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Emitter frequency & other guff
Archive: 8 posts
I've been analysing a level by Johnee called Blast Radius (http://lbp.me/v/w-328s) I love the little trails he has behind the player ship, which presumably are being constantly emitted beneath the ship. When I tried to recreate this effect on a level of my own, I found the emitters would not emit quickly enough to replicate the effect. Is there a way to make them emit quicker than every 0.1 seconds? Or did Johnee use some other trickery? Since I'm talking about that level anyway - I was also impressed how 'player bullets' pass through each other and other players, but still hit enemies. I'm guessing holo material and tags/tag sensors is the only way to do this? I can't think how you could acheive this effect with impacts sensors (but would love to know if it's possible, since the shooting physics would be way more accurate). | 2011-02-05 18:27:00 Author: Bovrillor Posts: 309 |
Its possible to have a 0.0. sec's emission rate now, m8. | 2011-02-05 18:54:00 Author: Silverleon Posts: 6707 |
I've been analysing a level by Johnee called Blast Radius (http://lbp.me/v/w-328s) I love the little trails he has behind the player ship, which presumably are being constantly emitted beneath the ship. When I tried to recreate this effect on a level of my own, I found the emitters would not emit quickly enough to replicate the effect. Is there a way to make them emit quicker than every 0.1 seconds? Or did Johnee use some other trickery? Since I'm talking about that level anyway - I was also impressed how 'player bullets' pass through each other and other players, but still hit enemies. I'm guessing holo material and tags/tag sensors is the only way to do this? I can't think how you could acheive this effect with impacts sensors (but would love to know if it's possible, since the shooting physics would be way more accurate). You could try and use an impact sensor set to use a specific tag (and attach that tag to the bullets), but I've found that it's not always as accurate as I'd like. The benefit to use tags/tag sensors is that the objects involved don't have to be on the same physical layer to work, which can open up lots of possibilities. | 2011-02-05 18:58:00 Author: Chazprime Posts: 587 |
Its possible to have a 0.0. sec's emission rate now, m8. Eep! I'd just assumed that would disable the emitter... true what they say about assumptions I guess! Thanks for enlightening me mate. You could try and use an impact sensor set to use a specific tag (and attach that tag to the bullets), but I've found that it's not always as accurate as I'd like. The benefit to use tags/tag sensors is that the objects involved don't have to be on the same physical layer to work, which can open up lots of possibilities. Impact sensors with tags were my original choice, fine for single player shooters but no good for multi since the players' bullets would collide with each other and the players would block each other's shots. Guess I'll have to go with holo/tag sensors - it's annoying trying to get the hit boxes right though Especially with asymetric or hollow 'enemies'. | 2011-02-06 17:39:00 Author: Bovrillor Posts: 309 |
You could change the amount emitted at one time, along with the velocity. (higher the velocity, the more spaced out they become and further they go) | 2011-02-06 17:51:00 Author: Unknown User |
were you emitting hologram material because if you wasn't I'm not sure you can emit any other material over each other | 2011-02-06 17:52:00 Author: OriginalCreator Posts: 217 |
It's all holograms. That's how it goes through everything. In LBP2, you can now change the frequency to 0.0 seconds to emmit holograms in a very fast time. | 2011-02-06 19:28:00 Author: FEAR Posts: 337 |
Well that's good news about the emitters, not so great about the impact sensors. It'd be really nice if they made impact sensors work on holo material, so it could trigger things as it passes through them. I know tag sensors can do this, but the accuracy is pretty poor sometimes. Ah well. Thankses all round | 2011-02-07 12:22:00 Author: Bovrillor Posts: 309 |
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