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Thermo and how to create with it?
Archive: 10 posts
Hi, its me again. So, this thread may be created by me, but I think it could help a lot of people. Also, viewing hundreds of threads is waste of time, so I would want to have it all in one piece. My problem is, that my thermo is 1/4 at the beggining of the level. To show you how much I have done so far, I will write it like that. 8/100. You see, 8/100 and I have more then 1/4 of the thermo full. So, I would like some tips and tricks (Please, no glitching like the tutorials how to totally walk around the thermo) on how to create, with minimum of the thermo being used and still get the details. I know there are many tricks, but I dont know them all. Is there anyone, who would help me out? Ehm, I mean, help out all these people? Take this thread like a section for the thermo only, so nobody have to search through threads... Please, help us out! EDIT: Maybe, after some usefull replies, I could write those replies in this post and then someone could move it to the tutorials thread. | 2012-09-16 10:29:00 Author: Silvantor Posts: 141 |
Well, my 2 cents is to keep your materials to about one row of them. It'll make your thermo grow slower. | 2012-09-16 14:30:00 Author: Undarivik Posts: 442 |
Thanks for your contribution, but please explain Also, dont take one anwser as definitive, the more people help, the better! | 2012-09-16 14:32:00 Author: Silvantor Posts: 141 |
You can save certain parts of your level as an object and make an emitter emit it when you get close. This save a lot of thermo. Also, don't use too many different materials. And keep your shapes simple. A triangle shape fills the thermo up slower than a star shape, for example. | 2012-09-16 14:36:00 Author: Stuifie3 Posts: 37 |
Thanks, but emitters wouldn't work much, because I cant emit my obstacles and so on. And I also hate this sentence "The shape is getting too complex....". It prevents me from making some things. | 2012-09-16 14:48:00 Author: Silvantor Posts: 141 |
Cut large bits of scenery up. You don't need to glue them together, either. Just set a 100% dampening gravity tweaker on them. This will prevent lag. Also, for the first section of creating, your thermo is likely to go up quite high because you are using all those different items. However, if you use the same stickers and decos, same materials, then the thermo won't move up so quick. Keep edges down to a minimum: any edges that are invisible are worthless........ Also, the circle is your bestest buddy. It has no edges! Unless you change it very slightly with the corner editor, then it will become your worst nightmare! Use circles for all invisible hologram things etc. The emit destroy technique is good, however it will create a burst of lag as you emit it/destroy. You could use level links operated automatically, although this can slowdown the pace of your level. Good Luck! | 2012-09-16 15:34:00 Author: bluesteel789 Posts: 159 |
Cut large bits of scenery up. You don't need to glue them together, either. Just set a 100% dampening gravity tweaker on them. This will prevent lag. Also, for the first section of creating, your thermo is likely to go up quite high because you are using all those different items. However, if you use the same stickers and decos, same materials, then the thermo won't move up so quick. Keep edges down to a minimum: any edges that are invisible are worthless........ Also, the circle is your bestest buddy. It has no edges! Unless you change it very slightly with the corner editor, then it will become your worst nightmare! Use circles for all invisible hologram things etc. The emit destroy technique is good, however it will create a burst of lag as you emit it/destroy. You could use level links operated automatically, although this can slowdown the pace of your level. Good Luck! Thanks man! But others can still continue, the information will be used for a thread in tutorials section, with all credits going to you all! Really, I am not doing it for myself, I want everyone to know. Of course, if you agree | 2012-09-16 15:41:00 Author: Silvantor Posts: 141 |
as the others here have said , keeping the material count to as few materials as possible. emitting objects, creating obstacles and then emit them turns 10 objects in to 1 set the life time to infinite copy the object and get rid of the emitter. poly count will affect the message "this shape is to complicated" cut the shape into pieces and corner edit out all non visible polys make it as square as possible. stickers and decorations, use as little as you can, 5 on the same object will only increase the same amount as 1 but not always. stickers are the same thing limit your self to just whats needed, if you have a sticker on a object and you apply 4 move over it you have 5 stickers but the first 3 don't help in most cases. if you are looking for a color and it takes 6 stickers to make that color take a picture of it and use the 1 picture this will reduce your sticker count. https://lbpcentral.lbp-hub.com/index.php?t=73706-Artistic-Levels-without-Lag pookachoo has a tutorial on how to reduce lag and covers a lot of these tricks in there things like closing all microchips adding all logic to a microchip instead of putting "a player sensor on a the wall with an and gate going to a grab pad". all of that needs to be on a microchip as it will have an impact on the thermo | 2012-09-17 02:04:00 Author: JKY Posts: 119 |
Thermo is cover in tutorials: https://lbpcentral.lbp-hub.com/index.php?t=46908-LittleBigPlanet-2-Tutorials-and-Games Thermometer: Low Therm Hologram Thermometer: Infinite Thermometer Trick Thermometer: Save On Thermo/Add Infinite Detail So quite a bit is already in one section in the tutorials. | 2012-09-17 02:19:00 Author: Lady_Luck__777 Posts: 3458 |
Dummy up materials. That is to say, maybe you've got a material that you only need to use as a decoration (f'rex, the wooden boxes in my stage are different from the normal wood i used for the trees). If the texture isn't ultra-important, go into another stage, take a picture of the material, and slap it over a material of the same type that you're already using in your levels. It can really cut down on the ammount of material you've got going on in your levels. In reference to an earlier point about building in bits, you should head over to youtube and check out CompherMC's LBP2-torial on modular building, it's really good, and probably nails a number of points you're looking for. | 2012-09-17 03:51:00 Author: waffleking23 Posts: 535 |
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