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#1

Level overcrowded, any way to fix/cheat it?

Archive: 5 posts


I'm adding some things to my LittleBigPinball level (fixing some original bugs, some tweaks, etc) But now, if I enter Play mode, half of the textures won't load, loading a Warning sign instead. It happened before, and the "fix" was to hide all microchips. I did it again, but nothing happens.

Is there any way to fix it? Maybe some tweaks? And it there isn't, is there any way to "cheat" it? You know, making the game believe it's not overcrowded.

Thanks, Patofan.
2012-07-14 14:24:00

Author:
Patofan
Posts: 1185


You are probably getting an error saying 'level has overheated' or 'area too complex' or something like that... with little yellow and black warning signs.
A solution would be to break your levle into parts, reducing the ammount of things to be displayed and processed.
what you should do is make break your level into chunks. (eg. Say you have 6 big puzzles, one after the other. Instead of having them all in at once, save each section (or puzzle) as an object. and emmit each section in turn, and destroy the last.

Let me explain further- say you have six puzzles along a straight road. As sackboy runs along this road, he triggers a player sensor, whick in turn,
emmits the first puzzle (or block of level) ahead of him, off screen. As the player enters the first puzzle section he triggers another player sensor,
which emmits the next puzzle (block of level) ahead, after the first puzzle, off screen. As the player completes and leaves the first puzzle, they move onto the second, which has another player sensor, emmiting the third puzzle section off screen. However as the player now completes puzzle section two, the sensor that a player sensor, deletes puzzle section 1, saving thermo, memory, and clutter on lewvel.
Its hard to explain, but look me up in game and i'll be happy to show you.
2012-07-14 18:07:00

Author:
Sean88
Posts: 662


I know what you mean, and I though of making it some time after developement, but most of the logic was already done and I would probably break everything.It's a pinball level with 7 tables, and the microchip is already too cluttered. Whenever I open it, it lags like mad, so it stays closed most of the time. The problem is in the level selection menu. It's the biggest menu of the game, and it only gives me errors there. If I stay in the main menu or the instructions (they are quite smaller) the textures work perfectly, but if I move to the Table select menu... well, LBP2 starts to skip textures. I'll try making it less complex and removing some unnecesary trash.

Thanks anyway!
2012-07-14 22:05:00

Author:
Patofan
Posts: 1185


Okay here's my tips.

1-Keep the material count to a low number, like 4-8 different material types.

2-Keep the menu logic simple. Since you said the table select gives you the most problems. If you need a tutorial I can give you one.

3-Make the tables emmit when selected. That way there is only one table at a time.

4-Perhaps just put a hologram pic for each one of the tables on the table select menu, if its not already done. That way you should only need seven holograms/ images for the table.

5-Also I don't know it this will help but maybe just use hologram only for the menu's it will make thing simpler when making something to be visible only when selected.

Okay sorry if you've already have/ done some of these things I haven't played the level so there is no way for me to know.
2012-07-16 06:35:00

Author:
SilverTriforce7
Posts: 183


All of Silvertriforce's are great helpful ideas.

Heres one that should help.Thios will work best if you have sticker panel material. If your problem menu is full of different textures or stickers (like for letters, buttons etc.) completely simplify it.

First create your menu setup as you have it... you need change nothing now. If your menu is longer than wider, select the whole thing and rotate it
sideways by 90 degrees.
Now, select the snapshot tool and take a photo of the menu. Adjust the view so that you get the whole menu in frame before snapping the shot.

That done, place a large flat thin piece of sticker panel (same size as the menu was) Now place the sticker of the menu on this and size it to same size as menu was.
This way you have the menu, visually as it was, except instead of it being made of loads of different sticker and materials, its all just one sticker.
This will save loads on the overcxrowding or thermo. You can then place your logic on this and delete the complex material menu.
Be happy to show you what i mean If you wanna invite me
2012-07-17 14:55:00

Author:
Sean88
Posts: 662


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