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LBP2: backwards compatibility level test

Archive: 11 posts


I don't have the LBP2 beta, but I'm dying to know how the new engine affects some of my favorite levels (positive or negative)! Can anyone with the beta write a quick synopsis of how good or bad any of these LBP1 classics now look in LBP2?

-Zephyr Valley 1 & 2
-Sky Factory 2
-Subterranean Setbacks
-Realm of the Wolf Lord
-Aperature Science levels
-The Ancient Castle
-Hell's Angels
-The Tribe: Part 1&2 (these are just my levels and I'm curious how they look!)

Thanks for any help!
2010-10-20 06:49:00

Author:
phife211
Posts: 62


The beta doesn't access the LBP1 servers, so the only way to test them is if those creators have the beta and they have uploaded their LBP1 levels to the beta. Also, you should include their psn names so they're easier to search for.2010-10-20 10:11:00

Author:
Sehven
Posts: 2188


If they anything like my they need to rework the lighting and alot of lighting tricks that I use just look bad in LBP2

the game itself look better but its not all the same
2010-10-20 10:28:00

Author:
jump_button
Posts: 1014


Yeah, it looks a lot better.

But can completely change the mood of a level.

I had a haunted forest level I was making in LBP1 for my Wizard of Oz series in LBP2, and the new lighting engine changed the mood of the level a lot. :/
2010-10-20 12:13:00

Author:
Plasmavore
Posts: 1913


Yeah, it looks a lot better.

But can completely change the mood of a level.

I had a haunted forest level I was making in LBP1 for my Wizard of Oz series in LBP2, and the new lighting engine changed the mood of the level a lot. :/

Can't you just adjust global lighting and colour options to compensate?
2010-10-20 12:27:00

Author:
thor
Posts: 388


I will tell you this, my 'The Ancient land of dinosaurs' level looks 2 times better on lbp2 than lbp1(For those who are in the LBP2 beta, I have it published if you want to check it out). So far all my levels work in lbp2 and look better on lbp2. My only issue is my SteamVille 2 level. The thermometer is completely full on LBP2, which means I can't edit it. It is not full on LBP1.2010-10-20 17:05:00

Author:
Art_of_Tyler
Posts: 32


I know that the semi-updated verrsion of setbacks, that I have on my moon suffers badly from theh new lighting model - the main version probably doesn't have such issues as there is limited lighting involved. No idea how the mechanics fair right now.

I really should check at some point I guess
2010-10-20 17:53:00

Author:
rtm223
Posts: 6497


Can't you just adjust global lighting and colour options to compensate?

Sure, but that means having two versions of your level available for play on the full lbp2 game. Lbp2 will load levels published in Lbp1 AND Lbp2, so if you edit your level and republish it in Lbp2, it will show up alongside the original, which is still messed up. That's why we're testing backwards compatibility in the beta. Imho, any level published in lbp1 should be run in a kind of "compatibility mode" with the old gas colors and lighting and such... though I'm not sure that would necessarily fit in with Mm's plans seeing as how they've specifically advertised that lbp2 will update the look of lbp1 levels.
2010-10-20 19:55:00

Author:
Sehven
Posts: 2188


Can't you just adjust global lighting and colour options to compensate?


Sure, but that means having two versions of your level available for play on the full lbp2 game. Lbp2 will load levels published in Lbp1 AND Lbp2, so if you edit your level and republish it in Lbp2, it will show up alongside the original, which is still messed up. That's why we're testing backwards compatibility in the beta. Imho, any level published in lbp1 should be run in a kind of "compatibility mode" with the old gas colors and lighting and such... though I'm not sure that would necessarily fit in with Mm's plans seeing as how they've specifically advertised that lbp2 will update the look of lbp1 levels.

The problem is that the GLT won't necessarily fix the visuals... especially if any other light sources have been used to enhance the atmosphere of the level. It's not going to be a quick and easy fix for many levels, but if the levels are close to your heart in any way... you'll find yourself putting the time and effort in to fix it. I know I've been trying... sometimes with success... and other times not so much. Thor just posted a new video showing the differences in lighting and hazards, and I'll be doing the same within the next few days so people can see what they're up against when it comes to trying to make their backward compatible levels a little more "forward compatible".
2010-10-22 06:27:00

Author:
Rustbukkit
Posts: 1737


-Zephyr Valley 1 & 2

I suppose I could answer this one for you.

Both of them look better overall, but the global lighting and other lighting effects don't look right. The village in ZV2 looks especially weird because the of new hazard effects and how strong the fire glow is. Everything else looks fine, but not leaps and bounds better than LBP1. Zephyr Valley 3 on the other hand looks much better in LBP2...
2010-10-22 20:26:00

Author:
mrsupercomputer
Posts: 1335


I wish I could help but The beta does not have access to the LBP1 servers, Im kinda wondering too.2010-10-22 20:41:00

Author:
Unknown User


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