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#1

Too much complexity in this space?

Archive: 11 posts


When I start my level in "Play Mode" - it get a message - "Too much complexity in this space" - is my level going to be screwed when I publish? Yikes!

The level is pretty packed - using Thermo cheats to fit it all in.

Very close to publishing "The Dream Catcher II - Shadow Realm" - just have to finish the logic and fine tune (and get some buddies to beta test the full version).

I'm just hoping that message doesn't mean it won't be able to publish or something .

So scared! This level has been a long time in the making - just don't want it to glitch on me!!!!
2010-09-03 01:55:00

Author:
CYMBOL
Posts: 1230


Well, if you have alot (but REALLY ALOT) of movable objects into one area of the level, you can expect lagging and that kind of message. Bonus points if you're using objects with lots of vertices!2010-09-03 01:58:00

Author:
gdn001
Posts: 5891


Stickers may not show, objects may un-glue mid-gameplay, emiters may stop emitting, and decos and certain objects/ materials can become invisible.

Those are some of the stuff you could expect when over-packing a level m8, I would reccomend just making 2 levels rather than over-ppacking one dude, more actual space to work with and less lag and problems to worry about!
2010-09-03 02:12:00

Author:
Silverleon
Posts: 6707


Every level I ever made gives me that message... I've never experienced any negative side effects-- save the lag.2010-09-03 03:47:00

Author:
Gravel
Posts: 1308


It's tough to say: everybody has made valid points and you may experience problems, but the only way to know for sure is to try it. Try to publish it locked if you're uncertain if it'll let you publish. Grab some friends and play it to see what happens in play mode--3 friends, if possible, so you can test for full mp-compatibility. Watch for any nasty lag or disappearing stuff. If there's any way to spread stuff out, do it: if your logic is in the same area as the playable stuff or is packed too close together, consider moving it somewhere else; and glue anything down that you can. Fusing separate pieces of material and reducing the number of vertices on objects will also help lower complexity.

In my experience, the worst case scenario with complexity is that you get nasty lag, especially when playing online, and you might even have things start to lose their collision, similar to the compression tool. I once made a tank with around 150 tiny pieces in its treads (4 pieces per link for durability and two full treads) and it would cause collision errors: sackboy would sink into the ground and the treads would slip through the wheels. I don't recommend doing that
2010-09-03 05:22:00

Author:
Sehven
Posts: 2188


Thanks guys - basically - I'm using hundreds of decorations and stickers - besides that - the level is pretty complex as well.

I did use the thermo cheat - but it is also set up to delete the thermo cheated areas once they are passed.

I'm already going to have to list the level as 1 Player due to potential lag - simply because of the effects being used. I know people will ignore it and play with 4 players - but, hey, I warned them.

There is a LOT going on to create the effects.

Hopefully, it will all work out cause I'm nearly done - I'm about to connect the second half of the level to the first.

I really hope this works cause I've spent about 4 months on this thing and I have a week and a half until I move - so, I really need to get it done soon.

Hopefully, people will play it single player and get to witness the effects I've created - without lag. Many of these things haven't been done in LBP before (that I've seen). Sure hope it works!!!!
2010-09-03 05:33:00

Author:
CYMBOL
Posts: 1230


Sounds great. Can't wait to try it.2010-09-03 10:48:00

Author:
Sehven
Posts: 2188


Welll, bad news - tried it last night - first time - my speech bubbles from across the other side of the level started going off- Sorta my fault, a trigger wasn't glued down - but either way - the radius was not that big so it shouldn't have triggered me to read it.

Glued down the piece - and all of sudden the "this space is too complex" message wasn't there! Ok - I'll take it!

But then, as I replayed with no issues - about half way through I died and then - I spawned towards the end of the level.

*SIGH* Seems my level will randomly freak out - played it again after that - and no issues (although, I only played half way through)

I still have a little more to do on it - so, it's not even done yet.

Basically, I have a very unstable and unpredictable level. I'm about to move in a couple of weeks - so, I really don't have time to break this into 2 levels. Each level by itself would be somewhat small and (to me) unfullfilling.

I'm going to continue to see what I can do. This is REALLY going to suck if I have to move and don't get to publish this. I wll be very sad.
2010-09-03 14:32:00

Author:
CYMBOL
Posts: 1230


Ok - back to being possibly "good news" - I had pasted in a very large piece of the second half of the level - it made the thermo go almost to the top.

So, I used my 4th thermo cheat for it - figuring, it couldn't make things any worse - actually, the level seems to be working ok now. Go figure.

I seriously must have used two thermos in one level for this - I'm surprised my disk hasn't caught on fire!

So little time to finish this level - hope I don't encounter any level ending glitches.
2010-09-03 16:17:00

Author:
CYMBOL
Posts: 1230


luos and I had massive problems with the error you mentioned. Our lead character kept going invisible only leaving his feet!

Sehven is right, you just gotta play the level over and over and see what effect its having. There is no clear link between level overheat and possible consequences.
You can also create the error mid level - if you have a lot of moving scenery or characters, then as the level is playing a new 'overheat' spot can be made and cause problems.
2010-09-05 08:30:00

Author:
TheAdipose
Posts: 533


How are you using the thermo cheat? Are you just using it to squeeze in more stuff and then destroy it once it's been used? The problem with that approach is that until things start getting destroyed, the level is overheated, even if it doesn't know it. You can work around that by putting your thermo cheated stuff into emitters and having them fire when they're needed. For example, have the first and second segment present at the beginning of the level, but the rest will be in emitters. Once the player reaches the second segment, destroy the first and then emit the third. That way there's never more stuff in the level than should legally be there.

That should help at least somewhat, though it's unclear exactly how much. The game won't have to calculate any physics or collision for anything that hasn't yet been emitted, but it will still have to be already loaded into memory, so it may still strain the game and if the object is really big/complicated, it will likely cause a second or two of slow-down when the emitter fires. Also I'm a little fuzzy on how effective it is to capture thermo-cheated things and emit them. I believe that if you capture the emitted object along with the emitter, and emit them together, the emitter's association isn't broken, but there are limits (I once tried to put an objects dark matter demitter onto the object itself and capture and emit it.... it didn't work--the emitter fired a little block of dark matter but didn't kill the original object).
2010-09-08 20:48:00

Author:
Sehven
Posts: 2188


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