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#1

Epic layer visuals....HOW?!

Archive: 23 posts


I recently played Felkroth's Jellyfish Level (http://lbp.me/v/37qbcz).....and was immediately stunned by the moving scenery.

http://i9.lbp.me/img/ft/a3919ccbf813ee8e0a6bdecb62d5cbf0866e88e4.jpg

Does anyone know how this was done? It's quite incredible.
2011-07-25 06:26:00

Author:
SSTAGG1
Posts: 1136


Lots and lots of patience...

For starters, you can check out Comphermc's 3D layer tool tutorial (http://www.youtube.com/watch?v=Ij--bJxovSk), and luos83/theadipose's tutorial from LBP1 (http://www.youtube.com/watch?v=VYRGeojQMr4). Next, you'll have to grab yourself some tools. A simple LBP.me search will pull up about 100 levels, all of which will most likely provide you with the tools you'll need. From there, you'll need to experiment a ton to get the hang of it, and after that you can start working on things with a bit more confidence.

Good luck, though! Besides complex logic, the 3D layer effects are probably the most frustrating and hardest thing to master in all of LBP.

(From there on out, you'll need to set up logic to emit into the back layers and then use layer movers to constantly switch those objects forward, creating the illusion of motion. But you should probably start with the basics. I'm positive someone may be able to help you with the specifics of it all, but if you don't have the basic concepts down, the instruction may easily be lost on you.)
2011-07-25 06:30:00

Author:
schm0
Posts: 1239


Ah, so it was just in/out movers. Didn't realize they worked in the extra layers. Thanks.

On a related note, does all logic work in the extra layers? If so, I should start adding stuff to them, lol. Opens up my creations quite a bit.
2011-07-25 06:41:00

Author:
SSTAGG1
Posts: 1136


Holy heck, that is nice! I played a bit with emitting into the background but found it more tedious than valuable. The 50 layer tool is great for creating objects, hadn't thought to try logic on them yet... presumably in order to attach the logic, you have to build in the standard 3 layers, then capture and emit? I dislike that process, it's so bothersome. Now, if we can simply attach logic to 3D layer objects that are already way off in the background... 2011-07-25 08:10:00

Author:
Unknown User


Now, if we can simply attach logic to 3D layer objects that are already way off in the background...

If you go to front view it seems to work sometimes. Fiddly though, what can you expect from a glitch.
2011-07-25 15:21:00

Author:
Radishlord
Posts: 706


When using the 3D Glitch/Extra Layers, there are a few changes from LBP1 to LBP2.
Check out the wiki: http://wiki.lbpcentral.com/Community:Tutorials/Working_with_Extra_Layers_aka_3D_Glitch
And I have a tutorial level for LBP2: http://lbp.me/v/0b6hcn
2011-07-25 21:59:00

Author:
Pookachoo
Posts: 838


Lots and lots of patience...

For starters, you can check out Comphermc's 3D layer tool tutorial (http://www.youtube.com/watch?v=Ij--bJxovSk), and luos83/theadipose's tutorial from LBP1 (http://www.youtube.com/watch?v=VYRGeojQMr4). Next, you'll have to grab yourself some tools. A simple LBP.me search will pull up about 100 levels, all of which will most likely provide you with the tools you'll need. From there, you'll need to experiment a ton to get the hang of it, and after that you can start working on things with a bit more confidence.

Good luck, though! Besides complex logic, the 3D layer effects are probably the most frustrating and hardest thing to master in all of LBP.

(From there on out, you'll need to set up logic to emit into the back layers and then use layer movers to constantly switch those objects forward, creating the illusion of motion. But you should probably start with the basics. I'm positive someone may be able to help you with the specifics of it all, but if you don't have the basic concepts down, the instruction may easily be lost on you.)
well what do you search? and is there a tutorial on how to make the 3d background move like that?
2011-07-25 22:34:00

Author:
LBP2_Tutorialist
Posts: 225


There are a ton of levels giving away 3D tools, but many will not work in LBP2. What you want is a "cascade" which is one tool for building in many extra layers. Like this one: http://lbp.me/v/w6tzhh2011-07-25 23:52:00

Author:
Pookachoo
Posts: 838


oh. i thought yo guys meant search for a tutorial on making a moving 3d level.

i already have a cascade. thanks to comph!
2011-07-26 05:12:00

Author:
LBP2_Tutorialist
Posts: 225


(From there on out, you'll need to set up logic to emit into the back layers and then use layer movers to constantly switch those objects forward, creating the illusion of motion. But you should probably start with the basics. I'm positive someone may be able to help you with the specifics of it all, but if you don't have the basic concepts down, the instruction may easily be lost on you.)

So in/out movers can be used to move objects from the playable layers to the foreground glitch layers?
2011-07-26 19:51:00

Author:
KnutsoPX
Posts: 116


^ you got that somewhat backwards~
movers can only be used to move something forwards while it's in the extra layers.
*mew
2011-07-26 20:00:00

Author:
Lord-Dreamerz
Posts: 4261


^ you got that somewhat backwards~
movers can only be used to move something forwards while it's in the extra layers.
*mew

OK, but for the level mentioned in the first post - As far as I can tell, the creator emits objects in the background glitch layers and uses in/out movers to move them toward the playable layers. At which point they pass through the playable layers and continue into the foreground. How did they do that? Did they have to emit new objects whenever they reached the playable layers? I must be missing something here...
2011-07-26 20:27:00

Author:
KnutsoPX
Posts: 116


Maybe by gluing any of the moving objects to a 3D long layer holo?
that way it's keep going forward until the end of the holo gets to the normal layer,
and you won't be able to see the holo when made invisible~
2011-07-26 20:38:00

Author:
Lord-Dreamerz
Posts: 4261


Maybe by gluing any of the moving objects to a 3D long layer holo?
that way it's keep going forward until the end of the holo gets to the normal layer,
and you won't be able to see the holo when made invisible~

Hmmm... I am gonna have to try some stuff out later. I hadn't played LBP2 in almost a month until I saw the pics for that level and I just had to check it out. That technique really opens up a lot of possibilities for racing type games.
2011-07-26 20:44:00

Author:
KnutsoPX
Posts: 116


Maybe by gluing any of the moving objects to a 3D long layer holo?
that way it's keep going forward until the end of the holo gets to the normal layer,
and you won't be able to see the holo when made invisible~
how do they make it so that it looks like the level is moving into the foreground then? it stops at the frontmost playable layer right?
2011-07-26 23:23:00

Author:
LBP2_Tutorialist
Posts: 225


how do they make it so that it looks like the level is moving into the foreground then? it stops at the frontmost playable layer right?

That would be my guess. If you look closely, you can see the objects that are moving toward the screen actually stop for a little bit once they get to the front layer... then they are destroyed.
2011-07-26 23:33:00

Author:
KnutsoPX
Posts: 116


.
your not getting what i mean, it's like this. you have a object... lets say 3 layers long.
you glue that to a to the front or whatever to a Holo that is lets say 50 layers long.
then when you emit it. because the holo is much longer then the glued object...
it'll keep moving forward until the back end of the holo is in the normal layers...
and because of that the glued object will be well passed the unplayable front layers...
this is just a guess. i've never tried before to do this kind of trick.
*mew
2011-07-26 23:33:00

Author:
Lord-Dreamerz
Posts: 4261


Ohhhh. I get it now! Thank you for taking the time to explain. (how many times...)2011-07-26 23:37:00

Author:
LBP2_Tutorialist
Posts: 225


Hmmm... I am gonna have to try some stuff out later. I hadn't played LBP2 in almost a month until I saw the pics for that level and I just had to check it out. That technique really opens up a lot of possibilities for racing type games.

If you could actually change the speed at which it moves and pause it mid-move, then yes. As far as my own experiments went, you emit the item and it moves to the playable layers. But perhaps a dampener could slow 3d movement down... You can test that without the glitch. I have my doubts.
2011-07-27 17:59:00

Author:
Antikris
Posts: 1340


If you could actually change the speed at which it moves and pause it mid-move, then yes. As far as my own experiments went, you emit the item and it moves to the playable layers. But perhaps a dampener could slow 3d movement down... You can test that without the glitch. I have my doubts.

How did you get the item to move from the background glitch layers to the playable layers? I tried a couple of things last night, but couldn't get it to work.
2011-07-27 18:20:00

Author:
KnutsoPX
Posts: 116


How did you get the item to move from the background glitch layers to the playable layers? I tried a couple of things last night, but couldn't get it to work.

The Layer Mover logic. If active on an object in the background glitch layers, it will traverse all the way to the playable layers. It requires space in those layers and the object should not be glued stuck.
2011-07-27 18:37:00

Author:
Antikris
Posts: 1340


I believe an follower was used, the transition from back 3d layers to front is smother than useing regualr movers. If you take a close look at Felkroths level the mainl floor and walls don't move, they are static and everything else is emmited probably in the 100th 3d bg layer, using a "set to follow tag" the follower would continue to move forward until it's in the playable layers and then destroyed accordingly, you could possibly continue it into the foreground layers by having it emmit a section in the foreground once the material gets to the foregroundmost layer, although I think it would just try and bounce back into the regular layers anyways 2011-08-07 22:27:00

Author:
damaz10
Posts: 771


I have done tests using the layer mover on an object in the background layers, and sometimes I can make the object move into the playable area, but sometimes not. I'm pretty sure that every time my test failed, I was using an object that was more than 3 layers thick (used extra layers).2011-08-08 20:04:00

Author:
Pookachoo
Posts: 838


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