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#1

So there actually is a Tag/Tag Sensor Label Limit?

Archive: 13 posts


I read the "read this first" to no avail, and searched "label limit" only to find comments saying "you can have an infinite amount of labels for your tags/tag sensors." I have been working on an Earthbound remake (search it if you have time! and it is a pretty tag-heavy level. Just now, I was trying to make another tag with a new label, and once I typed it in and pressed start, it did something rather odd: it labeled this new tag with the same label as the 100th label from the top, 5th from the bottom of the list. So does this mean that there actually is a limit to how many labels you can make for your tags (apparently a limit of 105?), or is it just only me for some reason? Haha

Has anyone else had this problem, or is this already known and I'm just being "noob-esque"?

Thanks in advance for your help
2011-02-27 07:05:00

Author:
Unknown User


I haven't heard any reports of this, but I've never tried to do 100 labels in a single level. Still, 100 labels X 8 colors = 800 tag possibilities and I think that should be enough for pretty much anything you'd need to do.2011-02-27 08:45:00

Author:
Sehven
Posts: 2188


The tag label list doesn't contain labels that don't exist in the level but potentially exist in the level via emitters, so I'm not convinced that the game keeps a strict count. It's probably based more on heat.2011-02-27 14:49:00

Author:
munrock2
Posts: 96


Yes, I had the same issue. Tag #101 no longer shows its name properly.

The funny thing is, the tags still WORK and you can still assign them - you just can't visually see what the tag's name is!

I condensed my labels a bit to get around it - instead of "Player wants down" and "Player wants up" I created a "Player Wants" tag and just used each color to indicate down, up, whatever.

I used 105 distinct labels successfully before I condensed them, so there may not really be a limit, but it's not worth the headache to try to deal with the overflow. Is a bug, for sure.
2011-02-27 16:53:00

Author:
Loius
Posts: 342


Wow, that is definitely odd! Thank you for the response, I think your workaround with up/down/left/right as different colors of the same label is what will resolve my issue! After that, I guess I may have to start using my notebook for listing what certain labels actually are as other colors. Whew, this could get intense! Oh well, maybe MM will release a patch for this eventually. Thank you guys for your help I'll be looking out for your levels!2011-02-27 23:29:00

Author:
Unknown User


A lot of people have been asking for an increased limit in pictures and costume limit (200 each) for a long time now, and gotten nothing, so I wouldn't get my hopes up if I were you, doesn't seem they care much to increase limits on anything. ;/2011-02-27 23:52:00

Author:
Silverleon
Posts: 6707


does anyone know what the limits are for the total number of tags placed in a level ? apart from any effect on the thermometer.2011-02-28 02:07:00

Author:
sellfcon
Posts: 79


There's no (sane) limit on the number of tags in a level. It's just a graphical glitch with their labels. They still work correctly and you can assign labels, the labels just aren't displayed to you correctly in Create.2011-02-28 03:10:00

Author:
Loius
Posts: 342


i should have been more specific, and asked ; do any problems occur, such as Lag, when a level contains a near-insane count of Tags?2011-02-28 04:41:00

Author:
sellfcon
Posts: 79


A lot of people have been asking for an increased limit in pictures and costume limit (200 each) for a long time now, and gotten nothing, so I wouldn't get my hopes up if I were you, doesn't seem they care much to increase limits on anything. ;/

200 costumes? o.O Can't they be stored in a level, or do these players feel the need to be able to instantly access over 200 different types of appearance immediately from popit?

i can understand the pictures limit, though. Especially with collected pictures. Considering a picture can be uploaded to the server, being able to download it back into a prize bubble that can be dispensed into your pod would be cool.

Needing more than 800 unique tags I don't understand. What situation would you need that in? Manual pathfinding on a map perhaps? Incredibly complex sackbot choreography?
2011-02-28 17:38:00

Author:
munrock2
Posts: 96


200 costumes? o.O Can't they be stored in a level, or do these players feel the need to be able to instantly access over 200 different types of appearance immediately from popit?

i can understand the pictures limit, though. Especially with collected pictures. Considering a picture can be uploaded to the server, being able to download it back into a prize bubble that can be dispensed into your pod would be cool.

Needing more than 800 unique tags I don't understand. What situation would you need that in? Manual pathfinding on a map perhaps? Incredibly complex sackbot choreography?

Haha yeah it isn't very sensible of me, you are completely right, but since I'm trying to recreate Earthbound as perfectly as LBP2 will allow me to, I was trying to recreate the goods menu just like it is in the actual game. The reason I have so many tags is because there are two columns of seven slots where items can go in your goods menu. In the real game, if you have 3 items, then two slots on the left would be filled, and one on the right would be filled, since th slots are taken up left to right, from top to bottom. Pretty basic, right? Well, as I have found, not so much in LBP2! Telling each individual item what slots are available, which ones are filled up wasn't too hard, but let's say out of those 3 items, you consume or drop the second one (the one in the right column). Well, you have to communicate that to a couple of things: first, the items (any that may or may not be in your possession), and second to the goods menu itself. And what you have to tell it, is that it needs to shift the 3rd item into the now-vacant 2nd slot, but leave the item in the first slot alone, and so on. I.E., chaos! I managed to finally figure it out, but it took many, many tags and tag labels to get it all working perfectly, hence my current predicament. Oh, and did I mention I had to set it up to be controlled by the same controllinator that you use to move your character around with? And yep, that took even MORE tags/labels! Maybe someone else has an easier method than my way? I'd love to hear it if so, because writing in a notepad what each tag actually does beyond this point even though they all say "Slot B7 open" is detrimental to my mental well-being... since I'm always so OCD with the organizational side of things :/ lol
2011-03-04 06:03:00

Author:
Unknown User


If you are using more than 100 labels in a level, then there is a good possibility that you may need to revisit your grouping of tags. Like sehven said, there are 800 possible combinations. With proper grouping and a well thought out plan, there are very few occasions when one would need to exceed 100 labels.

couldn't you just attach a toggle switch to each spot to indicate filled or not, then if 2 is not filled and 3 is, it moves 3 to 2? You shouldn't need tag sensors to do that, unless I am missing something.
2011-03-04 07:18:00

Author:
tdarb
Posts: 689


Oh, and did I mention I had to set it up to be controlled by the same controllinator that you use to move your character around with?

What about remote control controllinators? You know that one transmitter controllinator can control more than one receiver at a time, and that you can use the 'eject player' input on receiver controllinators to 'disable' them?

With your goods menu, each item needs two movement functions: one to move diagonally up and right, and one to move left. Each slot needs a sensor to see if the preceeding slot is vacant so it can decide if it needs to command its own occupant item to shift. I count three unique tags to make that work.
2011-03-04 14:30:00

Author:
munrock2
Posts: 96


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