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Camera + controls = not happy
Archive: 9 posts
Hi, just havn trouble with a 3rd person game ive started. Im working out a way to keep the camera behind my controlled object and theres some progress, the trouble is keeping the controls the same as the camera faces different directions, like if I turn 180 degrees up becomes down. any ideas? | 2011-02-17 16:41:00 Author: Unknown User |
Wait, there's a simple solution, just set local space to yes on the camera object and it will rotate with the object - unless there is something else you had in mind? | 2011-02-19 06:09:00 Author: warlord_evil Posts: 4193 |
another possibilty would be to have a selector that changes channels each time you switch directions. then hook one channel up to a couple and gates also hooked to a directional splitter (also hooked to control stick) then run them back into a directional combiner (with the + plugged into the - and vice versa.) then to your movers or whatever. basically whenever you change channels it would invert your controls. (if this happened when the camera inverts it should make the controls seem to stay the same. thought about doing this for a crazy gravity based platformer... | 2011-02-19 15:58:00 Author: Deftmute Posts: 730 |
Wait, there's a simple solution, just set local space to yes on the camera object and it will rotate with the object - unless there is something else you had in mind? indeed i am using local space the problim is the controls change as i rotate. another possibilty would be to have a selector that changes channels each time you switch directions. then hook one channel up to a couple and gates also hooked to a directional splitter (also hooked to control stick) then run them back into a directional combiner (with the + plugged into the - and vice versa.) then to your movers or whatever. basically whenever you change channels it would invert your controls. (if this happened when the camera inverts it should make the controls seem to stay the same. thought about doing this for a crazy gravity based platformer... hmm sounds good that should work......now were do i start lol thanks | 2011-02-20 13:07:00 Author: Unknown User |
I think the problem is simply that you don't have the movers for the object set to Local Space as well. This idea has intrigued me so I'll give it a try myself. Edit: Just got it working, but I realize now that it won't work unless the object is rotating with the camera. If you want the object to face the same direction all the time, you can just have it follow a hologram instead. | 2011-02-20 13:24:00 Author: Unknown User |
I know exactly what your problem is. I had the same problem when I made a racing game where the camera follows the racer (instead of using the 'top down' default angle). As you turned a corner the camera angle rolls, so that when you turn 90 degrees the camera position is upside down. I tried everything to solve the problem, even switching between different cameras as you change direction. In the end I gave up in the hope that Mm will one day change this so that the camera doesn't roll over when the camera rotates and it's 'local space' set to Yes. Sorry I can't give any useful advice. I'm just sympathising with your problem and can understand your frustration. | 2011-02-20 13:38:00 Author: fluxlasers Posts: 182 |
The local space option is supposed to do just that and did so during the beta, but for some reason it's broken now and always turns in the exact opposite direction. Nothing you can do but wait for a patch, or build you own work-around by attaching the camera to an object that always turns into the opposite direction of what you are controlling | 2011-02-20 13:40:00 Author: Syroc Posts: 3193 |
I first experienced this problem in the beta and was hoping that it would be changed for the retail release. I managed to get it almost working by using multiple cameras, but it could not do a complete revolution smoothly - there was always a sudden camera movement when it switched from pointing downward to pointing right. | 2011-02-21 09:20:00 Author: fluxlasers Posts: 182 |
It only works smoothly when the camera faces exactly top-down, not at an angle. At an angle the camera will flip over when rotating around. Hopefully MM will fix this soon (and also make the game remember which material/sticker I had just chosen). | 2011-02-21 12:05:00 Author: Antikris Posts: 1340 |
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