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#1

front view?

Archive: 6 posts


A former friend in beta told me wen we were still friends that MM added an option that allowed a level to be played as though in front view. This is good because I've been wanting to make a flat side scroller like old school platformers for some time, but problem is I can't find how to do it.

Does anyone know?
2011-02-15 04:11:00

Author:
Hana_Kami
Posts: 393


It's a tweak on movie cameras, just set the depth of field to 5%.2011-02-15 04:12:00

Author:
warlord_evil
Posts: 4193


Okay, but how do you get normal movement if you have to use a movie camera? I thought cameras have to have set radius. I dont know what settings to set cam to for normal gameplay. Also, did you mean flatness rather than depth of field? I ask because when I just experimented, flatness at 5 made it look like front view, but depth of field changed nothing until I turn it up high which blurs the screen.

Anyways, I don't know how to get this to normal as though the games default cam is following player which tried to center on the player.
2011-02-15 04:42:00

Author:
Hana_Kami
Posts: 393


Okay, but how do you get normal movement if you have to use a movie camera? I thought cameras have to have set radius. I dont know what settings to set cam to for normal gameplay. Also, did you mean flatness rather than depth of field? I ask because when I just experimented, flatness at 5 made it look like front view, but depth of field changed nothing until I turn it up high which blurs the screen.

Anyways, I don't know how to get this to normal as though the games default cam is following player which tried to center on the player.
Ah, right, it's flatness.

As for the following thing, you may have to do a bit of a cheat as movie cameras aren't supposed to function like that. Try grabbing a piece of hologram and sticker it black to make it invisible, then place follower on it to follow the player around, and finally, put the camera on the hologram.
2011-02-15 04:45:00

Author:
warlord_evil
Posts: 4193


Okay thanks, so how does this work in multiplayer to follow, because I assume the view wouldn't pan out like default cam to try and fit everyone on screen if close enough?2011-02-15 05:04:00

Author:
Hana_Kami
Posts: 393


It wouldn't, sorry, I suppose the next best step would be to set up a player sensor with a large radius set to have an invert output and the require all setting. So that when one of the players leaves the radius, the switch could toggle the default camera to one with a wider view.2011-02-15 05:06:00

Author:
warlord_evil
Posts: 4193


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