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Help with Camera views

Archive: 7 posts


I have an elevator that leads me up to another floor, but upon walking out to the floor the camera is at a much lower level then it was before hand. What is the work around for this?


me> X
Camera> C
Floor> ___


Normal: X C
____

second floor: X
_____ C
2012-09-07 00:03:00

Author:
anarchowolf
Posts: 194


Are you using a game camera or the default camera? If you have a camera on a follower check that the follower min distance is set to zero and play with the player tracking %.

Hope this helps.
2012-09-07 01:16:00

Author:
one-mad-bunny
Posts: 334


Default camera, there are other camera in game at specific locations. But they are sent to 100% should they be at 0?2012-09-07 01:49:00

Author:
anarchowolf
Posts: 194


From your description it sounds like one of two things are happening when the player gets off the elevator: s/he is leaving the camera zone and the game is going into generic view, or s/he is entering an area overlapped by two camera zones which are creating the view. Both problems are easily fixed. This is without knowing the specifics of where all your cameras are located, the range of the cameras, etc. If you can provide more information about this, or a screenshot, it will be helpful.

If the low angle is due to the player leaving a camera zone...

Solution:
* Expand the range of all first floor cameras to cover the second floor area
OR
* Copy all first floor cameras and paste them on the second floor

If the low angle is due to the player entering two overlapping camera zones...

Solution:
* Shrink the range of the first floor cameras so they do not overlap any part of the second floor.

If you continue to have problems feel free to send me a PSN friend message and we'll get you sorted out.

One-Mad-Bunny's suggestion is also excellent, if you're comfortable with the logic. You can put a camera and a follower on a piece of hologram that chases the player everywhere in the level, which guarantees a fixed view when not competing with other overlapping cameras.

Good luck!
2012-09-07 03:42:00

Author:
Unknown User


Instead I'm experimenting with static cameras. It's part of what made old Survival Horror games so good. I'll be BETA testing this first part to see if it's worth finishing the whole story. So if people don't like it I can apply the fixes you handed me.2012-09-07 05:03:00

Author:
anarchowolf
Posts: 194


Oh awesome, like Biohazard? <3 That'll be fantastic.

That explains a lot of what you're going for. All fixed cameras should be set to 0% track player, but when two zones overlap they might still create that weird low angle effect you're experiencing. I haven't used cameras a ton because they seem very finicky. I'm curious as to your setup.

The rest of this is just me musing how I'd build cameras to work like Biohazard, but you might find it useful. I'd set each camera with a very large zone, set to 0% track player, and wire them to only be activated one at a time by player sensor connected to a selector. That way no matter what zone is overlapping where, it won't interfere with other zones because only one camera will be active at any given time: the one that's looking at the player. However this doesn't necessarily solve your problem if the low camera angle is not a zone problem.

If you don't mind I might send YOU a PSN request just to see how it's coming! And to be in the beta.
2012-09-07 05:47:00

Author:
Unknown User


That and like Silent Hill in the early inside stages.

I like that idea, if I have any trouble I'll do that. So far so good though, and go ahead and send the request.

I have the cameras set up per room. This and voice over work DOES add a lot on the thermo, but it's not a huge deal as it's going to be done in a series of levels, rather then one large level. Each ended level (when it's out of beta) will give a level key to the next. Kind of like the save point system of Dead Space Extraction, per chapter. Of course I don't know of a way to transfer points this way, but points are less then important here.

Also, due to the location of the environment, I opted against making any music tracks and ran with pure ambiance instead. Personally I always thought it added a greater feeling of "suck you in". Like how BioShock is. Music only exists where music is logical.
2012-09-07 06:52:00

Author:
anarchowolf
Posts: 194


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