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Elevators that don't yo-yo? and other questions
Archive: 7 posts
I've got two elevators in my level -- basic hollow boxes with a winch to pull them up through holes in the floor. (It's a three-floor mansion.) Problem is, by default, they yo-yo up and down. What I'd prefer is if they stay put at the bottom until a sackboy hops inside, then they start rising up. After sackboy hops out, they return to the bottom. Is this possible, and if so, how? This level's really been a learning experience for me... probably shouldn't have taken on something so complex for my first effort, but I'm bad at thinking small. A few other questions, while I'm at it... 1. How do I avoid "your shape is too complex"? I was trying to do some fake underground areas by taking a big rock box and hollowing it out inside, but didn't get real far. 2. The aforementioned elevators work great but now and then when I attach or detach a shape to my house to lock it down / pick it up, the elevator (which is quite far away!) gets glued to the back wall of the house and rendered useless. Why is that? Thanks! | 2008-11-04 15:05:00 Author: HeXcoda Posts: 2 |
I've got two elevators in my level -- basic hollow boxes with a winch to pull them up through holes in the floor. (It's a three-floor mansion.) Problem is, by default, they yo-yo up and down. What I'd prefer is if they stay put at the bottom until a sackboy hops inside, then they start rising up. After sackboy hops out, they return to the bottom. Is this possible, and if so, how? This level's really been a learning experience for me... probably shouldn't have taken on something so complex for my first effort, but I'm bad at thinking small. A few other questions, while I'm at it... 1. How do I avoid "your shape is too complex"? I was trying to do some fake underground areas by taking a big rock box and hollowing it out inside, but didn't get real far. 2. The aforementioned elevators work great but now and then when I attach or detach a shape to my house to lock it down / pick it up, the elevator (which is quite far away!) gets glued to the back wall of the house and rendered useless. Why is that? Thanks! i can answer question 1 to avoid being complex just put a tiny space in between what ever your adding on | 2008-11-04 15:24:00 Author: Snrm Posts: 6419 |
use a piston. | 2008-11-04 21:53:00 Author: Unknown User |
To answer the yo-yoing question; set a sensor switch and attach it to the winch. Set the proximity to the area in the elevator, and select direction. Done and done. | 2008-11-04 21:56:00 Author: floor3013 Posts: 287 |
I'd like to expand on what snrm was trying to get across. Whenever you create an object, the game is basically creating points in space, then connecting those spaces and filling in the middle with whatever material you selected. These points are called vertexes, or corners. For example, when you create a square box, the game creates four vertexes, connects them and fills in the middle to make a square (technically speaking, its actually creating 8 points since its a 3d object, but since LBP treats 3D objects like they are in 2D (flat), for purposes of discussion and understanding, we'll say four). The problem comes in when you use a complicated object to cut away or add to an existing object. For instance, the circle is not REALLY a circle. A geniune circle has no vertexes (corners), just a continous round edge. The circles in LBP are actually made up of several vertexes that are close enough together that it gives the illusion of being a circle. If you create a circle in your game and zoom in real close, you can see that there are actually several edges. The more vertexes you have an object, the more math the PS3 has to do to make your object exist and act appropriately with the physics engine. If you start tunneling into a large box with a circle, you're going to basically hit whatever limit MM has set for the number of vertexes a single object can have. What snrm is suggesting is that you take that large box, and maybe cut it in two pieces, then glue those two pieces together so the game treats it as two seperate objects, which basically gives you double the amount of vertexes you can add to each object. If you're worried about the fact that you're losing space by having to move the two pieces together, try this: ---Turn grid mode on (work with the grid as much as possible, it will make your life much easier) ---Go into your menu and select the material that your level piece is made of. If you select a different material, this will not work properly. ---Make sure the the depth of your cursor is the same depth as the level piece. So if your level piece is 3 planes thick, make sure your cursor is also before you do the next step. If you choose the wrong thickness, this will not work properly. ---Make the initial cut with a 2x2 unit wide square shape, dragging it down to seperate the box into two pieces (make sure grid mode is on when you do this!) ---Move the cursor so that one half of the cursor is inside one of your two level pieces and the other side is in the empty area, then hold x and paint a 1 unit wide line to fill in half of the empty space. Now do the same thing with the other side. You'll have a nice neat crease inbetween the two level pieces without having to move anything. It sounds complicated, but with a little practice, it becomes second-nature and you'll be able to make some pretty professional looking objects with minimal effort. I can't reiterate how much you should work with the grid 95% of the time you are building your level. Things to avoid are taking one material and drawing into it with a different material. This can have its uses, but should be done sparingly, as it automatically attaches your objects together. If you select a certain material (lets use the basic wood shape, for example) and draw into it with that same exact wood material, as soon as you cross over the border of the existing object, it will connect the two, and fix the textures so everything looks nice. Without looking at your level, I can't really know why your elevator is getting stuck. But just know that glue can be extremely problematic and unpredictable. Its best to build sections of your level and line everything up without gluing it together. Again do this in grid mode as much as possible. If you need to test a moving part, like your elevator, size it up appropriately, then copy the two pieces that will connect together with the winch (like your elevator and the ceiling object) and any other object that you would need to provide a sense of scale. Move them away from the rest of your creation, line them up the way they were in your completed creation (this is why grid mode is important) and secure them in the air with some dark matter. Now connect the pieces with your tools and if it works right, take a pen and paper and right down the settings for your winch somewhere. When you finish building that particular section of your level, connect your moving parts with whatever tools you are using, and set the tool settings at that time, using the numbers you wrote down. This will keep your moving parts from getting accidentally glued to anything. Let me emphasize again... USE THE GRID MODE! : ) Good luck! -Justin To answer the yo-yoing question; set a sensor switch and attach it to the winch. Set the proximity to the area in the elevator, and select direction. Done and done. Also, if you use the proxy switch for your elevator and the elevator moves the wrong way when you walk towards it, set the switch to inverted. | 2008-11-05 20:19:00 Author: Justin Hopewell Posts: 135 |
Also, if you use the proxy switch for your elevator and the elevator moves the wrong way when you walk towards it, set the switch to inverted. Not the switch, but the piston/winch that controlls the elevator. Setting a switch to "invert" makes it so it only triggers whenever it normally wouldn't. Like making lights that turn off when sackboy is near instead of having them turn on. Or having a magnetic switch that activates only after the magnet is removed from the switch. In this way you can make doors/elevators etc. that only go up/down and only go that way once. Although this video is long it demonstrates how this kind of a switch can be used but doesn't entirely explain why. . . http://www.eurogamer.net/tv_video.php?playlist_id=15422 its on the long side but a good video to watch. | 2008-11-07 05:03:00 Author: Trader Sam Posts: 92 |
Not the switch, but the piston/winch that controlls the elevator. Setting a switch to "invert" makes it so it only triggers whenever it normally wouldn't. Like making lights that turn off when sackboy is near instead of having them turn on. Or having a magnetic switch that activates only after the magnet is removed from the switch. In this way you can make doors/elevators etc. that only go up/down and only go that way once. Although this video is long it demonstrates how this kind of a switch can be used but doesn't entirely explain why. . . http://www.eurogamer.net/tv_video.php?playlist_id=15422 its on the long side but a good video to watch. Actually, both methods would accomplish the same task when the switch is set on "Directional". However, setting the piston to "Backwards" is considered "Good Form" when creating a level, to help keep things neat. | 2008-11-07 05:21:00 Author: ConfusedCartman Posts: 3729 |
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