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#1

360 degree rotateable camera

Archive: 13 posts


Guys, we are the essence of LittleBigPlanet, and we always seem to find a way around stuff, so how about we all begin messing with the cameras so that we can find a way to make it rotate to where you can see in the plane, for instance, rather than seeing the front of the box, you can see the SIDE of the box, looking as if it's the front. If we can do this, then we can make better FPS games, TPS games, and add a whole new level to our movies.
I don't understand why this wasn't put in in the first place, as freedom of camera angles is essential in movie-design.
So how about it guys? Think we can free the camera?
2011-02-10 18:50:00

Author:
Melted_Gummybear
Posts: 162


I don't understand why this wasn't put in in the first place,

Perhaps because at it's heart it is a 2D (2.5D) platformer game...
2011-02-10 19:02:00

Author:
wizaerd
Posts: 159


It was possible to have a 360? camera in the beta in create mode, it might be possible in the full game, too. Having those cameras activated in play mode seems impossible though. Basically you have two cameras edited at the same time and the camera angles add on top of eachother making it possible to see behind objects.
If you go around the object you will see that everything in LBP is hollow, as in there is no back-side rendered for objects (except for some ready made Mm objects, you know the kind you can't make like balls and eggs and stuff)
That pretty much renders the backside camera useless (looks ugly)
Another thing to think about is the amount of stuff the engine would have to render if you could see a level from the side, you could basically see a whole level in front of you. The lag would be horrible.

So, unless they change a lot of things (really doubt it) we won't be seeing 360? cameras in play mode.

EDIT: This is what the 360? camera looked like in the beta
http://www.youtube.com/watch?v=yR3OY8oaDXQ
2011-02-10 19:04:00

Author:
napero7
Posts: 1653


It's just, they give us all of these tools and are like "Hey, go crazy and make 'video games' like 'shooters' 'rpgs', blah."
They always give us something, but they don't reach it's full potential you know?
Imagine the possibilities, the only reason LBP is so popular is because of the fact that people can actually make something that they can think of, but as far as games go, they haven't even gotten close to that.
I love LBP2 and LBP, and I'm not bagging on it or anything. It's that they CAN do this, but they aren't.
It's just so simple.
2011-02-10 19:12:00

Author:
Melted_Gummybear
Posts: 162


I actually had a bit of a FPS camera view with Sackboy and a paintinator, but the only cameras this glitch applies to is game cameras (apart from movie cameras), of which will always have to have the player in view. So when you tweak it, it'd look fine, but while playing, it would twist back to normal to show the player from a normal view...2011-02-10 19:17:00

Author:
warlord_evil
Posts: 4193


I smell a Paper Mario remake 2011-02-10 19:34:00

Author:
blastroid
Posts: 262


The closest I've come was in lbp1 with a magic mouth's cutscene camera stacked with a game camera. I wasn't a full 180 degree tilt but it was pretty deep. I imported the level with that mouth/cam combo into the beta and it still worked there, but I couldn't create new ones: meaning some of the lbp1 tools imported into the beta acted differently than the ones you could create (no doubt for backwards compatibility). I haven't done any further experiments, but it may be possible to stack a mouth cam from lbp1 (via imported object/level) with a game cam and rig it so it doesn't disable your controls. If so, you might be able to get your third person shooters and such working the way you want.2011-02-10 21:21:00

Author:
Sehven
Posts: 2188


Beta 1.2 got pretty close to doing that with stacked game cameras. I was checking one of my levels where I had some crossover on the camera areas and it was really deep, but not quite on the actual last layer. Great angle, but flawed due to the engine having to process a lot of stuff in the horizon, thus making the framerate chug. 1.3 fixed that, but it would be great to pull off again in some form or fashion.2011-02-10 21:50:00

Author:
gevurah22
Posts: 1476


The first level I published in Lbp was called WaterFALLS. It opened with 'Old Fred,'(?) the Capt from Yellow Submarine, offering you some advice... the magic mouth camera enabled you to see the entire level from that extreme angle... It was brilliant... all these glowly lights in the misty-distance moving about. It looked like an oceanfront pier amusement park beckoning to be played with. The level horizonatally took up about half of the 'temples' template as it really was a vertical waterfall climb. So yeah for me... I'm an innovator!2011-02-11 14:19:00

Author:
Gravel
Posts: 1308


The camera angles were my biggest disappointment with the new game actually, they're really annoying! Especially after hearing time and time again that FPSers would be achievable.

Just a few more degrees in every direction and they'd have opened up loads more game play opportunities.

I think they think we're all too stoopid to monitor our own lag, hence our postage stamp image capture.
2011-02-11 15:58:00

Author:
Kiminski
Posts: 545


Now that I think about it, I did create an array of cameras that attempted to simulate 360 degree rotation (albeit limited as it was simply a test). Not as deep as you want it for your FPS, but since using local space and rotating doesn't give you the same perspective every time you turn, this was the next best thing in a way.


http://www.youtube.com/watch?v=eQ6BcgBzH1Y

If I can get that deeper somehow, it'll be jawsome, lol.
2011-02-11 17:39:00

Author:
gevurah22
Posts: 1476


Yes. I was laso curious how to cleare some level like this:
http://www.youtube.com/watch?v=S3vASNxsvHY
2011-02-12 15:45:00

Author:
Agarwel
Posts: 207


it is possible i did it in my level 3d world on lbp 22011-02-12 16:50:00

Author:
dr-booty
Posts: 102


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