Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Help!
#1

Over complex warning message?

Archive: 18 posts


Last night when tinkering in my level I keep getting a waring message about this certain are of my level is too complex, and tells me to try spacing out my level more. So, I went around clearing up stray edges, materials and things out of view. Yet this some how gets in the way of fow and how how I wanted to design it. So, now I'm designing up and over the left away from the more complex area on the left.

So my question is:
Will this cause lag online when playing and causes problems in my level when it's finihshed and published?

Plus any tips would be great. I've noticed in lot of levels that people do long jumps to others areas by forcing you onto jump pads and large grapple hook areas that take up a more spaced out layout. How do I do this without compromising my current design. I've also hiident he odd seem with a thing layer but it doesn't always look great.

2011-05-18 14:33:00

Author:
LittleBigDes
Posts: 920


Try pushing the game camera in a bit, just so there's less for the engine to cope with at any one point.2011-05-18 14:45:00

Author:
julesyjules
Posts: 1156


In create mode it is very frustrating when the thermo is almost full and with it comes the lag. I discovered in my level LBP2 AoE that when I hided all my microchips the termo went down from 95% to 75% and the lag was gone. But I would recommend not to do anything too complex.2011-05-18 15:00:00

Author:
Willman4
Posts: 170


Strange thing is my thermo is only half used, may be more but not 3/4 yet. All my micorchips are closed. So it's not a thermo issue and I plan on doing a link level anyway to the 2nd part of it.2011-05-18 15:34:00

Author:
LittleBigDes
Posts: 920


Stacking a lot of translucent holo objects and or lights within the visible area can lead to this message. Bring back that number or zoom in.2011-05-18 17:52:00

Author:
Antikris
Posts: 1340


I get this message in ALL of my levels in create mode if I zoom out far enough...it's just an annoyance that doesn't affect play mode because the camera isn't zoomed out to max when actually playing. If there's lag due to too much on screen you'll experience it when playing (also preview mode in create is less laggy because all those chips/sensors/invisible holo are hidden). If your level appears to play fine...and in particular if you only get this error zooming out in create mode, ignore it.2011-05-18 18:21:00

Author:
fullofwin
Posts: 1214


Yeap it happens when I'm in pause mode zoomed out or just hovering around the level in a certain area where there's a lot of edges and detail.2011-05-18 20:24:00

Author:
LittleBigDes
Posts: 920


I get this with like 3 sections just on one level. Its like people said, its just because your camera is zoomed out in create with all ur wires and such going everywhere. Your fine.2011-05-19 05:54:00

Author:
Bourne_
Posts: 33


When you're in preview mode all of your logic and contraptions aren't visible which really lightens the load the game. Some parts of my levels lag in create quite badly, but in preview/play they don't at all, so no need to worry.2011-05-19 09:34:00

Author:
Xaif
Posts: 365


Hi Little Big Des.
If you make a large shape that it says 'THE SHAPE IS TO COMPLEX TO ADD MORE', and you find it wont let you delete or cut through any part of the shape, change it to a destructable material. You can now use explosives to destroy parts of the object and make it split it. Now tidy the edges and The object will be no longer complex and just change the material back to what it was
2011-05-19 13:56:00

Author:
Sean88
Posts: 662


Hi Little Big Des.
If you make a large shape that it says 'THE SHAPE IS TO COMPLEX TO ADD MORE', and you find it wont let you delete or cut through any part of the shape, change it to a destructable material. You can now use explosives to destroy parts of the object and make it split it. Now tidy the edges and The object will be no longer complex and just change the material back to what it was

You're kiding... no way I never knew that. There are areas at the start of my level I can no longer edit or delete parts of the shape. The message I tend to get now is that about 'an area being too complex and to try spreading out your level', but your advice will come in handy for when I get the 'THE SHAPE IS TO COMPLEX TO ADD MORE' warning again. Thanks.
2011-05-19 14:08:00

Author:
LittleBigDes
Posts: 920


It sounds like there's too much hnappening on screen at once, especcially in create mode. If an area is 'freezing up', try putting less objects or less moving thinngs or not as many different materials in the one area.
If you need to remove stuff from this area and its not letting you, zoom the games cameras close and distant views in as much as possible and in create, hover and zoom the camera right in as much as possible, make the view flat, and on the options make the screen size as large as possible. In the problem are, remove parts you dont really need and even use the edge tool to cut down on the number of corners a shape has. .The less verticies(corners) a shape has, the less complex it will be, and less thermo. it will use up.
2011-05-19 14:16:00

Author:
Sean88
Posts: 662


Yeap I've been doing that. It's an underground cave type level so it has a lot of jagged lines and rocky shapes and I 'm only using 2-3 main materials for front, middle and back with the odd 1 or 2 to add the odd aesthetics and visual touches. Did some more tidying last night and I don't seem to be getting that message anymore when I'm hovering around.

All done sorted
2011-05-19 14:25:00

Author:
LittleBigDes
Posts: 920


Your welcome mate. If your building someting big and it has a lot of fiddly corners, build it in sections and glue them togeather, but basically try to keep the corners on an object to asd low a number as possible if you have a lot going on in a specific area.
(so for example-
A flat square would have 4 corners
A cube would have 8 corners
A 5 point flat star would have 10 corners (by corners i mean points where the lines changes angle)
A 5 point 1 layer thick would be 10 corners


Sorry for going on mate, but point i'm making is try to keep the number of corners down, so instead of having 2 5 point flat sats on screen togeather using 2% thermo,
have a 5 point flat star and a flat square on screen togeather using 1% thermo, if you get me
2011-05-19 14:35:00

Author:
Sean88
Posts: 662


Yeap, all common sense really. So far thermo is all ok.2011-05-19 14:41:00

Author:
LittleBigDes
Posts: 920


Your welcome mate. If your building someting big and it has a lot of fiddly corners, build it in sections and glue them togeather, but basically try to keep the corners on an object to asd low a number as possible if you have a lot going on in a specific area.
(so for example-
A flat square would have 4 corners
A cube would have 8 corners
A 5 point flat star would have 10 corners (by corners i mean points where the lines changes angle)
A 5 point 1 layer thick would be 10 corners


Sorry for going on mate, but point i'm making is try to keep the number of corners down, so instead of having 2 5 point flat sats on screen togeather using 2% thermo,
have a 5 point flat star and a flat square on screen togeather using 1% thermo, if you get me

I actually don't think the flatness of the shape actually matters. I did an experiment with some objects to see how many corners I could create inside/outside an object, and the number ALWAYS works out to 360 as the maximum number of angles (including trajectory angles created around the outside of the object). It didn't matter if the shape was thick or flat.
2011-05-19 14:55:00

Author:
shane_danger
Posts: 283


lol. sorry, i meant, a 5 pointed 1 layer thick star would have 20 corners,,, my bad. Any other help mate just ask. I look forward to playing you level 2011-05-19 15:51:00

Author:
Sean88
Posts: 662


I get that warning with my complex 3D backgrounds, when I pull back the camera. The only time I've had a problem with lag due to complexity was an area with lots of candle flames and smoke machines and emitted objects, so that was too much animated motion. So long as your complex area is static, shouldn't be a problem. If you have a lot of motion, best to give it a run through and check for lags.2011-05-23 20:16:00

Author:
Pookachoo
Posts: 838


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.