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#1

Point bubbles in the "same" layer as theck material?

Archive: 13 posts


Alright,

So I've read over the Theck & Thack thread and managed to create myself a theck wall. Here's the reason:

I have a forest in the 3D-Glitch layers, therefore rendering the back thin layer useless. A theck works fairly well in its place. However, in trying to make a "one layer" house (one "hollow" thick layer for the side walls, sandwiched by two thin layers for the front and back walls), it doesn't work. That is, it tries to occupy the same space as the thick wall AND the points bubbles. Or, in other words, the points bubbles cut out the back of the thEck layer, while the thEck layer cuts into the thIck layer.

So how would I go about creating a this "one layer" house in the back layer, yet still be able to put points bubbles inside it (not to mention the side wall)? Is this even possible? Or would I have to go about manipulating the glitched 3D layers AROUND the houses (which is theoretically possible, if difficult and annoying)?

Thanks for the help. It's appreciated,

Ryhas

EDIT:

Okay, I don't know if this game loves me or what, because I just copied the background and the back thin layer that already exists on the houses? it just cut nicely into the glitched 3D background. Looks beautiful.

But now I'm curious whether the house is possible or not? It'd be a lot of trouble to try it, since this already works, but I kinda just want to know. Thanks!
2010-07-20 18:18:00

Author:
Ryhas
Posts: 179


Hmm... Well, you could build the house out of thack material... That way it'd basically be the same, but without interfering with the wall. (You'd have to build it somewhere else and move it into place...)

But for the point bubbles... Hmm... I have no idea, but maybe try placing the bubbles and pressing L1 at the same time? Or have the middle layer selected and press L2 and X at the same time? That should place them in between the layers, but it'll need an empty space IN FRONT of it... (It'll take up about 1.3-1.5 layers...)

Or there's always RTM's emitter blocking (http://www.lbpcentral.com/forums/entry.php?1041-Emitter-Blocking-Theory)?

Use emitters to emit bubbles glued to invisible thin dark matter INSIDE the wall? I'm not really sure how to explain it, so just try reading the link...
2010-07-20 18:32:00

Author:
KlawwTheClown
Posts: 1106


Actually, I'd considered doing something with emitting the points bubbles, and that post kinda made it make sense.

For example:

I would have emitters inside this thack house, ready to emit. However, these are blocked, of course, by the front wall. Now, when the player enters the house, I already have it set to where the front wall flies up into the sky. This would then allow the emitter to emit points bubbles, allowing the player to get them.

Unfortunately we'd run into problems, I think. How would I get *rid* of the points bubbles, assuming the player enters the house and leaves, wherefore then the front wall comes back down? I would think it would run into the points bubbles. That, or I'd have problems with the back wall. I suppose the emission could be attached to an exceedingly small prox sensor, so it would emit ONE point bubble when the player went over it. On the other hand, you wouldn't be able to see them and you would just magically get points. =P

Also, I tried making a theck/thack point bubble, and you can't... at least, not as far as I know. Maybe it would be theoretically possible to make a glitched point bubble that can be resized. And then, at that point, even if you couldn't get it, I could make a placeholder point bubble that hovers over the emitter to show "Hey, you get points here!"

But this all seems rather dumb since I just put the 3D glitched background in and it works.

On THAT note: it seems possible for a glitched background AND the back thin layer to coexist (unlike I was told) if the thin layer already exists in the spot beforehand. However, this means you have to copy the background and place it in. I have a "front" thin layer to the background, which is the same layer as the back thin layer in the normal layers. It cut into my back layer, so I deleted it, and just corner-edited the back thin layer over it. I found I can do this even if there wasn't a "front" thin layer on the glitched background. Though, again, the thin back layer has to exist AND you have to corner-edit it over the glitched background.

I have no idea whether this works further back, since I'm just working in three background layers. However, this could be EXCEEDINGLY useful if it's true elsewhere. It would mean you can still use the back thin layer, after all.

If nobody knows about this aspect of the glitched background, I'd be happy to post it on the main thread if I could find it. So is this already known or am I a lucky genius?
2010-07-20 19:01:00

Author:
Ryhas
Posts: 179


The forest can be on the back thin layer, it just needs to be attached to dark matter to be placed in front of the layer glitch, the layer glitch would need some dark matter too. 2010-07-20 19:13:00

Author:
warlord_evil
Posts: 4193


The bubbles will cut into the theck layer if you plae them directly, but sliding them into the same space as the theck layer won't cut holes in it, if that's what you mean. I'm not sure if emitters can emit bubbles on top of a theck layer.2010-07-20 19:26:00

Author:
Holguin86
Posts: 875


Not quoting this post for an obvious reason...

Actually, if you have TINTED's compression tool, you could just drag the bubbles straight through the wall, and glue them there. I don't know why I didn't think of it earlier, but maybe you should try that.

Also, I believe there already is a way to get thin layers with background layers, but I'm not 100% sure.
2010-07-20 19:29:00

Author:
KlawwTheClown
Posts: 1106


The forest can be on the back thin layer, it just needs to be attached to dark matter to be placed in front of the layer glitch, the layer glitch would need some dark matter too.

The forest is actually the glitched background. I had heard that anything in the glitched background will take up the back thin layer, and I figured out that that wasn't necessarily true.


The bubbles will cut into the theck layer if you plae them directly, but sliding them into the same space as the theck layer won't cut holes in it, if that's what you mean. I'm not sure if emitters can emit bubbles on top of a theck layer.

Not sure what you mean by slide? I tried putting it in a layer before it and pushing R2 to get it to go back into that layer, but that didn't work.


Not quoting this post for an obvious reason...

Hahaha. Yeah, I can be long winded...


Actually, if you have TINTED's compression tool, you could just drag the bubbles straight through the wall, and glue them there. I don't know why I didn't think of it earlier, but maybe you should try that.

Also, I believe there already is a way to get thin layers with background layers, but I'm not 100% sure.

I thought briefly of compression, so I'll check that out. Of course, granted, I've already got it working, so I don't know if I'll use something quite so complicated.

And oh well. At least I figured it out by myself! Haha.

The problem currently is that the forest (one huge chunk of forest, three thick and two thin layers, all glitched into the background, copied over and over) takes up almost half my thermo. I wouldn't mind 1/4 thermo, but ehh. If anyone knows a good way to lower that without destroying the framerate, that would be fantastic. At first it didn't like all the complicated shapes, and now it's telling me too many moving objects... but they all have dark matter glued into them... (or maybe they don't? I did some editing... I'll have to check that). Actually... I may just have to put that in a new thread, to stay on-topic...
2010-07-20 21:21:00

Author:
Ryhas
Posts: 179


The bubbles will cut into the theck layer if you plae them directly, but sliding them into the same space as the theck layer won't cut holes in it, if that's what you mean. I'm not sure if emitters can emit bubbles on top of a theck layer.

Not sure what you mean by slide? I tried putting it in a layer before it and pushing R2 to get it to go back into that layer, but that didn't work.

He's saying that if you select a point bubble from your popit or click L3 on an existing bubble, move it to the same area as the theck object, and click X, it'll cut into it. If you place the point bubble elsewhere, move it into the right layer and THEN move it in front of the theck layer with the grid turned off, it won't collide with it. You can't hold it in the layer in front of the theck object and push R2 to move it back, so you have to "slide" it in from the side/above/below. You could use the compressor, but you'd have to do it exactly the same way (from the side/bottom/top with the grid off), so there'd be no benefit.
2010-07-21 00:16:00

Author:
Sehven
Posts: 2188


He's saying that if you select a point bubble from your popit or click L3 on an existing bubble, move it to the same area as the theck object, and click X, it'll cut into it. If you place the point bubble elsewhere, move it into the right layer and THEN move it in front of the theck layer with the grid turned off, it won't collide with it. You can't hold it in the layer in front of the theck object and push R2 to move it back, so you have to "slide" it in from the side/above/below. You could use the compressor, but you'd have to do it exactly the same way (from the side/bottom/top with the grid off), so there'd be no benefit.

Ah, okay, I understand. I forgot I had my grid on at that point, I think... and that's what was causing all the problems. I'm still away from my PS3, so I can't test this, but thanks!
2010-07-21 00:36:00

Author:
Ryhas
Posts: 179


I have a forest in the 3D-Glitch layers, therefore rendering the back thin layer useless. A theck works fairly well in its place. However, in trying to make a "one layer" house (one "hollow" thick layer for the side walls, sandwiched by two thin layers for the front and back walls), it doesn't work.

You can still use a thin back wall and have objects in the glitch layer behind it, as long as both the wall, and the background objects are held in place with DM, or if gluing DM to the objects is too taxing on the "shapes and collected objects" or "complex objects" thermos, you can make the objects themselves out of DM (or grabbable DM) cow-glitched to look like the material[s] they're currently made of.

Might be less painful than using theck/thack, and will additionally cost you less on the "moving objects" thermo.
2010-07-22 04:14:00

Author:
Aya042
Posts: 2870


You can still use a thin back wall and have objects in the glitch layer behind it, as long as both the wall, and the background objects are held in place with DM, or if gluing DM to the objects is too taxing on the "shapes and collected objects" or "complex objects" thermos, you can make the objects themselves out of DM (or grabbable DM) cow-glitched to look like the material[s] they're currently made of.

Might be less painful than using theck/thack, and will additionally cost you less on the "moving objects" thermo.

I've discovered that yes, a thin layer works, and I've not been using theck for anything (except somewhere else in the level for aesthetic purposes). Though the need for DM explains why one of my bolted back thin layers decided to disappear on me until I put some DM on it.

Surprisingly enough, I think my thermo is okay. I only have two notches left, but I'm nearly finished. Still, all this stuff I need to learn... I mean, cow-glitching just sounds awesome. Where could I learn to do this?
2010-07-22 20:39:00

Author:
Ryhas
Posts: 179


I mean, cow-glitching just sounds awesome. Where could I learn to do this?

It was a process whereby you could alter the texture of a material without altering its properties, but MM deemed it to be a bug, and it was patched quite a long time ago.

Fortunately, you can still use materials which were created using this process. I recently published a level (link in sig) which contains samples of every possible material texture/property combination.

You can't just material change your existing objects to use these 'glitch' materials, so to simplify the process of converting existing objects, you can use the 'stenciling' technique, which is where you use your existing object to 'cut' into a temporary block of material, and use the resulting 'stencil' to 'cut' into a piece of the 'glitch' material, which should perfectly reproduce the shape of the existing object.
2010-07-23 03:59:00

Author:
Aya042
Posts: 2870


Brilliant. I'll be visiting your level one of these days!2010-07-23 04:24:00

Author:
Ryhas
Posts: 179


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