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Wide angle camera
Archive: 8 posts
Hello again, I'm looking for a way to zoom the movie camera out a little further. I have tried using a 3d camera glitch, but the angle isn't quite right as the game I'm making is more of a top down game. I also tried placing the camera on holo with local space enabled and then putting that holo in the foreground glitch layers, but it seems like that didn't change anything as far as the zoom goes. Does anyone have any ideas or tricks to zoom a camera out further? | 2012-04-27 15:35:00 Author: KnutsoPX Posts: 116 |
I don't think you can to be honest. Can you try making the level itself smaller? That may screw some things up though. | 2012-05-05 19:18:00 Author: Wolffy123 Posts: 406 |
i second the post above me | 2012-05-06 07:01:00 Author: GribbleGrunger Posts: 3910 |
Step 1: Make a controllable default sized sackbot and make the player control it. Step 2: Select your whole level(and the sackbot with it so his size will be directly proportional to the level) and shrink it as much as you would like. This shouldn't screw up the level at all unless you have some objects that can't be shrinked or that are already shrinked to the max. Step 3*: If at some point you want the level to seem normal simply use a camera to zoom as much as you would like and so the level will seem as big as you want. Step 4: ??? Step 5: Profit IF you don't know how to make a controlable sackbot here is what you need to do: 1. Put a controllinator set to remote control(reciever) and override sackbot on. If you want the sackbot to do any cool stuff put it on this controlinator. If you want to know more about sackbot acrobatics try comphermc's tutorials they are great! On youtube his channel is LBPlanetorials (no it is not a typo) 2. Put on a piece of holo with brightness set to 0% a controllinator set to remote control(transmitter) and not visible in play mode(and if you want set it to automaticaly enter with a huge radius since that is what you need in your level). Place on this controllinator a follower with strength and speed to max with minimum detection range set to 0 and HUGE detection range. Make it follow tag insted and put a tag of the color you selected for the follower on the sackbot's microchip. 3.Now that it is all done place the sackbot in front of your starting checkpoint. You should make sackbot checkpoints so the player doesn't pop out every time the sackbot dies. TO find out how to make a sackbot checkpoint check this (http://www.youtube.com/watch?v=_6vi1JhVmBE&feature=relmfu) video out. PS: Make sure the transmitter and reciever controlinators are set to the same coulour. Hope this helps you out. | 2012-05-08 15:53:00 Author: Frenzie Posts: 308 |
*It would screw anything based on specific timing or speed, but it's the only workaround. | 2012-05-08 22:39:00 Author: Unknown User |
Well, now comes the fun part of resizing everything and resetting all the emitters. Yay! | 2012-05-10 17:46:00 Author: KnutsoPX Posts: 116 |
*It would screw anything based on specific timing or speed, but it's the only workaround. oh yeah, i didn't consider that. it's weird but i've never done this but if you shrink it with the grid on will it shrink it within the grid? meaning if you use the smallest grid and have an object that takes a grid of 4 by 4 would shrinking it automatically place it in 2 by 2 grid? if so, that could help with adjusting timing | 2012-05-10 21:16:00 Author: GribbleGrunger Posts: 3910 |
Somewhat related to the above - I noticed this the other day when I resized a puzzle from very large to very small. I had already set up the logic on the different puzzle blocks to look for each other using tag sensors. When I resized it, I suddenly realized I was going to have to change all my the radii to a smaller value since I shrunk it down. But, to my surprise, resizing the entire game made each tag sensor's radius resize on the exact same scale! So all the tag sensors were good to go and the puzzle worked perfectly at the new size. I'm not sure if this works the same with other sensors that use an effective area, but it's really convenient. So thanks Mm for that piece of ingenuity. Or for missing a bug... lol | 2012-05-14 19:14:00 Author: shane_danger Posts: 283 |
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