Actually, Rich said something similar, i.e. that there should be some text labels on the matrix to explain what each row is.



I couldn't figure out what the lava-glitched materials did or how they were supposed to respond, but I'm sure I'll sus that out in create mode.

For some strange reason, although lava has a wooden impact sound, if you cow-glitch it, it has no impact sound. Not useful in many situations, but the idea was to have a version for every possible set of material properties.



I couldn't figure out the car's logic, even though it was there to see. I was pretty tired mind you, so will go back and have another look.

How the logic works wasn't really that important - the reason for leaving it visible is so you could see it wasn't a cheat.



My kids asked what "smearable" meant. I'd never heard the term myself, but understood what it meant and explained it to them. Other kids or new creators might have that same issue, perhaps?

Good point. Might be able to add that in to the planned stenciling tutorial.



It wasn't until I read rtm's comments above that I understood exactly what I was seeing with the in and out section. So to the novice, that will not be clear. In retrospect it's a very clever way to demonstrate it. i just didn't get it at the time. Maybe a little bit of explanation there?

I was thinking of just putting a visible mag key onto each piece of gas, so you can see what's going on.



Anyhow, I am (or was) the #1 score

I think you still are.

I'm a little surprised you didn't mention the part which I thought would be the most confusing, which was embedding a solid material inside a 'walkthru' material to make stairs which you can walk up without jumping, or using it to create secret tunnels in seemingly solid objects. I really need to explain that better.
2010-07-01 02:09:00

Author:
Aya042
Posts: 2870


Surprisingly, with the exception of the visible logic on the car, there's hardly any logic in the entire level.

Well there you go - in my ignorance I assumed that being able to glitch all these materials was considered "logic". lol.. Don't mind me


Actually, Rich said something similar, i.e. that there should be some text labels on the matrix to explain what each row is.

Or even a picture as you likely won't see the writing until you open it up in create mode as it's so small. Maybe you could actually put a grid in the level with arrows and text. Or people can just wait and check it out in create.


How the logic works wasn't really that important - the reason for leaving it visible is so you could see it wasn't a cheat.
Yeah, I figured that, but it looked so complex I felt the need to try and understand it out of respect..lol!


I was thinking of just putting a visible mag key onto each piece of gas, so you can see what's going on.
To be honest, I'm not sure that alone will be enough. Maybe if you had something in the layer immediately in front of the In Out building that people had to try and grab, but couldn't because of being diverted by the gas, they might appreciate its application more fully. Of course that would affect your car a bit perhaps...


I'm a little surprised you didn't mention the part which I thought would be the most confusing, which was embedding a solid material inside a 'walkthru' material to make stairs which you can walk up without jumping, or using it to create secret tunnels in seemingly solid objects. I really need to explain that better.
Actually, I forgot about that part! Yes, more clarification there on the hows, please! We were just enjoying going up and down and how much it looked like my sackgirl was actually stepping on the steps. But your idea of branching off for further explanation on all aspects is a really good one and would avoid the need to dumb it down for the more advanced creators.
2010-07-01 02:53:00

Author:
BabyDoll1970
Posts: 1567


Thank you so much for the theck and thack materials. I tried following rtm223's directions for making them, but I couldn't do the trick x button r1 or l1 button pushing thing correctly to save my life.

It is so awesome having some of you guys figure out all the "enhanced level building techniques" and then share them with us.
2010-07-02 05:27:00

Author:
thanatos989
Posts: 248


Great level . It actually explains the glitches in a creative way, transitions from section to section are smooth and different each time, and the theme is simple but very nice and well-executed. This is sure to help a lot of people. 5-Starred.




Two shades of plasmafied material.



Isn't plasmafied material made from making a vulnerable creature with legs, setting the legs to walk into plasma, pausing, and capturing? How did you get two different intensities?


The original idea was to limit it to glitches which can no longer be reproduced

I don't really get this. In my opinion, it's silly to hold back important glitches for an agenda like that. Special emmiters and tweakable lasers may be easy to get, but few people know how to get them.

Also, have you considered adding a community-made glitch item like the compression tool?


There were also a couple of things I held back, such as my small collection of gas glasses

Why? They're very useful as decorations and illusions.


Incinerator's guide (https://lbpcentral.lbp-hub.com/index.php?t=17759-Creating-Editable-Invisible-Material-In-Seconds) explains it fairly well.

Fairly well!?!?
2010-07-03 07:28:00

Author:
Incinerator22
Posts: 3251


Isn't plasmafied material made from making a vulnerable creature with legs, setting the legs to walk into plasma, pausing, and capturing? How did you get two different intensities?

Not sure. I didn't make either sample.



Special emmiters and tweakable lasers may be easy to get, but few people know how to get them.

Most of the things held back were largely due to time constraints. They'll probably go in later.
2010-07-03 08:05:00

Author:
Aya042
Posts: 2870


Thanks! I've been looking for days for thin gas. I had it the popit one time but I deleted it by accident.

And the best thing was it wasn't a boring level with the blank blue background, it was fun at the same time. Thanks, again.
2010-07-03 12:38:00

Author:
talbot-trembler
Posts: 1114


supergoodfantastic. a+ level.2010-07-03 20:04:00

Author:
monstahr
Posts: 1361


Just published version 2.

Additions

Two more variations of plasmafied material
Unique material: Rimless Brown Rusty Metal
Gardens material palette with the same layout as the basic one


Changes

Renamed existing plasmafied materials
Texture realignment on static grabbable material in basic material palette
Minor cosmetic changes


Please let me know if I've broken anything in this version, including material editability in prizes. Remaining story mode material palettes coming soon(ish).
2010-07-04 01:30:00

Author:
Aya042
Posts: 2870


Nice! Glad you got it all worked out. And it's sort of underwhelming the way you described it, but for everyone else, this means that he has included cow glitch combinations for all the gardens materials. Impressive!

2010-07-04 01:47:00

Author:
comphermc
Posts: 5338


ah! even more supergoodfantastic.2010-07-04 02:14:00

Author:
monstahr
Posts: 1361


How did you get two different intensities?

Okay. I investigated this, and I found that the plasma intensity depends on the materials used in the creature when it gets hit with a plasma ball. The color of the plasma ball used, and changing the material after plasmafication, have no effect on the intensity. I experimented for a while and found four different versions (along with which materials were used), although this is by no means comprehensive:-


Dark Plasmafied Material (all story-mode materials I tested)
Medium Plasmafied Material (carboard sponge from the Meerkat)
Bright Plasmafied Material (non-slip glass a.k.a. bell glass from the Canyons Template)
Pulsating Plasmafied Material (lava material)

I've no idea why these are different. The only one that makes sense is the lava one, as that has a pulsating texture itself.



And it's sort of underwhelming the way you described it, but for everyone else, this means that he has included cow glitch combinations for all the gardens materials.

Yeah. I really need to have the OP make more sense, but I'd been concentrating on getting more prizes put in.
2010-07-04 02:19:00

Author:
Aya042
Posts: 2870


Thanks Aya!
I'll see if I understand something and find something that I need for my level.
2010-07-04 05:53:00

Author:
OmegaSlayer
Posts: 5112


Just published version 3: added Savannah material palette.2010-07-04 16:09:00

Author:
Aya042
Posts: 2870


Compher took me for a stroll through the garden earlier today. This is a great collection of glitches and they are displayed in a very simple, but attractive and fun level. I know that it'll help me a lot. Thanks!2010-07-04 18:40:00

Author:
mrsupercomputer
Posts: 1335


How about providing a block of invisible DM? Most experienced creators can make their own easily enough, but it would be useful for inexperienced creators to have a ready made, pull-out-of-your-poppit chunk of it. You should include all the hazzards in invisible form too, ie: invisible fire, invisible electric, etc.

And editable lava material would be useful to a lot of people too I think.

Funny...I didn't realize that lava was eatable.

Anyway, Aya...thanks for this. They're very useful items, and it's very generous of you to make them available to everyone.
2010-07-04 18:52:00

Author:
TheCountessZ
Posts: 537


Compher took me for a stroll through the garden earlier today.

Were you holding hands again?

..but seriously, Thanks Aya! Awesome collection. Looks like one stop shopping for quite a few goodies that I have been meaning to pick up!
2010-07-04 19:18:00

Author:
jwwphotos
Posts: 11383


Sounds good! I use the Thack glitch quite a lot while building detailed objects!

What's theck though?

Oh, and as you said, glitch seems a little negative, so I think I'll be calling them "tools" for now on!

(Coincidentally, I call a few of my friends, tools =) )

And I like the name too!
2010-07-04 20:03:00

Author:
Weretigr
Posts: 2105


What's theck though?

Check out Incinerator's guide (https://lbpcentral.lbp-hub.com/index.php?t=26490-Theck-Thack-Layer-Guide).
2010-07-05 03:49:00

Author:
Aya042
Posts: 2870


Update: Version 4 published - added material palettes for Wedding and Canyon themes.2010-07-05 19:30:00

Author:
Aya042
Posts: 2870


Check out Incinerator's guide (https://lbpcentral.lbp-hub.com/index.php?t=26490-Theck-Thack-Layer-Guide).

Thank you! Apparently I was mistaken. It's the theck layers I use quite often!! Very useful! =)

I'm gonna visit this garden soon! Stupid coursework getting in the way of gaming a little though....

Dang.
2010-07-05 19:56:00

Author:
Weretigr
Posts: 2105


Update: Version 4 published - added material palettes for Wedding and Canyon themes.

Awesome. Are you doing all the story level materials?
2010-07-05 20:26:00

Author:
monstahr
Posts: 1361


Update: Version 5 published. All remaining story materials added, i.e. all possible cow-glitch combinations now available - 137 materials by 16 variations = 2192 different materials.



Awesome. Are you doing all the story level materials?

Not 'doing'... 'done'... past tense.
2010-07-06 16:51:00

Author:
Aya042
Posts: 2870


Well I spoke too soon! Bravo!2010-07-06 17:19:00

Author:
monstahr
Posts: 1361


Sounds like a neat level; I'll have to check it out. I'll be honest tho, I don't really use any 'glitches' when creating... the closest I get would be invisible DM, but you don't have to do anything but resize it... so, I don't really count that. LOL. Nothing against those who use all this stuff (who can argue against the beauty of a well done 3D background or the versatility of theck & thack & thock, after all), I just prefer to see what I can do in the confines of what is easily available to the average joe (even though I would have almost killed for some thin gas on the level I'm working on... but I made a workaround to my issue... and that's really what I enjoy. Solving my issues with what's in the standard pop-it (and of course LBPCentral LogicPacks, lol). :oP

But I do enjoy seeing how people came up with all this stuff, so I'll be sure to play, and I'm sure I'll love it, even though I'll never use the info provided (to my own limiting end, of course).
2010-07-07 15:07:00

Author:
SledKnight
Posts: 93


This looks great, but I think you should add in the "ghost" lights. (They only have the glow.) For example, if you dissolve everything on the custom sports car and crush the lever, the light will fall away but the glow will stay behind and then you can just crush the light. But, the glow can't be moved but is editable. I also heard this works with some of the PoTC items.2010-07-08 14:26:00

Author:
IIIDevoidIII
Posts: 86


This looks great, but I think you should add in the "ghost" lights.

May not be practical to do, but I'll take a look.

The focus so far has been adding in stuff which is no longer possible to recreate, due to MM 'helpfully' fixing the methods by which these objects were created. Of the prizes available, only the theck and thack materials, and four of the seven materials with unique textures are still possible to make. The remaining 2202 material samples are not.
2010-07-08 15:27:00

Author:
Aya042
Posts: 2870


I don't know if this has been mentioned, but the cardboard fence and barbwire material look amazing! The barbwire material looks like a sci-fi corridor material, while the fence looks like a grating material that is walked on. They're like their own materials themselves.

Barbwire material:
http://i301.photobucket.com/albums/nn65/warlord_evil/MetalGlitch.jpg

One of the temples materials, looks great for buildings:
http://i301.photobucket.com/albums/nn65/warlord_evil/BrickGlitch.jpg

Fence material, looks great for industrial levels:
http://i301.photobucket.com/albums/nn65/warlord_evil/GratingGlitch.jpg

Leather straps material:
http://i301.photobucket.com/albums/nn65/warlord_evil/LeatherGlitch.jpg
2010-07-09 00:09:00

Author:
warlord_evil
Posts: 4193


Ill be sure to check this out the next time im on. Thanks a lot .2010-07-09 19:10:00

Author:
SteveBigGuns
Posts: 423


@ Aya or or Warlord_evil

Where do you get that barbwire or fence material? The barbwire especially...

Also thanks for posting this level Aya! it was veryhelpful in the level I just finished building.
2010-07-10 02:42:00

Author:
L1GhTmArE
Posts: 519


Where do you get that barbwire or fence material?

Well, it's in a prize bubble in my level, unless you mean "how was it created?" in which case, the answer is...

Create a block of cardboard.
Gas it.
Material change the gas to barb wire.
Delethalize the gas.

...but it only works in LBP version 1.06 and earlier.
2010-07-10 03:02:00

Author:
Aya042
Posts: 2870


Create a block of cardboard.
Gas it.
Material change the gas to barb wire.
Delethalize the gas.


So, it's like the sponge-glass/gas-glass glitch? Either way, that's bizarre...
2010-07-10 11:34:00

Author:
Incinerator22
Posts: 3251


So, it's like the sponge-glass/gas-glass glitch?

That's actually the cow glitch.
2010-07-10 15:51:00

Author:
Aya042
Posts: 2870


Really awesome stuff. Thanks for compiling these materials!

Now I can delete those useless, unsmearable theck and thack objects I captured from another glitch level and free up my popit for actual items instead.
2010-07-12 12:39:00

Author:
Gilgamesh
Posts: 2536


I cant find either one lol. I feel dumb right now. Is the barbwire material in one of your new palletes? I checked eveywhere and got all prizes except those....2010-07-12 23:15:00

Author:
L1GhTmArE
Posts: 519


Is the barbwire material in one of your new palletes?

Yep. It's in the cardboard row of the barb wire column in the wilderness palette. Most of the card ones are a little different to the materials they're based on.
2010-07-13 03:26:00

Author:
Aya042
Posts: 2870


All these glitched materials oooh so useful!

I have played your level several times because when I'm in create mode and need something I pull out one of your pallets. The general reaction is OMG WTF is that!! so I show them. They are quintessential tools for advanced creation and we thank you.

I did notice however that the last time I tried the IN/OUT gate I could go OUT through the IN and visa versa. You might want to check that.

Also I'm really keen to get my hands on all 13/14 layers of editable dark matter. We appreciate all the hard work that goes into glitching and give the creators that make it possible the credit that it deseves.

Thank you.
2010-07-13 04:08:00

Author:
Strangepom
Posts: 445


Wow! Thanks for the heads up. The cardboard ones from all them look useful 2010-07-13 04:46:00

Author:
L1GhTmArE
Posts: 519


...roll back your LBP version, which can be somewhat daunting if you've never done it before.

Heh. Remember how daunted we were before trying it the first time?


Now I can delete those useless, unsmearable theck and thack objects I captured from another glitch level...

Was that from my level? I actually fixed those a few months back so they'd be editable. I suppose I can take my glitched materials level down and free up a level slot now. Mine was always on the small side, but I was too lazy/not compulsive enough to do everything that Aya has done here.

I love that you showcased using dead material for stairs. I've been going around suggesting this for a while, but it hasn't caught on; maybe now that you've shown it and provided the necessary materials it will. Seriously, EVERYBODY USE THIS TO MAKE ALL YOUR STAIRS FROM NOW ON!!! I never wanna' hop hop hop up stairs in anybody's level ever again.

I'm not quite as thrilled with the idea of hidden passages. My thinking is that there should always be a reasonable way of logically figuring out where secrets are--a passage that's completely invisible can only be found by testing every single surface or by accidentally stumbling upon it. Still, there could be some good ways of using it. There was a level some time back-can't remember who made it-about some wizards and you kept getting magic powers as you'd progress through the level. One of the powers was walking through walls (they were dissolve and they'd re-emit after you passed through them)--that could be done with dead materials with invisible dissolve compressed into it for a much nicer looking effect.

Thanks for the explanation on the plasma shades. I was always kinda' curious, but I just sorta' stuck with the lava stuff. Good to know there's other shades too.
2010-07-13 21:47:00

Author:
Sehven
Posts: 2188


I did notice however that the last time I tried the IN/OUT gate I could go OUT through the IN and visa versa. You might want to check that.

Seems to work fine. Since it uses an MSG Searchlight, its behaviour with multiple sacks isn't quite right, which is the main reason it says "One player recommended".



Also I'm really keen to get my hands on all 13/14 layers of editable dark matter.

I probably won't add those, as they're too unstable for general use.



Heh. Remember how daunted we were before trying it the first time?

Just a tad.



Seriously, EVERYBODY USE THIS TO MAKE ALL YOUR STAIRS FROM NOW ON!!! I never wanna' hop hop hop up stairs in anybody's level ever again.

^ This!

There's also other places where it might be useful, say in a rocky/cavernous section, you can embed a smoother version of the rockyness inside the walkthru material so that a sackperson can just walk over the rockier parts without jumping.

And say if you want a single piece of material which has different properties in different places, maybe you want a slope to be slippery, but the rest not to be, you can use emded different materials inside different parts of the same piece.

The demo I did actually used thack, but in retrospect, invisible material would probably be better, then the bounds of the collision-detection area can be closer to (or even outside) the bounds of the visible material, without allowing the embedded material to show through.

Also, since the cow glitch doesn't work with non-story materials, it's the only way to produce something like a slippery MGS material, i.e. by embedding invisible glass inside a walkthru MGS material.



Thanks for the explanation on the plasma shades. I was always kinda' curious, but I just sorta' stuck with the lava stuff. Good to know there's other shades too.

I kinda stumbled across those by accident. It was coincidental that the level I was using to experiment with plasmafying stuff happened to have a few odd samples of unique materials in to experiment with, as every story mode material I tested came out looking the same.
2010-07-13 23:18:00

Author:
Aya042
Posts: 2870


How did you get the different plasma varieties? :o

Thanks for the material glitches. lol
2010-07-17 20:17:00

Author:
GreatWhite000
Posts: 673


Collected the thin gas the other week, and I must say it has become very handy for creating the logic in my TARDIS! Thanks very much!


How did you get the different plasma varieties? :o

Thanks for the material glitches. lol

He explained on one of the previous pages. One was lava material, one was glass (I think) And I'm not sure about the other two...
2010-07-17 20:37:00

Author:
Weretigr
Posts: 2105


She



Don't you love ambiguous usernames?
2010-07-17 20:46:00

Author:
comphermc
Posts: 5338




Don't you love ambiguous usernames?

It was a 50:50 I wasn't sure. I just remembered the name and avatar and thought... hmmm... maybe...

I knew someone would pick up on that...
So, for now.. I'll pretend it was intentional.


Aya042, You're a big girl! *runs*
2010-07-17 21:04:00

Author:
Weretigr
Posts: 2105


OMG! I just found this after hearing of it in Luos's new tech level, this is amazing! It has tons of stuff I was looking for, like editable property changed material, plasma material, thack layer which I had heard of but had no idea what it looked like. And invisible gas! I didn't know that was even possible! It just makes me a little sad to think most of these amazing tools will be patched in LBP2, but heres to finding a hole new set in that game.

5 stars and a heart, and I will be back if you add anything.
2010-07-22 15:29:00

Author:
SackRacer77
Posts: 153


I played the level yesterday and it was awesome, I like the different material property.
By the way on the materials lists, why don't you have the DLC materials?
2010-07-24 22:38:00

Author:
Eronninja13
Posts: 637


Bump...

A few things:

I want to say that I still think you should add gas-glasses. I really want some personally.

Can you name your cowglitch collection objects? I collected them in order, but I don't really remember the order of the story mode sections, and like to be organized.

I searched all the cowglitch materials and I think there are 3 noteworthy new textures. There is the barbwire/cardboard combination (that warlord posted a picture of on an earlier page), a dark striped wood material (that warlord posted a pic of) and another, lighter striped wood material. I think they all look great and should be included in the special textures section.
2010-07-31 20:41:00

Author:
Incinerator22
Posts: 3251


Can you name your cowglitch collection objects? I collected them in order, but I don't really remember the order of the story mode sections, and like to be organized.

'Fraid not. By naming them, they become completely uneditable. You'll have to place, recapture and name them yourself if you want to be able to distinguish them.
2010-08-01 02:09:00

Author:
Aya042
Posts: 2870


Wow! Thanks! This is looking to be very useful!2010-08-01 14:27:00

Author:
grayspence
Posts: 1990


So how DOES one go about embedding solid material with the walk-through material to create stairs?2010-08-21 02:33:00

Author:
Ryhas
Posts: 179


So how DOES one go about embedding solid material with the walk-through material to create stairs?

There are a number of ways, but the only method which allows you to keep strict grid alignment is to use emitters, as described in rtm's excellent guide to Emitter Blocking Theory (http://www.lbpcentral.com/forums/entry.php?1041-Emitter-Blocking-Theory).
2010-08-21 04:31:00

Author:
Aya042
Posts: 2870


There are a number of ways, but the only method which allows you to keep strict grid alignment is to use emitters, as described in rtm's excellent guide to Emitter Blocking Theory (http://www.lbpcentral.com/forums/entry.php?1041-Emitter-Blocking-Theory).
Emitters aren't too difficult. I'll give it a go!
2010-08-21 04:55:00

Author:
Ryhas
Posts: 179


Emitters aren't too difficult. I'll give it a go!

Was kinda tired, so that explanation was perhaps a little brief.

What you need to do is get the two objects you need to merge and glue a block of DM to both. Capture one of the two objects, and create an emitter to emit it (with infinite lifetime).

The next bit is kinda tricky, because you can't configure the emitter to emit one object directly on top of the other. If they only take up one thick layer, you can configure the emitter to emit in the layer in front (lining it up in Front View makes it a little easier), and then move the emitter back a layer. Otherwise you might find a bit of trial and error is involved.

Once the two objects are merged, select one of them, and hold X to glue it to the other, then remove the blocks of DM. If you don't glue them before removing the DM, the collision system kicks in, and causes one of the objects to be destroyed.


Another option is to use a 'compression tool' as described here (https://lbpcentral.lbp-hub.com/index.php?t=24434-Merging-Objects-or-Materials-aka-Compression-Tool), but it doesn't work in grid mode, so if you need perfect alignment, this may not be an option.


As for what to merge, make the stairs out of a walkthru material, and as for the 'solid' part there's a few options. In the example I made, the stairs were three layers thick, so I used three thack-layered pieces to embed inside. The reason being that thack doesn't extend as far forward as thick in the Z axis, so the material texture doesn't show through.

In retrospect, it would probably be better to use invisible material (https://lbpcentral.lbp-hub.com/index.php?t=17759-Creating-Editable-Invisible-Material-In-Seconds), then I could've done it as a single piece.
2010-08-21 14:46:00

Author:
Aya042
Posts: 2870


Thanks so much for the goodies, I don't understand a lot of them but oh well. Good work, must have taken ages. :star::star::star::star::star: and <3

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2010-08-23 12:49:00

Author:
Blackfalcon
Posts: 409


i love you for this, since i needed reliable replacements for everything, and all this years new stuff... the explanation for tiered material sets helped too, although i won't remember it all. i'll have to make a notation for the sets.

also, the presentation was spot on too.
2010-08-30 01:21:00

Author:
Unknown User


Update: Version 6 out now. Changes:-


Added all possible gas glass variations.
Added all possible DLC variations.
Various cosmetic changes.




although i won't remember it all. i'll have to make a notation for the sets.

The 'palettes' have a different material on the left-hand side of each row to indicate what it is. It may not be very clearly explained in the level, but it shouldn't be too hard to figure out which is which.

I've been meaning to put a picture in the OP explaining what all the rows are, but I'm only able to take pics with the in-game camera, which isn't detailed enough really.

If some kind soul could do me a higher resolution pic of one of the palettes, I could put some annotations on it to clarify.
2010-08-30 01:54:00

Author:
Aya042
Posts: 2870


I saw this thread had been commented on again, and thought about writing something about gas-glasses...

But thanks! . I'll replay the level.
2010-08-30 02:03:00

Author:
Incinerator22
Posts: 3251


I saw this thread had been commented on again, and thought about writing something about gas-glasses...

As far as I'm aware, it now contains every extinct glitched material it has ever been possible to create in LBP. Unless someone can think of another?
2010-08-30 02:07:00

Author:
Aya042
Posts: 2870


As far as I'm aware, it now contains every extinct glitched material it has ever been possible to create in LBP. Unless someone can think of another?

What about the glitch with the hoops with motorbolts attached to the middle?
2010-08-30 08:41:00

Author:
trip090
Posts: 1562


If I use one of your materials (e.g. silver stone) will the thermo count it as a new material or as a community object?

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2010-08-30 13:16:00

Author:
Blackfalcon
Posts: 409


What about the glitch with the hoops with motorbolts attached to the middle?

Not technically a material. I think there's a copyable level floating around which still has working examples of that, but you you equally fake it by gluing a piece of thin gas inside a hoop, and attaching the bolt to the gas.



If I use one of your materials (e.g. silver stone) will the thermo count it as a new material or as a community object?

There's no such thing as a "community object" thermo (see this thread (https://lbpcentral.lbp-hub.com/index.php?t=16840-Comprehensive-Thermo-Overview-and-Guide) for more info). Each new piece of material you place in a level will add to the "Complex Shapes" and "Objects and Shapes" thermos, regardless of where you got it from. Additionally, if the material texture hasn't been used before, it will also add to the "Materials" thermo.

Also, since every property variation of a single material type will only count once on the "Materials" thermo, then if you're using, say, Cardboard somewhere in your level, and you need to use Dark Matter, then if you instead use Dark Matter glitched to look like Cardboard, you'll save yourself a piece of the "Materials" thermo.
2010-08-30 15:57:00

Author:
Aya042
Posts: 2870


Aya, I am curious. Does theck/thack lava grow in your garden?2010-08-31 14:52:00

Author:
IStwisted
Posts: 428


Aya, I am curious. Does theck/thack lava grow in your garden?

It's not naturally occurring, but I was able to create some using this guide (https://lbpcentral.lbp-hub.com/index.php?t=26490-Theck-Thack-Layer-Guide), and I've sent you a sample of each.
2010-08-31 22:15:00

Author:
Aya042
Posts: 2870


Thanks for the update! it sounds good.

The only thing that is missing is the thock sublayer. (If this could even be made at ANY point.) - Talking of which, does anyone have an LBP disk on which the original game data is 1.07?
2010-09-01 01:12:00

Author:
Fishrock123
Posts: 1578


One of my pet projects is to convert your theme based palettes to material type palettes. In other words, all the metals in one palette, the sponges in another etc. I love the palettes but pretty much need to run through all of them looking for the texture I'm trying to use.2010-09-01 01:38:00

Author:
RoharDragontamer
Posts: 397


The only thing that is missing is the thock sublayer. (If this could even be made at ANY point.)

I don't think it's possible to make - not in a stable form anyway.



- Talking of which, does anyone have an LBP disk on which the original game data is 1.07?

No such thing. The only way would be to have made a PS3 system backup at the time the patch was current.



I love the palettes but pretty much need to run through all of them looking for the texture I'm trying to use.

Two reasons I split by theme...


I knew I'd have to do it that way for DLC anyway, for practical distribution. If I put, say, a Marvel cardboard on the carboard palette, then people who don't have the Marvel DLC won't be able to use any of the cardboards.
There's way more sponges and woods than anything else, and I wasn't sure if I could fit, say, all sponges on one palette without killing the thermo.
2010-09-01 02:18:00

Author:
Aya042
Posts: 2870


It's not naturally occurring, but I was able to create some using this guide (https://lbpcentral.lbp-hub.com/index.php?t=26490-Theck-Thack-Layer-Guide), and I've sent you a sample of each.

Thank you sir. You're a gentleman and a scholar.

I had seen the guide before but was never successful at creating anything stable. After re-reading it though, I saw Comph's post and was able to do it. I made editable samples of the theck and thack lava (the ones you sent me weren't). Let me know If you want them and I'll send.
2010-09-02 15:08:00

Author:
IStwisted
Posts: 428


Could you put a tweakable laser in the level?

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2010-09-02 19:03:00

Author:
Blackfalcon
Posts: 409


I made editable samples of the theck and thack lava (the ones you sent me weren't).

D'oh. They were when I made them, but I forgot to use the old "make it editable when distributed" trick on 'em before I sent them. My bad.



Could you put a tweakable laser in the level?

Putting stuff in ain't hard (and I already have one ready in a prize bubble), it's having to add in a showcase for each thing I add that takes the time.

There were still a few other things I was planning to add in, but I prioritized those things which are no longer possible to make. So, until I get around to doing it, the tweakable MGS laser can still be extracted using the technique shown in this video (http://www.youtube.com/watch?v=6oXjczfW700).
2010-09-02 21:14:00

Author:
Aya042
Posts: 2870


D'oh. They were when I made them, but I forgot to use the old "make it editable when distributed" trick on 'em before I sent them. My bad.


"trick"? I dont know that trick. Does that mean the samples I made won't be editable for anyone that I sent them to?
2010-09-03 13:08:00

Author:
IStwisted
Posts: 428


"trick"? I dont know that trick. Does that mean the samples I made won't be editable for anyone that I sent them to?

If you capture a smearable material, it can become unsmearable if you don't use the 'trick' I describe here (https://lbpcentral.lbp-hub.com/index.php?t=32591-Smearable-Materials&p=569927#post569927).

If you don't use the trick, you can still send it to someone (or put it in a prize bubble) as long as you don't name it. If you do name it, then it becomes completely uneditable.

If you do use the trick, you can name it or not, and it stays smearable when sent to someone else, or put in a prize bubble.

This is why many of the prizes in my level have no name, as they can't be made smearable, and giving them a name would make them uneditable.

Frankly the whole system is a bit bizarre, but there's not really any way 'round it.
2010-09-04 02:20:00

Author:
Aya042
Posts: 2870


Oh, that's why there are so many unnamed objects! I tried making myself a tweakable laser ages ago, failed miserably. I couldn't detach the blue Magnetic Key Switch for some reason. I may try again.

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2010-09-04 10:23:00

Author:
Blackfalcon
Posts: 409


I couldn't detach the blue Magnetic Key Switch for some reason. Removing that magnetic key makes color of it uneditable.2010-09-04 16:18:00

Author:
waD_Delma
Posts: 282


Yeah, but you have to take off cardboard and put it on the laser; if I tried to detach it the whole thing deleted. =/

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2010-09-04 20:10:00

Author:
Blackfalcon
Posts: 409


ah, thats really cool.2010-12-18 22:15:00

Author:
RoDRiGo-FiLiPiNo
Posts: 60


Hey aya, how do you get objects that you put in score bubbles editable?2010-12-23 23:15:00

Author:
Unknown User


Hey aya, how do you get objects that you put in score bubbles editable?

Basic rules to keep prizes editable:-

They must be editable before you put them in the prize bubble.
They must consist only of materials - no connectors or 3D objects.
They must not have been given a name before putting them in the prize bubble.


Also, check back about 6 posts for info on keeping materials smearable.
2010-12-26 13:01:00

Author:
Aya042
Posts: 2870


Are you planning on making another level with stable dead versions of the LBP2 materials? I'm almost positive that it's still possible to stabilize them.2011-02-01 20:17:00

Author:
Blue Helmet
Posts: 306


Are you planning on making another level with stable dead versions of the LBP2 materials? I'm almost positive that it's still possible to stabilize them.

Probably not, but if the method in this post (https://lbpcentral.lbp-hub.com/index.php?t=30420#post527706) still works, it's trivial to create them.
2011-02-01 20:33:00

Author:
Aya042
Posts: 2870


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