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

Chip: Dimention

Archive: 5 posts


this is more or less what it sounds like. the new chip would have all the same settings as usual. when placed on an object it would be able to shrink or enlarge that object (+50 to -50). you would be able to set how many increments there should be so that it could go straight from 0 to 100 immediately or visa for example. this would be useful for many things, including making a sackbot become a giant, objects for creating the illusion of moving forward into the screen and smoke from a chimney, along with many pleasing visual effects for levels2011-07-09 19:13:00

Author:
GribbleGrunger
Posts: 3910


It'd be a nice way to make 3D-looking movies or cutscenes, and it will use up hardly any thermo with simple objects, but with more complex objects with more corners and shapes, it could take up some thermo since it probably has to multiply the material to a certain scale factor, from a certain point. Making things smaller could also decrease thermometer space which is very convenient as the affects take place in the level, although the problem of some long thin objects 'dissapearing' with outlines underneath the physical shape may occure often.

Perhaps you could also have an 'Layer Dimension' changer as well, which changes the thickness of an object?
2011-07-09 22:31:00

Author:
Denim360
Posts: 482


Good idea! Also make it so you can have more color options on a tweakable material. e.g. neon2011-07-09 23:38:00

Author:
StaticLinuxpro
Posts: 482


I'm not sure how the LBP render engine handles vector point co-ordinates in play mode. In create mode they're scalable/editable but I'm presuming in play mode the vectors become rasterized/solidified into a static object, essentially becoming 'hard coded' into the render engines simulation propagation. Changing the size of an object would mean altering the relative vector co-ordinates of an object on the fly, subsequently altering the objects mass/shape(/material?)'s physics response, on the fly.

I don't think this is possible due to the limitations of the order in which the LBP engine assigns attributes to objects, i.e. i believe the engine must have a definitive mass/shape/material object class association before it can calculate its physics reaction. The former needs to be a specific before the latter can calculate, having the former an arbitrary dynamic number would probably cause the engine to do all kinds of weird stuff and/or its simply inherently impossible due to how the game is coded to run.

All conjecture of course, but have you never wondered why when editing an object, even un-paused in create mode, the object looses all of its physics response and enters a separate 'highlighted' state, i think this little process is quite significant when the possible connotations of why this happens are taken into account.
2011-07-13 20:12:00

Author:
Epicurean Dreamer
Posts: 224


You right :>2011-07-15 04:39:00

Author:
Shadowriver
Posts: 3991


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.