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#1

Need help taming LBP quantum weirdness.

Archive: 5 posts


So, my co-creator and I use the term "LBP physics" in sort of a joking, ironic way... That is to say, when we use it, we're referring to the inexplicable, seemingly impossible and totally unpredictable behaviour the game engine seems to exhibit. Sometimes I feel as though I am completely at the mercy of whatever strange, improbable action it may take. I've been creating for over a year, so I am in no way a stranger to the odd quirks and inconsistencies of LBP, and have discovered many ways to work around a lot of them (including a lot of great threads in this forum), but this one's got me totally stumped.

So I'm trying to duplicate this object (which has a bunch of logic with it), but for some reason, all the duplicates' grab switches have mysteriously gone missing. After trying to figure this out (to no avail), I simply resort to taking one of the duplicates apart, piece by piece, so that I can replace the grab switches and re-attach them to the logic. One of the parts I had to take apart included a bunch of grid-aligned, embedded and then resized LEDs, which was a pain to put back together (naturally), so I decided to make some copies of it to place on whichever other objects I had to patch back up. So I copy it, place it, and not one, not two, but THREE LEDs were missing, with the spots where they should be totally filled in.

I'm about to either start trying to solve for the wavefunction of the LEDs (which are obviously lost somewhere in a state of Little Big quantum entanglement), or just throw my controller into my television.

Can anybody save me two hours or $350?
2010-10-13 18:40:00

Author:
jdteather314
Posts: 74


Have you tried saving the object to your goodies bag and using an emitter to make copies?

I had a similar problem last week. I'd created an object which worked perfectly, but when I tried copying it the copied version immediately broke. In the end I saved the object and used an emitter to emit the object and it works fine.

I think my problem was caused by the way I was connecting some rods on my object, but I have no idea why the copied version breaks and the emitted version is ok. I wouldn't blame the LBP physics for my problem as the connections I was using would not be possible on a "real world" object.
2010-10-14 12:06:00

Author:
fluxlasers
Posts: 182


if you can save it in pieces.

you could be losing things because of the complexity.

so more pieces = less complex
2010-10-14 12:10:00

Author:
TheAffected
Posts: 626


Hey guys, thanks for the suggestions..
I have tried capturing and re-placing the object (which seems to have the same effect), but I definitely hadn't thought of trying them as emitted objects... I'll give that a shot and see if that fixes it.

And as far as my object being too complicated, it is most certainly beyond the level of complexity than I ever intended to/should've made it, and I am aware that the complexity of an object has direct effects on how screwy it will act... I am really just looking for ways around the screwiness, if there are any. Unfortunately, saving everything in pieces seems to cause other random elements to disappear and malfunction when re-attached; the grab switches seem to be the first to go most of the time, interestingly enough.

Well, time to go give this a try...
2010-10-14 14:21:00

Author:
jdteather314
Posts: 74


Amazing! The emitter actually worked!
I'm quite impressed with this solution, and totally would have never thought of it; I've always found emitters rather finicky when it comes to complex objects. But, for some reason, that worked fine.
Thanks dood!
Wavefunction solved, television saved.
2010-10-14 18:56:00

Author:
jdteather314
Posts: 74


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