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#1

3 odd things to confirm.. better solutions?

Archive: 12 posts


1. There is no way to get a emitted object (holo or sticker panel) to stick to another such object or any object for that even with material tweakers set to sticky. I can kind of understand why this is so, but it would have been great to be able to give holo material physical properties like stickiness sometimes. I have a enemy that attacks by spitting slime balls that stick to your ship temporarily blocking your view. Since the slime is a decoration on holo and the display is also made of holo, the only way to get the slime to "stick" in place that I could think of is to use an array of about 100 tags on my display and followers on the slime. This works fairly well but takes up a good chunk of thermo and I get "complexity" warnings if I have anything else open close by in create.. Also the slime jumps around a bit when the display moves around probably because there is a bit of lag before the follower kicks in (set to 100% acceleration and highest speed) and by that time another tag may be closer so it follows that instead.

2. There is no way to get an emitted object to simply disappear without leaving smoke, via the emitter destroyer. This is frustrating as my bullet holes now need a timer and destroyer set to disappear, which thankfully doesn't leave smoke. I know I know, 2 logic chips isn't much but I'm getting close to max therm in some of my levels and times that by 30 bullet hole stickers on screen at a time might make an impact on my game. Should not the destroy effects of the emitter be identical to those of destroyers?

3. Found this out while fighting with randomizers: When you pull out and place a circuit node, then release everything and grab another wire to make another node from the same randomizer, it will treat both wires and nodes as a single output. Not a huge deal to work around, just hook the second wire up to any logic piece first then place another node and delete the extra logic.


Please try my level if you want to see the craziest FPS on LBP2 yet! New update tonight fixes grenade issues and adds a bunch of new visual effects like bullet holes! http://lbp.me/v/5wm543
2011-09-19 03:58:00

Author:
Death_with_an_H
Posts: 72


1) That, I believe is a restriction of the holo or sticker panel, and has little to do with the emitter.

2) This can be done. Just set the Destroy effect to Dissappear.

3) What do you mean?
2011-09-19 10:08:00

Author:
tdarb
Posts: 689


1. There is no way to get a emitted object (holo or sticker panel) to stick to another such object or any object for that even with material tweakers set to sticky.
You could use invisible material with a tweaker on it and glue holo/panel material to that.


2. There is no way to get an emitted object to simply disappear without leaving smoke, via the emitter destroyer.
Is the emitter that emitted the object destroyed before the object? If so, the standard smoke effect will be used.
2011-09-19 11:04:00

Author:
Ayneh
Posts: 2454


Ayneh nailed the first two issues perfectly

Regarding your third issue, this definitely looks like it's a glitch...
You should check if it has already been posted on getsatisfaction.com (http://getsatisfaction.com/littlebigplanet/problems/common), and if not, you can create a new "Problem" to make Mm aware of the bug
2011-09-19 15:31:00

Author:
Slaeden-Bob
Posts: 605


3) What do you mean?

Try it and see. If you place a Randomizer, then pull a wire from the output and place it on the board to automatically create a new circuit node, it's treated as the same output (from a random selection POV) as any other nodes created in the same way, but if you then delete all the wires (leaving the nodes) and reconnect, it treats them as different outputs.

I'd say that's a bug - might be worth a report on getsatisfaction (http://getsatisfaction.com/littlebigplanet).
2011-09-19 15:37:00

Author:
Aya042
Posts: 2870


You could use invisible material with a tweaker on it and glue holo/panel material to that.

Not trying to sound like a noob here but what is "invisible material"?



Is the emitter that emitted the object destroyed before the object? If so, the standard smoke effect will be used.

Ah yes, thank you! Didn't even think of that but that is the reason. The bullets emit the bullet hole stickers the moment before they are destroyed and the stickers last 20 seconds before disappearing so that's why they smoke since the emitter is long gone. No way around this really since the stickers can't be emitted by anything but the bullet so I will have to live with the bullet holes that smoke when they disappear or put a timer/destroyer on them.
2011-09-19 16:35:00

Author:
Death_with_an_H
Posts: 72


Not trying to sound like a noob here but what is "invisible material"?

Check out this thread (https://lbpcentral.lbp-hub.com/index.php?t=17759-Creating-Editable-Invisible-Material-In-Seconds).
2011-09-19 16:43:00

Author:
Aya042
Posts: 2870


^ also. if you break a LBP1 hammer object the top half of
the hammer is a invisible metal material that is fully editable.
2011-09-19 16:50:00

Author:
Lord-Dreamerz
Posts: 4261


...if you break a LBP1 hummer object...

What do you mean by "hummer object"?
2011-09-19 17:54:00

Author:
Aya042
Posts: 2870


What do you mean by "hummer object"?

There should be a hammer from LBP1 in your bits and bobs slot.
sorry was a typo before.
2011-09-19 18:51:00

Author:
Lord-Dreamerz
Posts: 4261


I read hammer on your original post not "hummer"?.. Thanks all for the advice on invisible materials. I don't think it will work for my application though as the display (mutiple layers of holo on foreground thin layer) takes up the full screen zoomed out and the slime effect has to be on the 4th layer with the display which is impossible for 2 solid materials (invisible or not) to occupy the same space. I will stick to the hundred tags and followers for now. As for bullet hole effects, I think I can have a piece of holo on the bullet itself that emits the bullet hole effect and disappears shortly after the bullet hole so as to avoid the smoke effect. This means more objects on screen but should use less therm than having a timer and destroyer on each emitted bullet hole. Of course I haven't figured out a way to make the bullet holes "stick" to moving objects but I suspect it will have to be another tag and follower system..2011-09-19 19:26:00

Author:
Death_with_an_H
Posts: 72


Ok so I was playing around with my slime sticking to the screen problem trying to cut down on logic. The system of 150 tags on the display and followers on the slime worked fairly well but seemed so inefficient. So I tried hooking up 2 speed sensors on the display, one for up/down, one for left/right and wired the outputs to an advanced mover on the slime. This worked almost perfectly once I adjusted the settings so the slime would follow the movement of the display exactly. So problem solved right? Not quite because the slimes are emitted objects and can't be wired to the speed sensors. So then I thought too bad there's no way to transmit an analogue signal without wires... Oh wait what about tags? My game uses hundreds of tags and tag sensors but I never really paid attention to the "signal strength" setting on tag sensors and never had a reason to use it. Even though somewhere in my brain I knew this, it never occurred to me until now that I could output an analogue signal through a tag! So that was my big (re)discovery and so I set it to work using tags. This worked good but there was some delay that occurs between the speed sensors and tag sensors. That's when I realized I don't even need the speed sensors since the display movement is controlled by user input. I just wired the joystick outputs for moving the display to the tags that the slime tag sensors pick up and what do you know? Perfect display following slimes that appear to "stick" to your display. Goodbye 150 unnecessary tags cluttering up my display! Just felt like sharing that and thanks for the help everyone who replied!2011-09-24 17:15:00

Author:
Death_with_an_H
Posts: 72


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