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#1

Errors everywhere!

Archive: 14 posts


I'm currently making a level and these little Yellow things pop up with "!" on it. When I into playmode, those yellow things appear everywhere and make objects and the ground invisible. Here are some pictures if they work.( This is my first time submitting pictures)

35775
35773
35774

In playmode, there are many yellow ! things all around and it makes creating and playing nearly impossible. The only thing that induce induces lag in my level is snow that I made. When I turn the snow off, the thermometer goes down 2 and a half notches.
When the snow is on, it is a little less the 3/4 of the way full.
I don't understand how the thermometer can be so high when I have a minute or two of gameplay. Please tell me how to fix this.


Edit: Maybe tonight or tomorrow morning, I can add a picture of the snow system
2011-07-27 23:54:00

Author:
Tileno
Posts: 81


The exclamation points are usually caused by areas of high complexity, regardless of the state of the level thermometer.

The snow sounds like the likely suspect. Does the problem go away if you get rid of all the snow?
2011-07-27 23:59:00

Author:
Ayneh
Posts: 2454


The more complex the shapes are and the more different materials and stickers being used cause the thermometer to overload.
How did you make the snow?
If you used many different emitters then the thermo might be high because of it. Try making a small strip of holo with enough emitters to cover the screen with snow and have it follow the player through the level that way less emitters will be needed and less snow will fall throughout the level.
2011-07-28 00:25:00

Author:
Lordwarblade
Posts: 761


Try making a small strip of holo with enough emitters to cover the screen with snow and have it follow the player through the level that way less emitters will be needed and less snow will fall throughout the level.

^This.

Lots of little moving parts or emitters will make the thermo cry like a baby. i used a variation on Warblade's idea in my hanami level (needed falling flower petals) and it worked like a charm.

Those exclamation points...i got a lot of 'em when i was creating, too, but i don't think they ever showed up in play mode (usually it was if i was zoomed out all the way and looking at everything at once), so...probably...nothing to worry over.
2011-07-28 01:22:00

Author:
waffleking23
Posts: 535


Has anyone ever got the exclamation marks glitch in create after several hours straight in the same crator? The level starts spamming 'to complex' issues even if there's next to nothing in the level in terms of thermo/localized complexity e.t.c. Weirdly enough the only way to fix it is turn the PS3 off and back on again.

I've always presumed it was a standard LBP quirk, but I've never actually asked anyone about it, just curious.
2011-07-28 01:52:00

Author:
Epicurean Dreamer
Posts: 224


Has anyone ever got the exclamation marks glitch in create after several hours straight in the same crator? The level starts spamming 'to complex' issues even if there's next to nothing in the level in terms of thermo/localized complexity e.t.c. Weirdly enough the only way to fix it is turn the PS3 off and back on again.

I've always presumed it was a standard LBP quirk, but I've never actually asked anyone about it, just curious.

I get this in my levels that are pretty high in thermo after i have been in the level creating for more than 2 hours usually i fix it by leaving the level then re entering.

In my deadville hollow level i had a zoomed out camera at one point that shows the city from a high angle. I got loads of the yellow ! icons appearing so i tested the camera angle in different positions and eventually found one that worked. It looks like some angle in the cameras make the icons appear.
Also i added fog and that hid some of the decos and stickers which stopped the icons from appearing also.

Usually the yellow ! icons show up when there are too many stickers decos and objects in a small space. I have rarely seen it online but it does happen when lots of things are going on at once.
2011-07-28 02:35:00

Author:
Lordwarblade
Posts: 761


I get this too when zoomed out. It seems that the engine has problems talking it all in due to complexity and the amount of things going on. But this never happends when I go into play mode or when using the 'game' camera as this focuses on a smaller area. It's very rare that it will show up once your level is published as I have never seen the yellow '!' sign when playing very complex levels.

Or once a player gets past a point a certain point of no return you may need to deactivate hazards and movements of platforms, things going on etc to take down the complexity. It may be a case of elimination, trial and error until you find what's causing it. However, this shouldn't be a problem when it's published.
2011-07-28 10:35:00

Author:
LittleBigDes
Posts: 920


I did receive exclamation points in a level (http://lbp.me/v/0c0b97) that was published in LBP2 quite some time ago. I assume that such a problem would be resolved by the creator by now. It may very well be that the thermo/complexity algorithms were lowered with the latest patch to improve multi-player gameplay.

Without official patch notes it's difficult to say.

Regardless: the easiest way to remove the issue is to reduce the complexity and/or thermo with your snow. How are the snow logic and the emitters set up?
2011-07-28 14:51:00

Author:
schm0
Posts: 1239


Without official patch notes it's difficult to say.

There are patch notes, right here (http://www.littlebigplanet.com/en/game_guide/ps3/updates/).
2011-07-28 15:51:00

Author:
StaticLinuxpro
Posts: 482


When emitters create large amounts of small objects, it tends to overbuffer, and to prevent that, I guess MM put a thermometer there. You haven't done anything wrong, but MM created the thermometer so nobody could make the PS3 explode. Make sure that you dispose (destroy) the snow after a certain time, though.2011-07-28 16:40:00

Author:
Grovfu
Posts: 12


There are patch notes, right here (http://www.littlebigplanet.com/en/game_guide/ps3/updates/).

I swore I looked for those on Day 1 and didn't see them. I remember checking back a couple days afterwards, too. Or am I getting senile in my old age?
2011-07-28 17:15:00

Author:
schm0
Posts: 1239


The exclamation points are usually caused by areas of high complexity, regardless of the state of the level thermometer.

The snow sounds like the likely suspect. Does the problem go away if you get rid of all the snow?

Even if I turn the snow off, there are still exclamation points in the level. The snow system is hologram material with 8 emitters. There is one main hologram and 8 others that have one emitter. The main hologram has 8 pistons that are attached to the 8 emitter holograms.( I have the pistons to spread the snow across the screen) I have the main hologram follow the player so that the snow is always present and there is only 8 emitters. The "snow" is 3 tiny pieces of polystyrene. Each snow piece has a white sticker on it and a microchip. On the microchip, there is an impact sensor so that when the snow touches the ground, it disappears. When you are inside a building,(there is a picture of me in a tower) the snow system stops and no snow will be emitted until it is activated. If you look at the picture of me in the tower, the level is still glitchy even though the snow is turned off. I hope this information is helpful and not confusing.
2011-07-29 01:21:00

Author:
Tileno
Posts: 81


It's the impact sensors, most likely. With 8 emitters going and emitting 3 tiny objects (with logic!) at once, that's 24 emitted objects every cycle, depending on how often your emitters are set to emit. That's 24 objects per cycle hitting the ground and being destroyed, but each of those objects has to "listen" (i.e. wait) for the impact.

What you should do is sync the lifetime of your emitted objects so the snow is demitted around the same time it reaches the ground. You should be able to test and implement this pretty easily with a bit of trial and error. If this doesn't work, I'm sure there are also several ways to improve the follow/emitting method to make the snow look as good without sacrificing as much local thermo.
2011-07-29 01:40:00

Author:
schm0
Posts: 1239


It's the impact sensors, most likely. With 8 emitters going and emitting 3 tiny objects (with logic!) at once, that's 24 emitted objects every cycle, depending on how often your emitters are set to emit. That's 24 objects per cycle hitting the ground and being destroyed, but each of those objects has to "listen" (i.e. wait) for the impact.

What you should do is sync the lifetime of your emitted objects so the snow is demitted around the same time it reaches the ground. You should be able to test and implement this pretty easily with a bit of trial and error. If this doesn't work, I'm sure there are also several ways to improve the follow/emitting method to make the snow look as good without sacrificing as much local thermo. Thanks for the help! I will try getting rid of the impact sensors and sync the lifetime.
2011-07-29 01:54:00

Author:
Tileno
Posts: 81


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