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"Digging" through destructable materials

Archive: 14 posts


I'm working on a game that is based around collecting resources and using them to perform upgrades to various equipment. Something I'd like to implement is digging into the ground with a vehicle to collect resources underground. I'd like to do this with a drill, a laser, or something similar. I know I can destroy things with explosions, but that doesn't really fit my theme. In one of the top MM Picks, Bunnio, the character does exactly what I'm wanting to do. He digs through things. I've searched these forums and with Google, but haven't found the answer I'm looking for. If you can guide me in the right direction I would be very grateful. Also, as a bonus, if I could set the destroyable materials up to add to a counter or timer when destroyed so that destroying certain valuable resources is automatically added to the inventory, that would be incredible. If not, I can easily just use some form of collectables scattered about underground. Thanks very much in advance.2011-12-20 21:05:00

Author:
Unknown User


So Minecraft? 2011-12-20 21:39:00

Author:
flyinhawaiian
Posts: 357


I was also wondering the same thing :S


http://www.youtube.com/watch?v=SCZ0ZlGt8ew

Like in this video at 0:26
2011-12-20 21:42:00

Author:
samalot
Posts: 591


It seems like they used loads of small pieces of material combined with the merge glitch so we can't see the borders. That's the only way I can see. I think this is the only feature this game still needs !2011-12-20 23:44:00

Author:
Unknown User


I see. So if that's the case having a level that's FULL of the diggable material would likely not work out, at least not without an unbearable amount of lag. I'll keep experimenting I guess. Explosions could work out fine if only I could remove the sound effects. Thanks for the insight in any case, pivottt.2011-12-21 00:01:00

Author:
Unknown User


Okay, I played around with the merge glitch for a while, and then I went back and played Super Bunnio. Unless I've been messing with the wrong merge glitch, I don't think that's how this was done. If you look at the gel material used in the Super Bunnio level you can see that the texturing tiles over a large area as it would if it is only one piece. When I was playing with the Compression Tool (what I assume to be the merge glitch mentioned) the textures did not tile in the same way. I could tell that it was many smaller objects. Perhaps I had the wrong merge glitch, but I really think steve_big_guns has done something different. If I've used the wrong merge glitch, or if I misused the compression tool in some way, I'd love to know that as well.2011-12-21 04:50:00

Author:
Unknown User


ok, if people are wondering how steve did the bunnio digging (not the movement but the actual distruction of a solid piece) it's done through timed bombs.

from what i understand the bombs are in the wayyyyyyyy frontal 3d layer to illiminate any "shrapnel".
If you play bunnio look at the wood around the holes... what you will see is darkened wood with a minor texture change.

You guys are thinking too complex. Think primal then elaborate.
2011-12-21 06:28:00

Author:
a_mailbox
Posts: 416


Would having the bombs in the foreground elimnate the sounds they make, too? Also, if the bombs affect the materials, what's stopping them from knocking the bunny all over the place?

Also, thanks again to everyone brainstorming on this one with me.
2011-12-21 11:14:00

Author:
Unknown User


You see. You need to place a sound peice set to zero volume on destruction.
Also: if you have an explosive in a different layer, all subsequent layers aren't effective (3d front bombs effect the first layer). I'm just assuming that it's in the front layer. I have only tried it with the general 3 layers. I tell you, this is how its done, w/ bombs :/
2011-12-21 21:16:00

Author:
a_mailbox
Posts: 416


Ah, okay. I thought you meant the glitch foreground layers. I've already gotten one working with bombs, but haven't figured out how to remove the sound of the bombs exploding. Right now my emitter spits out tiny trigger bombs with batteries hooked up on them so that they explode instantly. I tried using a material tweaker and remove physics sounds, but that didn't do it. Could you elaborate on your sound piece idea? I don't think I quite understand the rigging you mean. If I can get the sounds to go away (the bomb flash going away would be great, too, but not absolutely required) I can make this work I think.2011-12-21 21:26:00

Author:
Unknown User


Okay, I figured out how to make an explosion with no sound. It was way easier to do than I was thinking it was going to be. Everything is all figured out with the exception of 2 things, and they can be optional for this process if absolutely necessary. I'd still like to supress the flash from the bombs, or hide it somehow. After that, I need to find a way to have the bombs not knock the object the emitter is on all over the place. I had this rigged up on an arm, and the arm was held together with simple bolts, no motors or wobble bolts or anything. The end of the 2 jointed arm had the drilling mechanism, and that had an advanced mover and a gyro on it. Every time I pressed the dig button the arm would go crazy....2011-12-21 22:58:00

Author:
Unknown User


the flash and the debree can be cured by putting the bombs in the 3d forground layers (one that isn't visable on screen)

the explostion would act as if it were in the front normal layer, but it will not be... as far as i know that is.

The explosion will only effect areas in it's own layer and the thin layers around it.

If something is in the mid layer, but the bomb acts as if it's in a front layer, it will not effect the mid layer

again i personally haven't tested this due to the fact that i'm rather busy with other projects.
2011-12-21 23:45:00

Author:
a_mailbox
Posts: 416


a_mailbox, you've been a fantastic help throughout this process, but the way you think bombs work isn't actually the case. Right now, after some tinkering, I've got my bomb flashes hidden by having them emitted in the far back layer (no 3D glitch layers used). In front of this layer is an empty thin and an empty thick. Then there is an indestructable thin layer of ground material just before the closest foreground layer, and the closest foreground layer is my diggable ground. This has the bombs going off behind the indestructable thin layer, but the diggable material digs out just fine, and I have no flashes. The reason for the empty layers is the bomb flash wasn't completely gone when I used them one thick layer away, two was actually required or some of the flash actually made it through. Now, the glitch foreground layers could work for me. I like that idea. Problem is I'll have to learn some more things because all I've used glitch 3D layers for is simple material artwork. I don't know how to get things to emit in those layers or how to have anything simulated there. I didn't think it was possible.2011-12-22 02:58:00

Author:
Unknown User


I was also wondering the same thing :S


http://www.youtube.com/watch?v=SCZ0ZlGt8ew

Like in this video at 0:26

I just played that today... I really wonder how he made all of it... the whole level. xD Really advance logic in there. *mew
2011-12-22 12:41:00

Author:
Lord-Dreamerz
Posts: 4261


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