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How to create glitched holograms....

Archive: 35 posts


This is a simple, yet can be very helplful, way to make holograms inherit properties of other materials including gravity, mass, and most importantly material collision, while still retaining its special illuminating properties. Notice i said "material collision". When glitched, this material interacts with everything, except sackboy. This may seem useless at first, but upon further alalysis, you kind find numerous uses for it. Keep in mind this material will still turn invisible upon setting brightness to 0%.
Basically any uses you've had for "shrinked dark matter" when it pertained to interacting with materials while invisible, can be replaced with this, it is more efficient in that sense because it will be visible in create mode, and u dont have to go highlighing around for your invisible dark matter.
You can also create a force field for example, making an arc or half circle, deployed by your sackbot. That allows for you player to go in and out, but other materials to bounce off without having to use a follower set to "flee".
Basically anything that requires your sackboy to be independent of interaction, while materials are not, would be perfect.
This is how to create it: Start by obtaining desired hologram material, place an unprotected brain on it. Jump on the unprotected brain and pause, during create mode, before it disapears. Then grab and copy the desired material. (not object capture) The replica will not disapear upon unpausing, but will obtain these new physical properties(the unprotected brain remains can be deleted). Simple but effective. This method also works with other materials, they all obtain the property of interacting with everything except sackboy. Although solid materials cause the sackboy to hunch over when penatrating the material after implementing this glitch. Hologram does not. Any use of this glitch does not require any credit lol. As much as i would appreciate such kind gestures, the last thing i expect anyone to do is credit someone for a 2 min glitch implemented in an entire level.
2011-05-04 03:04:00

Author:
ShadowTyphoon
Posts: 80


I think you meant to post this in the tutorials section. ^_~

EDIT: I can easily find use for this. Gives me some sadistic ideas . . . oh wait . . . I mean I am not known for sadistic creations, I make easy levels >> << >> <<
2011-05-04 03:18:00

Author:
Hana_Kami
Posts: 393


^What she said~

But anyways, Yeah to be honest, this is pretty COOL!
but i don't have any uses for it my self.
*mew
2011-05-04 03:20:00

Author:
Lord-Dreamerz
Posts: 4261


So its basically the walk-through glitch, but with hologram?
Still, nice find I guess, since few would even bother to try it with the already walk-through holo.

He, who would've imagine it would sorta have the opposite effect with Holo than on regular materials. xD
2011-05-04 03:20:00

Author:
Silverleon
Posts: 6707


Moved thread to [LBP2] Tutorials.2011-05-04 03:21:00

Author:
warlord_evil
Posts: 4193


So its basically the walk-through glitch, but with hologram?
Still, nice find I guess, since few would even bother to try it with the already walk-through holo.


Well the difference is with the non holo walk-through glitch materials you can't see sackperson in it
where this one you can. but yeah I'm not sure this even still has to many uses.
2011-05-04 03:25:00

Author:
Lord-Dreamerz
Posts: 4261


Yeah haha exactly, ive been tryin to preform old lbp1 glitches on lbp2 latley,to see how they have changed, and the idea of doing it to hologram and possibly having a double negative outcome intruiged me. @silverleon.. forgot to reply with qoute

The uses for this wont be apprent until your making something complicated. Something that specifially requires something that is invisible, collidable, and moveable all at the same time. I made a 1st person level that used the 3d cam, and required something that colided with the room walls, moved with the player, and was invisible so that it did not show up underneath the player.
2011-05-04 03:31:00

Author:
ShadowTyphoon
Posts: 80


This actually sounds really cool, I might have to mess around with this maybe not for a full level integration, but just for some fun little create mode gizmos.2011-05-04 04:13:00

Author:
Jayhawk_er
Posts: 403


My friend found it a while back, he finds loads of glitches, but he only uses them for his creations and we have to be secret about them. Well at least now I know how to do it, because we couldn't join until he had made it. He makes insanely simple but effective things, such as EMPs.2011-05-04 07:59:00

Author:
sackruler905
Posts: 103


oh cool, i found out a different way to make holo have collision properties and gravity and stuff, but it was much longer and more horrible and easy to get wrong. this sounds like a much better technique if it is the same thing that i found , very well done and thanks for sharing!!2011-05-04 16:11:00

Author:
Skalio-
Posts: 920


Yeah, you never know when crazy things like this will be useful. I actually had a need for invisible walk-through material in my Jumper level - I needed the player to be able to go through, but not the vehicle. It was the simplest way to do it without tags etc. I would never have thought I would need invisible walk-through material in a hundred years, but there you go. Luckily, I already had the invisible material, just had to make it walkthrough and I was good to go.


Good info, thanks for sharing.
2011-05-04 17:57:00

Author:
CYMBOL
Posts: 1230


Thank you for great tip... just what I needed invisible holo that is sensitive to holo impacts 2011-05-20 21:29:00

Author:
stuk71
Posts: 86


thanks, found a good use for it in a boss level2011-05-21 22:43:00

Author:
Squidge99
Posts: 203


I think this would be great for a portal level in LBP2... if you don't know why is because when ending a portal level is destroys (Leave Behinds) everything except you and your portal gun So yeah, somebody get on that XD2011-05-28 05:19:00

Author:
chinook3
Posts: 453


Thank's nice glitch...2011-05-28 09:43:00

Author:
Unknown User


Ha, could be a pretty useful glitch. Might ue it myself.2011-05-28 11:02:00

Author:
Veyneru
Posts: 115


So there is no way to capture as object?2011-05-29 04:20:00

Author:
Brian_Istenes
Posts: 151


So there is no way to capture as object?

As with all the walk-thru-walls materials in LBP2, you can gas it, capture that, then ungas it after you place it.
2011-05-29 23:27:00

Author:
Aya042
Posts: 2870


As with all the walk-thru-walls materials in LBP2, you can gas it, capture that, then ungas it after you place it.

But what if you want to emit walk-thru materials as part of the gameplay?
so far seems that's out of the question.
2011-05-30 12:30:00

Author:
Lord-Dreamerz
Posts: 4261


But what if you want to emit walk-thru materials as part of the gameplay?
so far seems that's out of the question.

Might be possible to use a Danger Tweaker to automatically de-gas it upon emission.
2011-05-30 16:39:00

Author:
Aya042
Posts: 2870


Actually I discovered that for an emitter "Capture Emitted" can be used even though regular object capture can't.2011-05-31 03:05:00

Author:
Brian_Istenes
Posts: 151


i want to hug his glitch!!! but i cant coz i walk right through it.2011-05-31 11:39:00

Author:
nerzdadestroyer
Posts: 1527


I could definitely find some uses for this. Does anyone know if sackbots are allowed through it? I may have to try it myself to find out and let you guys know.2011-06-26 10:14:00

Author:
sp0ngyraver
Posts: 407


Actually I discovered that for an emitter "Capture Emitted" can be used even though regular object capture can't.

That's a good find! Thanks.
2011-06-26 10:16:00

Author:
sp0ngyraver
Posts: 407


sackbots can go through it. my god there is soooo many uses for it. ive used it many times since i learnt it. say u have a building and you dont want a vehicle to go inside, this stops it. and it holds up bridges. and it can be used as a gameplay item: place invisible blocks of it to create a path. then a creatinator that fires blocks of cardboard lands on it and you can walk on it. brilliant!2011-06-26 10:20:00

Author:
nerzdadestroyer
Posts: 1527


Yeah why did someone say there isn't many uses for it? That's just stupid, there are an infinite number of things you can use it for, it's basically it's own material at this point. You could construct a whole level out of just this material and one other material for your sackboy to interact with. Does this material react with pistons, bolts, etc? If so, that just adds more possibilities. I think we should consider this a separate material, it behaves different enough from holo to be considered different.2011-06-26 21:51:00

Author:
sp0ngyraver
Posts: 407


we could call it blok or soli-holo or.. i dunno, lets think of some names.2011-06-30 09:24:00

Author:
nerzdadestroyer
Posts: 1527


Really really helpful tut I already got a few ideas of how to use this MWAHAHAHA! But now I'm wondering something else:
Is it... possible to make materials (not holo) not collide with each other but collide with sackboy?
2012-05-30 07:22:00

Author:
Frenzie
Posts: 308


Oh wow, thanks for this glitch. I just know I'll be using this a lot. 2012-05-30 13:24:00

Author:
Rovelius
Posts: 74


Seems like a whole level could be made with this as it's "gimmick".

Maybe it's a good thing this thread was brought back up
2012-05-30 22:07:00

Author:
Cobaltor
Posts: 222


I did use it once or twice, combined with the merge glitch to merge two solid holograms XD
That can make collision boxes, though they can't be captured - except with direct capture
2012-05-31 04:23:00

Author:
Unknown User


I wonder what would happen if it done on Sticker pannel...2012-06-01 01:15:00

Author:
Undarivik
Posts: 442


Does the same, it gives the "dead proprieties" to any material.
http://wiki.lbpcentral.com/Dead_Material_(glitch)
2012-06-01 06:10:00

Author:
Unknown User


Immensely useful, could inspire a wave of spectral, after-death levels with a ghostly protagonist. I welcome thee, glitch, in all of your failing glory.2012-06-01 13:45:00

Author:
Ironface
Posts: 432


hmm... this might be helpful2012-06-04 01:09:00

Author:
Teepeenocks
Posts: 102


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