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Area too complex..
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Hi I have a level that I want to add to but my area is to complex. The level (https://lbpcentral.lbp-hub.com/index.php?t=53675-New-style-top-down-flight-sim) is a vertically scrolling flying level so almost the entire level is the background. I have tried thermo-reducing tricks like eliminating corners and taking off decorations. This has calmed it down to the point that I won't get exclaimation points in place of holo, but I still get the message. http://i36.photobucket.com/albums/e47/keithmg84/eagleriverlogic1.jpg There are many tags and emitters on the background and I am thinking that my logic might be unnecessarily over-complicated. I am not sure if this is the main reason for my problem, there are 4 microchips like this one... http://i36.photobucket.com/albums/e47/keithmg84/eagleriverlogic2.jpg I wanted the level to be much more random and difficult but because of the limitations that I have been faced with I felt like it needed a time limit and I made it a versus level just to add another layer to the gameplay. I want to know if simplifying part of my logic will allow me to make the whole more complex(more emitters/more objects is what I'm looking for). Any suggestions or stories of overcoming this problem would be most appreciated. | 2011-04-07 13:49:00 Author: Ace29 Posts: 132 |
I doubt the logic is the problem here. I would suggest destroying all objects whenever they exit the screen and emitting new objects only when necessary. If I understood your level structure correctly, this should give you unlimited thermo space when executed properly. | 2011-04-07 14:45:00 Author: Linque Posts: 607 |
Thermo isn't really an issue, its only about 7 'degrees' from the bottom. The problem is that probably 80% of it comes from this area. Most of the emitted objects only hang around until the background has past. | 2011-04-07 17:31:00 Author: Ace29 Posts: 132 |
I've had this message pop up when working on an actually rather simple level. It was a top-down racer that had the track and the roadside / scenery objects share and thus fill an entire layer. The message popped up when approaching a hairpin bend. Changing the track object to be a coarse outline of the actual track in a thick layer and putting the roadside object on the thin layer right in front of it made the message go away. | 2011-04-08 10:27:00 Author: tameturtle Posts: 150 |
My background makes use of all seven normal layers, the eagle flies on the thin layers so the obstacles are built on thin layers. The borders along the outside are made like the trees that pop up randonmly and their trunks are in the thick layer between the branches (on thin layers) and on the border are mostly unnecessary. Going to eliminate them (they are circles) hopefully less shapes will be less stress on the area, hopefully post the results before work. Thanks for the advice. | 2011-04-08 13:41:00 Author: Ace29 Posts: 132 |
HI Whats wrong isnt the thermo of the overall level, Its that too much is happening on the screen at once and the game is having trouble calculating everything. You will need to- Reduce the number of emmited objects or Make the background scenery less complex (ommit animated textures etc if a lot of objects) use simplar materials (like cardboard instead of metal) Heavier ar animated materials seem to use moire memory) If theres a lot going on on screen at a certain part and you need a lot of objects whizzing around, try using no animated materials or more basic ones (dont have six different materials at the busy point, maybe just 2.) Coordinate your emmited objects so there is less going on at the complex parts- Remember, the more players playing your level at the same time will slow the action too. The Logic isnt the problem, its just too much animating on screen at once. Hope that helps :-) | 2011-04-08 15:09:00 Author: Sean88 Posts: 662 |
That definitely helped, will try to add to it later we'll see how that goes... | 2011-04-08 15:14:00 Author: Ace29 Posts: 132 |
Glad to help buddy | 2011-04-08 15:19:00 Author: Sean88 Posts: 662 |
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