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How To Confine Holographic Material In A Certain Space?

Archive: 9 posts


I'm making a level in a first person perspective where the player uses a cursor and a flashlight. The cursor is made out of holographic material and I was just wondering what would be the best solution for the cursor to stay in the boundarys of the screen shown in the picture.
http://i847.photobucket.com/albums/ab38/shindol/lbpproject.jpg
2011-03-17 18:02:00

Author:
shindol
Posts: 78


Tags, basically Here's a nice tutorial for -Invisible limitation (http://www.youtube.com/user/SilverScorp91#p/u/6/2TcyNkqxMAA)-, as well as the cursor in case you haven't started yet.2011-03-17 18:37:00

Author:
MonarioBabii
Posts: 128


...what would be the best solution for the cursor to stay in the boundarys of the screen shown in the picture.

Since LBP is a physics engine, I figure a physics-based solution would be simpler than messing around with tags and sensors.

Just make your cursor have an invisible physical component (see this tutorial (https://lbpcentral.lbp-hub.com/index.php?t=17759-Creating-Editable-Invisible-Material-In-Seconds)), and bound the screen area with more invisible material. That way the cursor won't physically be able to leave the bounds of the screen. You can also disable physics impact sounds with one of the tweakers (I forget which).
2011-03-17 18:56:00

Author:
Aya042
Posts: 2870


What if MM patches the invisible material glitch thing though ? It's the main reason I don't use any glitches myself. I'd hate it if they for some reason fixed it and all of those things built with invisible matter would become visible again.2011-03-17 20:02:00

Author:
MonarioBabii
Posts: 128


The solution to this is so simple you will smack your forehead:
(I use this to confine the cursor on my point and click level)

1) Make four 0% brightness holo stripes and place tags on them called "Left", "Right", "Top" and "Bottom". Arrange these as a box surrounding your cursor.
Be sure that there aren't gaps allowing your cursor to slip through.
2a) In your controlinator wire the up/down and left/right signal through direction splitters.
2b) In case you don't know, Positive output on the direction splitter corresponds to Up and Right, the negative to Down and Left.
3) Wire each output into a separate AND-gate. You will need four in total.
4a) On the other input on the AND gates, wire an inverted(IMPORTANT) impact sensor that are set to cancel out the signal when in contact with previously mentioned boundry.
4b) Impact sensor on:
Positive up/down AND gate: "Top"
Negative up/down AND gate: "Bottom"
Positive left/right AND gate: "Right"
Negative left/right AND gate: "Left"
5) Wire the AND gates through direction combiners and then again onto the advanced mover.

http://id.lbp.me/img/ft/92da72a96f6af459531ae29ecbeb783e5972acc1.jpg

Picture courtesy of Troll_sb on Little Big Land. She's one S.M.A.R.T. Sheila!!
2011-03-17 21:11:00

Author:
Discosmurf
Posts: 210


I have the same issue as the OP, but in my case, the border can move. This means that the reticule needs to actively move the stay at the fringe of the border.

In the above example, it only limits movement, but does not move the reticule to match that of the moving border.

I have made a 'rebound' system that bounces the reticule off of the border, but it looks pretty bad. Is there any way to produce a system as smooth as the one above, that works with a moving border?

Also, since I am moving the reticule, I need to be able to adjust the position of the reticule even when it is at the border. What I've noticed is that only one advanced mover or follower can be used at once, hence why the only method that I found that worked was that of the rebound system I made.

I've just thought of an idea to solve this (maybe just typing it out helped...), so I'll test it out and see if it works.
2011-03-17 22:27:00

Author:
SSTAGG1
Posts: 1136


@SSTAGG1

What I derive from your post is that you're making a side scrolling FPS. Why not have the level scroll in front of your reticule instead? Make sections equipped with movers and emit them out of sight. This would also save a lot of thermo.
2011-03-17 22:36:00

Author:
Discosmurf
Posts: 210


It's actually for my space rpg, where you control the spaceship, and use a targeting reticule to lock onto enemies. You can either free aim, and just fire towards your reticule, or use the lock on to simplify aiming (though it's not 100% accurate).

The view is locked onto the space ship, but the reticule moves freely within that view.

My system works, it's just it looks bad (when you move the reticule out of range, it gets pushed back into the screen, thus producing a bouncing effect that looks ridiculous.

Something I forgot to mention is that you can adjust the view range of your screen as well. When you zoom in, the reticule get's locked inside the smallest box, and as you zoom out, the reticule can be moved around more freely. How you obtain these larger views is through upgrading your optical and targeting equipment.
2011-03-17 22:45:00

Author:
SSTAGG1
Posts: 1136


What if MM patches the invisible material glitch thing though?

Pretty unlikely they'd patch anything that would break back-compatibility of published levels. If you look back through all the glitches they have patched, they only ever patched the means to reproduce them, not their functionality.
2011-03-18 03:14:00

Author:
Aya042
Posts: 2870


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