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#1

Adjusting the in game camera

Archive: 9 posts


I know there was a thread about this somewhere, but I can't seem to find it anywhere.

Let me describe the scene...

There are a bunch of monstors to kill. I've rigged it so that they have inverted magnetic switch systems which I can use to activate things. Externally I've put up a disolve key switch set which will do other things when they are all gone, like open a door and have some story text appear.

What I want to do is have a camera system that will zoom into the door system happening. The player could be almost anywhere in that playable section and they are likely to work out what just happened, but it would be good to do a quick zoom to it so they know to move on.

I just can't seem to get the camera system in game to do what I want though. :o

Any advice?
2008-12-05 14:19:00

Author:
Elbee23
Posts: 1280


I seem to remember someone saying that a magic mouth's camera settings could accomplish such a task. I haven't tried it myself though.2008-12-05 18:55:00

Author:
Trader Sam
Posts: 92


I've seen it done a lot.

Attach an invisible magic mouth where you want the camera to zoom in, set it to be a Cutscene camera (very important) and trigger it with a switch instead of letting it trigger by proximity.

You can make the mouth say something irrelevant, such as mouthing a noise or just a series of dots.
2008-12-05 19:07:00

Author:
Gilgamesh
Posts: 2536


You know cameras can be hoked up to switches, right?

Just set its proximity to the room then have the "door opens switch" hooked up to the camera too. Then make it so that when the door opens it turns off the camera's portion of the switch.
2008-12-05 21:27:00

Author:
lionhart180
Posts: 200


You know cameras can be hoked up to switches, right?
No, I did not. Thanks for the info
2008-12-06 00:12:00

Author:
Gilgamesh
Posts: 2536


No, I did not. Thanks for the info

Guess we're even now XP
2008-12-06 03:41:00

Author:
lionhart180
Posts: 200


Well, I originally did plan to use the camera feature activated by a switch, but it seems very fiddly and fickle. I just can't seem to get it to do what I want.

I could either keep fiddling around with it in a libram level, as the set up is very complicated, or I could try and use the story character outside the stage, stick a second invisible magic mouth on him, activate it by switch and add the cutscene function to it.

I'll have a fiddle with both, but my initial thoughts is that the second mouth on the one character would be the easier of the two to execute. :o
2008-12-06 04:19:00

Author:
Elbee23
Posts: 1280


Yeah cameras are difficult to use to show things a long way away from where the player is... even if they are attached to a switch they don't change your view unless the player is within the camera "zone" and it can be difficult to set the camera view a long way away from the player and still have the "zone" around where the player will be.

Magic mouths are an easier way to achieve this, although I have found that if the mouth is to far away from the player, any message you want to display will be replaced with a series of asterisks "******** *******" something like that. But if its just the view you want you should be sweet.
2008-12-06 05:12:00

Author:
chillum007
Posts: 228


Well, it was not too far away. I tried putting the second mouth on to the outside character near the area I wanted to highlight, and made it switch activated. It seemed to work well in both advancing the story and highlighting to the player it was time to move on.

I'm guessing what my problem was that the player was not in the zone, or at the very edge of it. So the camera hardly moved much and did not produce the results I wanted.

There is another area though where I wanted the camera wide to highlight some things, and it worked well. The player was in the required zone though, so I'm guessing that's the difference.
2008-12-06 14:28:00

Author:
Elbee23
Posts: 1280


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