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Weird collision issue with corners.
Archive: 7 posts
So I'm driving along in my car on my test track and I'm rubbing against the wall: http://i3.lbp.me/img/ft/5f3570a737e9522dc51d84699704869c14450d89.jpg I get to the corner where I ought to be able to just keep going straight, but then this happens: http://id.lbp.me/img/ft/2cd58e0bdf44e4f71e23a466ee4d56abf43aef7c.jpg That's me bouncing off the corner as if there were a ridge sticking out... but there's no ridge. There's exactly one vertex there and even though nothing sticks out, I bounce off of it. I tried a zero friction tweaker and I tried material changing the wall into every one of the basic materials but none of that helped (some materials actually made it worse so that I'd completely spin out instead of just getting shunted into the opposing wall). As an experiment, I decided to change the angle to see if I would still crash into it. I did, but when I got drastic and changed it to a 90 degree angle, I didn't. I adjusted it back bit by bit and kept sliding right off the edge without bumping even when I got it back to approximately where it had been before. I had to adjust the outside edge of the wall a bit to make room for the 90 degree angle so that might having something to do with it and I'll experiment a bit more when I get on lbp again, but I was wondering if anybody else had run into this and figured it out already. I've got several corners that act just like that one and I'd like to be able to get rid of them by the time I build a proper track for my cars. | 2011-02-03 21:31:00 Author: Sehven Posts: 2188 |
is there anything on the car that might be causing it? | 2011-02-03 21:38:00 Author: slidedrum Posts: 189 |
The car is nearly rectangular with the corners cut off. Nothing protruding. The same thing happens with both of the cars I've built so far, each of which are shaped differently, but neither of which have any protrusions. I'm pretty sure it would happen with a straight block of metal, but I haven't tested that. The spoiler might bounce off of things, but it's the front corner that's doing the bouncing. Right when the front corner of the car meets the corner on the wall, it bounces. And it bounces hard. | 2011-02-03 21:46:00 Author: Sehven Posts: 2188 |
OK so I'm thinking, have you heard of the quote, "once you eliminate all possibilities, whatever is left, no madder how improbable is what happened?" OK just thinking out loud here (kinda lol) what are the possibilities, what gets something to move?: movers, another moving object, bouncing, explosions, rotators and connectors. movers: are there any movers on your car that could possibly activate? another moving object: we can rule that out because you are using DM. Bouncing: is anything in/on the car bouncy? explosions: no madder how much i love them they are clearly not in you pictures. rotators: are there any rotators that could possibly be doing this? and connectors: there are clearly no connectors in your pictures either. does that spark anything? | 2011-02-03 22:05:00 Author: slidedrum Posts: 189 |
There are plenty of movers but they're all under control and there's nothing to trigger them at the corner. The car is a bit bouncy to make collisions a bit more realistic (or at least similar to other "realistic" racing games), so that may be a factor, but it's not randomly bouncing off the wall just anywhere-- it's bouncing at a corner where the wall actually moves away from the car... which may mean that bounciness kicks in at a set distance from the impacted object and, as it's moving away, it triggers the bounce. I'll have to look into that, but it doesn't explain why the collision issue went away after I messed with the corners. No explosions or other connectors and the only rotator on the car doesn't exert any torque on the car, so it shouldn't be an issue. My hypothesis, atm, is that it has something to do with the vertices on the other side of the wall... for some reason. I'm basing that on the fact that I had to straighten out the inside edge of the wall to make room for the 90 degree angle I added in. After that, the collision issue went away, even when I put the angle of the turn back to where it had been before. So that's where I'll begin my experiments. After that, I'll explore the possibility that simply corner editing the vertices enough actually changes something about their collision... but I find that unlikely. I actually had a similar issue with a roller coaster I was tinkering with in lbp1. I never did solve the problem, but I wasn't especially serious about the coaster (it was just tinkering for fun and to explore some of the possibilities in lbp) so I didn't worry about it too much at the time. [edit] Ok, I did my experiments and I've concluded that the problem is indeed the opposite side of the wall... which is weird. First I made a short piece of wall with a gentle angle turning away from the car and I bounced right off it at the turn. Then I made an identical one, but about three times as thick and I didn't bounce off it. So I started tweaking the corners on the smaller one and found that I'll bounce off this: http://i5.lbp.me/img/ft/8a5d7c28639fcc4fc1a56d9f5ef869e3727ae86c.jpg But when I move that inside corner out just a little bit more, I don't bounce off it any more: http://i0.lbp.me/img/ft/620793df7954404bfd1d4b85327361ca24a79fd8.jpg So it's just a matter of making the walls thicker to get rid of the obnoxious collision issues. It doesn't make sense, but there it is. | 2011-02-03 23:20:00 Author: Sehven Posts: 2188 |
So I'm driving along in my car on my test track and I'm rubbing against the wall: I get to the corner where I ought to be able to just keep going straight, but then this happens: That's me bouncing off the corner as if there were a ridge sticking out... but there's no ridge. There's exactly one vertex there and even though nothing sticks out, I bounce off of it. I tried a zero friction tweaker and I tried material changing the wall into every one of the basic materials but none of that helped (some materials actually made it worse so that I'd completely spin out instead of just getting shunted into the opposing wall). As an experiment, I decided to change the angle to see if I would still crash into it. I did, but when I got drastic and changed it to a 90 degree angle, I didn't. I adjusted it back bit by bit and kept sliding right off the edge without bumping even when I got it back to approximately where it had been before. I had to adjust the outside edge of the wall a bit to make room for the 90 degree angle so that might having something to do with it and I'll experiment a bit more when I get on lbp again, but I was wondering if anybody else had run into this and figured it out already. I've got several corners that act just like that one and I'd like to be able to get rid of them by the time I build a proper track for my cars. I am having the very same problem...well, almost. I've actually put off working on probably the only level I've ever made that actually has a design and layout that makes it worth playing because this stupid glitch is destroying the whole flow of the level. To be clear, it's a platforming level, sticking to the basic style of LBP gameplay with simulated 2D and side-scrolling and blah blah blah. I spent at least four days building from scratch a vehicle that is a cross between the hamster thing and the little device that Sack Boy drives later in the story that is capable of flipping upside-down and driving on the ceiling. I almost ripped my head off along with the hair I was ripping out during those four days because of my lack of understanding Creating in LBP2 clashing with my burning desire to build this vehicle from scratch without any input from anyone or anything. I finally do it and am pumped to make a level based almost entirely around this vehicle. I'm already off on a rant, so let me just add a little more ranting, because I got to get this off my chest: the LBP Gods must favor me because when I started creating this level, I discovered that I actually had the skill required to do it, and I had basically attained this skill without much practice. Every level I ever made in LBP1 was total garbage, not even worth reading the description on the community page. But suddenly it all seemed to click and I churned out the basic framework for this level in about four or five hours. I was so pumped to take my custom anti-gravity shuttle thingy for a cruise around the level, only to discover, almost immediately after starting the level, that if you're traveling along a perfectly flat and smooth surface, and if up ahead you see that a portion of this surface has been cut away so you can access the area below, if you continue moving with the intent of simply falling down the gap when you arrive at it, you are sadly mistaken. What you will find is that when your totally sweet anti-gravity anti-friction vehicle of awesomeness hits the top right corner of the last piece of hard surface before the gap, it will launch you into the air, over the gap. Not. Cool. So I figured since I was using squares to make the surface, that meant the end piece was squared off. Maybe if I streamlined things a little and rounded off every sharp corner in the level, the vehicle would no long launch into the air. WRONG. In fact, rounded edges seem to make it launch a little bit higher and farther. So yeah, this glitch has destroyed my dream of making a full-sized level that would be worthy of praise and worship. Actually, if it weren't for forcing myself to make that vehicle, I would have never discovered my true love in LBP2: LOGIC and making awesome devices. But still, I would still like to bring this level to life - and maybe others in the future - but as long as corners keep making my vehicles bunny-hop off into space, I'll have to wait. I will eventually make levels without vehicles, but not until I master all the create tools and am able to create some mind-bending puzzles that will actually make a level of mine challenging for once. | 2011-02-03 23:51:00 Author: sixfearstheseven Posts: 19 |
It appears I spoke too soon with my conclusion. I applied what I had learned in my experiments to my test track and decided to simply eliminate all the outside vertices by essentially making my track a big block with the path cut out of it (three blocks, actually: one for the inside and two for the outside, 'cuz it wouldn't let me combine the entire outside). Turns out that wasn't a good thing to do as it immediately brought the problem back. So I sliced a chunk off of one of the big outside blocks and the problem went away in that section. So apparently, not only does the opposite wall need to be a certain distance from the inside wall, but the object can't go over a certain size or a certain number of vertices before it causes collision issues. So for anybody else who might be having this problem (like Six, who posted right above me), try thickening your walls, and if that fails, chop the walls into smaller pieces. Oh, and Six is right to fear the Sehven | 2011-02-04 00:12:00 Author: Sehven Posts: 2188 |
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