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Annoying captured object Glitch...anyone :(

Archive: 16 posts


Well I know many glitchs seem to have no work around...has anyone run into the issue where you capture an object and then try to place it and the central object that the cursor choses to highlight and move stays in the location where it fist appears when you place it, even though you can move the rest of the object all over. like they are not related? I managed to get around this by testing a capture everytime by placing it right after I capture it to see if it is good, and if it is not, delete and try over. I have managed to copy and paste the object that would capture wrong every time and the copied version would work...well an into an issue where a very complex item became corrupted like this. I tried to rebuild the part acting up...but on this one object it just refuses to fix. and the one saved in the level is the one giving bad captures. I have tried copying that one, removing the part acting up and several things. The best I got was the static part to move to another location...but then it randomly switched back. It has been a week or so and still no luck. 2011-04-10 18:24:00

Author:
celsus
Posts: 822


I had this happen with my UFO and one of my landing pads stays there so all I have to do is to place it without moving it :S2011-04-10 18:50:00

Author:
The age of LOLZ
Posts: 229


Exactly! I had an emitter stop working...turned out the emitted object decided to move about twenty feet over and down (feet in LBP 2 sackperson land)...so I tried to move it...and surprise it had become one of these "things"...since it was a captured object and the level it came from had to be deleted to get rid of the off screen magic mouth...I was forced to use a second object to alter the spawn point, then switch back to the first to see if it was placed better, it took about 10 switches before I got it too work...just wish I knew the cause or fix. On a side note how full is your moon or pop-it bag when it occured? I am still trying to figure out a link. I was going to capture object with a second profile, but his capture option is greyed out...so I think I have to play the first level to unlock it.2011-04-10 21:08:00

Author:
celsus
Posts: 822


I had alot of items but to be honest it was my first LBP2 creation but it hasn't happened on any other of my objects.2011-04-12 13:26:00

Author:
The age of LOLZ
Posts: 229


Well that is good, because I would hate to remove some of my objects. Was the object placed and recaptured several times? I think that is the only other thing I could remember doing unusual because the other level had crashed and I was forced to used my saved version of the object.2011-04-12 21:26:00

Author:
celsus
Posts: 822


I did alot of testing but to avoid any problems would I have a glitch I would rewind to put it back so maybe it has to do with movement.2011-04-13 13:02:00

Author:
The age of LOLZ
Posts: 229


It involves an emitter? I find that if you create an object that emits something, then capture that entire object without making a hard copy of the thing being emitted, it will tend to glitch up.2011-04-13 15:12:00

Author:
Xaif
Posts: 365


You are tlking about the emit capture option right? I did not do that on this item, buty I did capture it to save it, but then had to place it in a new level a few times to do more work on it because the first level was too large and the second level glitched. I did rewind alot toothough. I can't recall it the emitter at one time on one of them used a captured item via the emit option...but the item that ended up glitching was a hard copy version....but the fact the emitter decided to move the emit captured version to some random location most likely did have to do with the emit capture...which I almost always try to avoid because of those issues. Maybe I will try and spend a weekned recreated the glitch with rewinding, using emitters that had used captured items, and such. Thanks for the help. 2011-04-13 15:29:00

Author:
celsus
Posts: 822


I think I've had your problem (https://lbpcentral.lbp-hub.com/index.php?t=49918-Captured-object-coming-apart&p=779150#post779150). It was uber-annoying. Actually, doing a live capture instead of a hard copy was the only workaround I could come up with to get the object to emit properly. I didn't even know you could do a live capture at the time I encountered the bug, so I don't think that's the cause of it. What is the cause? I have no idea. I'm pretty sure my moon and popit bag weren't full either.2011-04-14 09:07:00

Author:
zabel99
Posts: 179


Yes that is the exact issue! I searched for this issue, but if I type captured object glitch there are millions of posts on pods, sack-bots, and such, but nothign on this...and I tried adding static peice, and broken...but didn't try falling apart. Well thanks for the info, becuase that that rules out another cause. I will try duing the emitter capture, and them possible try making a hard or the emitter copied object and see if that clears the glitch. I can rule out levels being full as a cause because the level I was using was not...perhaps on that bug thread they could add a list of things players are doing whent ehy get a bug and over time that may help us find ways to avoid these things. I rebuilt one that had a static part, and then captured it an the static part altered to another location...tweeked it a bit more and the static part switched right back to the same location it was at the start...that is when I gave up and posted here. It does seem the static part was the "master' selected peice of the object that the game chooses. But again thanks for the help, I will go and try the emitter trick and see if that fixes it.2011-04-14 15:56:00

Author:
celsus
Posts: 822


Well this glitch has grown 3 flod. Most all of the vehicles I have for my level now are static. It turns out it has something to do with material tweakers. I don't want to remove them all, but I can't remember what I am supposed to do with them as a work around. There are items that are set to sticky, snad some that arn't. I hate to think I will have to remove them all, but it may be my only option.2011-10-02 02:55:00

Author:
celsus
Posts: 822


just out of interest, try letting a friend copy your level to their moon, check it out to see if the bug has tranfered too and if it hasn't, delete yours and then copy it back from his moon. you never know.2011-10-02 14:11:00

Author:
GribbleGrunger
Posts: 3910


My DeLorean had this happen to it. A small bit stays static when I pull it from my objects bag, and this carries over to trying to place in an emitter. Exactly like you have experienced.

Annoyingly, as you have seen, it HAS to emit. I got around it by making a simple version if the car as a single block and using this to position in the emitter... Once it spawns right I swap for the more complex version which can not be moved until placed, because the dummy block is the sane size and shape it didn't need to be moved. Once placed it all turns out fine and behaves as expected.

Out of interest, the part that detaches is a small circle of cardboard that has a zero friction material tweak on it. It's part of the hover control system that stops the car touching the ground, allowing for the wheels to spawn.

Heavy.

Any way I always though it was because it is such a complex object, judging the detail in your contraptions, I'd guess the same reason.

Out of interest, I have been rebuilding the car and even with less bits it has happened again to a bit of holo, which has no tweaks. Both this bit and the piece of cardboard were advanced glued to a part which was advanced glued to another part which was then advanced glued to the main object.
2011-10-03 07:24:00

Author:
Mr_Fusion
Posts: 1799


When you place it in your level - what happens if you use a piece of holo and glue it all together?2011-10-03 14:13:00

Author:
CYMBOL
Posts: 1230


Copying will not fix it usually, rebuilding and recapturing also has mixed results (moves which part is the static object). The swap works unless you have to emit it at an angle...because emits store posistion but not angle when swapped out. I saw someone once alter my object by removing the material tweakers and it worked, but I can't recall what was done. It is 100% related to the material tweakers glitching the objects. I just don't recall if I have to remove them or not.

@Mr Fusion Did the rebuild fix it?

@Cymbol In what way are you saying to glue it? The issue may be for things like the jet it needs to eject the seats amongst other things (opening doors, moving wheels, missle launcher, holo "Lock-On" that turns on when plane is locked on...and so on.
2011-10-03 19:00:00

Author:
celsus
Posts: 822


@Mr Fusion Did the rebuild fix it?


No, after a number of parts the same problem presented itself. The car was entirely rebuilt also so I didn't re-use a bit that was 'broken' the 'new' car still had the problem with a static part.

This bit does not have a material tweak on it, and there none on the entire object at this stage I did have a lot of holo layered to keep the parts in line in grid mode and after removing these guides the part that was acting static was fine again.

One thing to mention is that the part that is static is still connected so it still moves like it is glued to the main object. There is a bug/'glitch' about gluing distant objects and this behaves pretty much the same.

I really think it is to do with complexity, and your experience of removing the tweak was one level less than the threshold... but to be honest, my work around resulted in me not thinking too much about it. I will have to check angles; but the dummy block acting as a place holder kept the correct position when I swapped it out for the real car.

Although the car does emit on the right angle in one scene where I have rotated the emitter...

EDIT: I just remembered how/why this bug doesn't bother my placement anymore. The bug is still in the main object though.

I have a bit of holo the exact dimensions of the car which is used to track all the logic during time travel (as the car is destroyed). This bit of holo has the emitter on it. I setup the emitter to emit the same bit of holo in exactly the same spot, and then changed it out the real car via live capture.

Because I didn't need to move the live captured car everything stayed where it should.
Whenever I need to place the car I use the bit of holo, which I can rotate and move. The car spawns when I unpause. This works for the nature of my object. And is really useful as you can have holo 'place' holders throughout a level showing where things appear when triggered.

Because of my setup I am never able to edit the emitted car though, which is fine for how it all works anyway.
2011-10-03 20:56:00

Author:
Mr_Fusion
Posts: 1799


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