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#1

I need some input on a shooter level

Archive: 7 posts


I've never really been a creator, more of a playa.
But recently my internet went out for a couple of days so I was stuck with either Create Mode or my other crappy games.
I mostly chose Create Mode, where I started an idea for a new shooter level. It's not really a FPS, you only control the crosshairs, no gun. But I was wondering what material I should use for the crosshairs. If you've played Mr. Awesome's level "Attack of the Killer Penguins," I want my crosshairs to look like those. I really couldn't tell if he used hologram or sticker panel though, so I need some help with that. :3
2012-06-30 23:11:00

Author:
OodlesofNoodles
Posts: 55


Sticker panel i best if you have it, as you can sticker on it your own crosshair design or make the crosshair shape out of it.
You could make a plat thin block opf sticker panel and make itsopacity (visibility) 0, so its invisible. THen to this you can glue the crosshair
pieces, ALSO made from sticker panel (set at opacity 100). So it all moves as an object.
If you like the idea of a glowing crosshair do the same with Holographic material (although stickers dont show up well on this material.
Hope this helps
:-)
2012-07-04 11:57:00

Author:
Sean88
Posts: 662


+1 for holographic2012-07-06 01:49:00

Author:
Unknown User


I've used hologram for it so far, which looks great, but it goes through the game floor and through walls and stuff. Do you think there's a setting on the Object Tweaker that could change that?2012-07-06 02:01:00

Author:
OodlesofNoodles
Posts: 55


I've used hologram for it so far, which looks great, but it goes through the game floor and through walls and stuff. Do you think there's a setting on the Object Tweaker that could change that?

Well, there's two things you could do...

Option No.1 is this glitch (https://lbpcentral.lbp-hub.com/index.php?t=56150-How-to-create-glitched-holograms).

Option No.2 requires a bit of logic and the tutorial is here (https://lbpcentral.lbp-hub.com/index.php?t=56251-How-to-limit-an-object-s-movement-to-a-bounding-box-smoothly).

I've tried both methods, and each has its own advantages.

For example, No.2 works better if the boundary is a square or rectangle, but No.1 works with any sort of boundary shape.
No.2 won't get stuck, but No.1 can get stuck quite easily.
If you want no clunky sounds, then you're gonna have to put a material tweaker on the results of No.1, but No.2 will not make any wierd noises (unless you put a sound object on it).

Hope you get what I'm saying, and I hope this helped.
2012-07-06 04:11:00

Author:
Kaboosh99
Posts: 359


I think #2 would work perfectly, but sadly I'm terrible at logic, lol.
Maybe I'll give it a try, I haven't messed with the level in a while though. :/
2012-07-11 23:51:00

Author:
OodlesofNoodles
Posts: 55


I think #2 would work perfectly, but sadly I'm terrible at logic, lol.
Maybe I'll give it a try, I haven't messed with the level in a while though. :/

Once you get into it, figure out how stuff works, it's easy. Don't stress over the logic.
2012-07-13 03:12:00

Author:
BIGGamerer
Posts: 182


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