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#1

Thermometer Woes.

Archive: 8 posts


Hey everyone, A week ago I bought myself the Move DLC and started making a nice level series, but I now have a problem I knew I would run into. As a result of my excessive need to make everything look good, I've overheated my level within exactly 3 small, simple gameplay sections. I'm already splitting the level into two parts, but at the moment the first part is short, and I would prefer to include a LOT more before the second half is added. I've heard of shady, unreliable sounding emmiter-related solutions, but I'm afraid that the amount of material in the sections will overload the emmiters and render them incapable of producing them fully, And I know that cutting out some of the complex angles/shapes the level is composed of, but I don't think that is a possibility either, because the level is entirely composed of them.
( And frankly, geometrically correct shapes look ugly)

So, basically I guess the question I'm trying to ask here, is: Are their any "Techniques" You guys use to lower thermometer in ANY amount?

Everything and everything related to reducing it would be helpful, not including the stuff I've mentioned above.

Tons of thanks in advance!
2012-01-21 04:49:00

Author:
grayspence
Posts: 1990


One thing I do which helps lower the thermo sometimes is to make sure that each emitter only emits as much as I need. Example: If I want an emitter to only emit something once, then make it so it's maximum is at one - no point having it able to emit an infinate amount if I only want it to do it once. This sometimes helps drive down the thermo a little.2012-01-21 07:15:00

Author:
standby250
Posts: 1113


there isnt anything wrong with the emitter solution, it is reliable as long as you dont over do it, and the thermo never goes above 75%, so if you make sure u destroy enough b4 trying to emitt more it is fine.2012-01-21 09:54:00

Author:
evret
Posts: 612


there isnt anything wrong with the emitter solution, it is reliable as long as you dont over do it, and the thermo never goes above 75%, so if you make sure u destroy enough b4 trying to emitt more it is fine.

SO what I'm getting from this is that I would need to set up some sort of "Checkpoint" system at which point certain chunks would emit/vanish, and never come back. This seems like a good option, but I guess what I'm trying to ask, is: Is there a known limit in which the emitter will not function, or will it work without fail? The sections each have a MASSIVE amount of stuff in them, And if i try to emit them, I don't want the section coming out in halves.
2012-01-21 15:07:00

Author:
grayspence
Posts: 1990


...How many different materials are you using? :S2012-01-21 15:38:00

Author:
Valeview
Posts: 1581


...How many different materials are you using? :S

Only about 8, as a core for the level design, However, Ive solved this issue By removing the (millions) of corners from my sticker panels that werent needed, In a process that took about 3 hours for the 3 sections. I guess I can say that I learned my lesson regaurding corner editing too much!

Thanks a ton for all the responses, If I run into another issue like this I could try to use those suggestions!
The levels wont be out for quite ahwile, but when they do I hope youll take the time to play them! Thanks!
2012-01-21 18:27:00

Author:
grayspence
Posts: 1990


I dunno if you're usng them but 'spectator' bots take up a ton. Emit and destroy only when and as needed!2012-01-21 18:30:00

Author:
julesyjules
Posts: 1156


I dunno if you're usng them but 'spectator' bots take up a ton. Emit and destroy only when and as needed!

Im not, but its more or less tested for one player, with a close level gate near the beggining... Thanks though! I might make something with them in the future
2012-01-21 19:22:00

Author:
grayspence
Posts: 1990


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