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#1

Making the screen zoom out more..

Archive: 12 posts


Ok, so I'm working on a minigame, but I need the whole thing to fit inside the screen at once.

I know that using cameras can pull the screen further away, but I need it even more than that :/

Is there any way at all I can do this?
2008-12-22 20:34:00

Author:
DrunkMiffy
Posts: 2758


I'd imagine that if the camera doesn't pull back far enough, there's no way to take it further. Haven't tested this though. Too bad. 2008-12-22 21:11:00

Author:
BassDeluxe
Posts: 984


Make the mini-game smaller :2008-12-22 21:14:00

Author:
Unknown User


I know, it is very annoying that the camera can't zoom out far enough sometimes. I made a mini fishing game and got the hump with it because the camera just couldn't get enough of a good view for it. I abandoned it 2008-12-22 21:18:00

Author:
dorien
Posts: 2767


Yeah, I'm having the same problem with my Mousetrap WIP level. Some bits are just too big for the player to see all at once, so I have to have a combination of cameras (if reasonably close to the player) and magic mouths with cut scene cameras set up, activated/deactivated by mag keys, so that the view is where the action is happening as the chain reaction progresses. It's not ideal, but it's the best solution i could find.

A tip with using multiple different camera angles on the same scene - once a camera is activated, it stays active even if a different camera is subsequently activated. The view you get is kind of an average of the two camera angles of each camera, which is pretty useless if you want the view to be exactly where you set the camera angle. You can get around this by having a timer setup with a piston and mag key activating the cameras, but this can be tricky to time right.

I've found the easiest way is to mount your cameras on dissolve material, and when the next camera activates, have the switch which activates it also connected to the dissolve material of the previous camera. This will make the previous camera disappear and leave the view free to move to your next camera angle.

Hope this helps!
2008-12-22 23:22:00

Author:
chillum007
Posts: 228


Yeah, I'm having the same problem with my Mousetrap WIP level. Some bits are just too big for the player to see all at once, so I have to have a combination of cameras (if reasonably close to the player) and magic mouths with cut scene cameras set up, activated/deactivated by mag keys, so that the view is where the action is happening as the chain reaction progresses. It's not ideal, but it's the best solution i could find.

A tip with using multiple different camera angles on the same scene - once a camera is activated, it stays active even if a different camera is subsequently activated. The view you get is kind of an average of the two camera angles of each camera, which is pretty useless if you want the view to be exactly where you set the camera angle. You can get around this by having a timer setup with a piston and mag key activating the cameras, but this can be tricky to time right.

I've found the easiest way is to mount your cameras on dissolve material, and when the next camera activates, have the switch which activates it also connected to the dissolve material of the previous camera. This will make the previous camera disappear and leave the view free to move to your next camera angle.

Hope this helps!

Kinda confused me tbh, but I appreciate the effort

I think I'm gonna abandon it.. I was gonna make a working pinball machine, but the camera angles are usless for it.
2008-12-22 23:28:00

Author:
DrunkMiffy
Posts: 2758


Ran into this on my hovercraft level. Just could not get the FOV I needed and the camera tool does not really help. Again a nice feature that MM could add would be Creator Set FOV. Like on my hovercraft level there is no scrolling. Everyone stays in one spot. Just need slightly more wide angle view.2008-12-23 00:19:00

Author:
rz22g
Posts: 340


Have you tried setting the player tracking all the way down?

That takes it to it's maximum, and then you definitely can't zoom out any more.

2008-12-23 00:19:00

Author:
GuyWithNoEyes
Posts: 1100


Kinda confused me tbh, but I appreciate the effort

I think I'm gonna abandon it.. I was gonna make a working pinball machine, but the camera angles are usless for it.

If you tell what part confused you I will try and explain it better....
2008-12-23 00:43:00

Author:
chillum007
Posts: 228


I'm not sure it'll work if you zoom out, but it definately works when you want it to pan to the left/right. All you do is add a camera, pan it to the left ( in your case zoom out, don't know if it will work though ) then add a magic mouth with a cutscene that zooms out as well.

Wait... Nvm... Won't work during create mode LMAO. Don't read this, it's useless...
2008-12-23 01:14:00

Author:
Whalio Cappuccino
Posts: 5250


Even if you do get it to zoom out, don't forget about users on older TVs that aren't widescreen. They'll only get to see the center area anyway... anything at the edges won't be visible.2008-12-23 13:21:00

Author:
Risen
Posts: 251


I think that the maximum height you can zoom the camera out to is about 10 big grid high (10 sackboy heights).

The limitation is likely there because you can stuff a lot of information into that big an area if you add a lot of little things, which would likely overload the game engine.

You can zoom out further in create mode to about 30-50 high off memory, but I think if they kept it up for an online user created level it might make the game lag too much. :blush:
2008-12-24 11:47:00

Author:
Elbee23
Posts: 1280


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