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#1

Thermometer problem due to explosives

Archive: 26 posts


Yesterday I ran into my first thermometer problem. I've got this castle wall/tower thing built up from loose bricks glued together (quite easy if you use the grid).

In my level I want to bombard the wall with a bunch of impact explosives. If I let some emitters fire away at it the thermometer fills up within 20 seconds, the emitters stop firing and I get a warning stating I should use less stickers. If I try the same in the "play" mode I don't get a warning but the emitters do stop firing after roughly the same time. (I did rewind the earlier blowing up ofcourse, so I didn't save any emitted explosives).

I've seen other levels (including MM ones) using a bunch of explosives without trouble, my guess it is because I bombard quite a lot of different blocks... One explosive blackens about 5 to 20 blocks. Any workarounds? Making the tower out of a single block would truly ruin the look of the thing. One solution is limiting the total amount emitted and slowing the firing times but that would mean less bang and thus less cool. Ideas?

EDIT: Typo's..
2009-01-14 11:04:00

Author:
Wyth
Posts: 263


The explosives must not be activated during create mode.

Try to activate them during play mode using switches.
2009-01-14 12:26:00

Author:
Senrir
Posts: 126


Yeah I got that, it only get's active if the player passes a certain point. This doesn't help except that the wonkyness starts a bit later.2009-01-14 13:05:00

Author:
Wyth
Posts: 263


The problem is definitely because too many objects are being hit by the explosives at once. You'll notice that the way explosives blacken things is by putting stickers on them (which you can even remove using the decorations popit).

What I would suggest is to make fewer blocks which are bigger but put stickers of the texture you want on it instead. I think you can make stickers by taking a photo of your wall as it is right now. This should keep the "brick" look while removing the need to have so many different objects at once.

Hope this helps.

Edit: Also, for the thread title, you can normally change the title by using the "Go Advanced" button while editing your first post.
2009-01-14 13:37:00

Author:
Gilgamesh
Posts: 2536


The problem is definitely because too many objects are being hit by the explosives at once. You'll notice that the way explosives blacken things is by putting stickers on them (which you can even remove using the decorations popit).

What I would suggest is to make fewer blocks which are bigger but put stickers of the texture you want on it instead. I think you can make stickers by taking a photo of your wall as it is right now. This should keep the "brick" look while removing the need to have so many different objects at once.

Hope this helps.

Edit: Also, for the thread title, you can normally change the title by using the "Go Advanced" button while editing your first post.

Hm that should work, thanks, I'll try it and see how it looks (I think a lot of stickers you make yourself are a bit low res though). I liked having "real" brick walls . If I make the wall out of one (or just a few) blocks, would I be able to fire explosives at it forever or will the thermometer overheat after some time too?
2009-01-14 13:46:00

Author:
Wyth
Posts: 263


Since the explosives only fire when the player reaches a certain point in the level, it'd probably be better to make sure they stop firing when they're off screen? Might save a bit of space any how.2009-01-14 13:57:00

Author:
Tomoso
Posts: 33


Since the explosives only fire when the player reaches a certain point in the level, it'd probably be better to make sure they stop firing when they're off screen? Might save a bit of space any how.

True, but if the level would break when there are too many bombs fired, a player could stay too long in the area and break the level. I don't care if that means staying 10 minutes in the same room for no reason, I like my levels unbreakable . I'll still do it though, to stop the bombing noise .
2009-01-14 14:01:00

Author:
Wyth
Posts: 263


Hm that should work, thanks, I'll try it and see how it looks (I think a lot of stickers you make yourself are a bit low res though). I liked having "real" brick walls . If I make the wall out of one (or just a few) blocks, would I be able to fire explosives at it forever or will the thermometer overheat after some time too?

I've heard that there is a limit to how many stickers a single object can have at once. I'm guessing that this is to avoid overheating because of too many stickers, so it shouldn't actually overheat anymore.
2009-01-14 14:05:00

Author:
Gilgamesh
Posts: 2536


I've heard that there is a limit to how many stickers a single object can have at once. I'm guessing that this is to avoid overheating because of too many stickers, so it shouldn't actually overheat anymore.

Ah, and ,once the limit is reached, the last placed sticker removes the first one. If the limit is per object that would also explain the problem I got with my brick wall... I think I start to understand the principle problem now, that always helps
2009-01-14 14:08:00

Author:
Wyth
Posts: 263


Hey i don't have anything to add to help, I think everything I would have suggested is already up there. I just wanted to say that's pretty cool what you mentioned Gil, that you can unstick explosions, I imagine you can re-stick them however you please afterwards... Meaning interesting effects I can think of 2009-01-14 15:49:00

Author:
KAPBAM
Posts: 1348


Hey i don't have anything to add to help, I think everything I would have suggested is already up there. I just wanted to say that's pretty cool what you mentioned Gil, that you can unstick explosions, I imagine you can re-stick them however you please afterwards... Meaning interesting effects I can think of

I found this out when I accidentally saved my level with explosion marks in it. I'm pretty sure the sticker is available in the stickers menu, it's one of the dark "smudge" stickers.
2009-01-14 16:37:00

Author:
Gilgamesh
Posts: 2536


I found this out when I accidentally saved my level with explosion marks in it. I'm pretty sure the sticker is available in the stickers menu, it's one of the dark "smudge" stickers.

Oh lol, well then nevermind xD I thought it would have been a different unique sticker
2009-01-14 16:44:00

Author:
KAPBAM
Posts: 1348


I'm planning to build a similar concept, but with a very different execution.

In one of my future levels, I plan to have a tower made out of multiple bricks. Things get flung at the tower, and the tower falls down. It sounds similar to your idea...

But how I plan to execute it is to build an in game trebuchet. That's kind of like a catapult but it uses a counterweight to fire instead of the tension of bent wood.

If I can get it working, then the idea is to use pure physics to knock over the said tower. I'll probably sneak in some dissolve and magnetic keys to help the process along.

I'm currently finding it slow work building a trebuchet. In the real world the counterweight/thing fired ratio is at least 100 to 1. It's difficult to get that sort of physics working in a visually viable way, but early testing is showing it can work.

But, well, the moral of the story is there is more than one way to knock down a tower. You don't have to use explosives to achieve that effect.
2009-01-14 21:23:00

Author:
Elbee23
Posts: 1280


the problem is the barrage of explosives, you could always put some well placed explosives INSIDE the wall and emit only 1 explosive for roughly the same effect2009-01-14 21:34:00

Author:
Mrgenji
Posts: 803


Is there any way of removing dark patches explosions have made in create mode? Sticker edit/move tool?2009-01-14 22:28:00

Author:
Pinchanzee
Posts: 805


Is there any way of removing dark patches explosions have made in create mode? Sticker edit/move tool?
Be kind, rewind.
2009-01-14 22:30:00

Author:
Trap_T
Posts: 431


Is there any way of removing dark patches explosions have made in create mode? Sticker edit/move tool?

You can use the sticker editing tool in the popit to remove the explosion marks as well. It's found at the very top of the sticker section of the Popit.
2009-01-14 22:56:00

Author:
Elbee23
Posts: 1280


I'm planning to build a similar concept, but with a very different execution.

In one of my future levels, I plan to have a tower made out of multiple bricks. Things get flung at the tower, and the tower falls down. It sounds similar to your idea...

But how I plan to execute it is to build an in game trebuchet. That's kind of like a catapult but it uses a counterweight to fire instead of the tension of bent wood.

If I can get it working, then the idea is to use pure physics to knock over the said tower. I'll probably sneak in some dissolve and magnetic keys to help the process along.

I'm currently finding it slow work building a trebuchet. In the real world the counterweight/thing fired ratio is at least 100 to 1. It's difficult to get that sort of physics working in a visually viable way, but early testing is showing it can work.

But, well, the moral of the story is there is more than one way to knock down a tower. You don't have to use explosives to achieve that effect.

Weelll I'm not trying to knock the tower down or anything. The whole thing is glued together, the explosives are for dramatic effect .

Funny you should say that about the trebuchet, cause in the level we've been talking about here, I use one too. I'm not trying to knock over a tower though. If you make a stone brick tower, I think you will need a pretty large trebuchet to knock it down, the swing room for the counterweight is the main problem here.
2009-01-15 07:02:00

Author:
Wyth
Posts: 263


if theyre glues together it seems your taxing your thermo for no reason =S take a photo of your wall and apply the sticker to a solid block2009-01-15 13:43:00

Author:
Mrgenji
Posts: 803


Just wondering, I can't check now, when I take a picture of something and then reapply it, the colour goes off. My guess is that you would have to take the picture with a blank background and full lighting (global settings). That would make it neutral right?

I took a picture yesterday but I have a night setting going on, resulting in a overly blue picture, that put into the blue night enviroment resulted in something way more blue than necessary.

I'll retry tonight
2009-01-15 14:55:00

Author:
Wyth
Posts: 263


Just wondering, I can't check now, when I take a picture of something and then reapply it, the colour goes off. My guess is that you would have to take the picture with a blank background and full lighting (global settings). That would make it neutral right?

I took a picture yesterday but I have a night setting going on, resulting in a overly blue picture, that put into the blue night enviroment resulted in something way more blue than necessary.

I'll retry tonight

It's pretty simple why this happens.

Let's use your situation as an example. You take a picture in some dark settings. The picture will have the same colors as you level at present and not when it's lit up of course. When you apply this pic, the lighting setting of the level is calculated on the pic just like the rest. This makes your photo look even darker because it's a dark photo and you apply dark lighting on it...



If you want it to look like your level, bring back the sun and remove darkness completely and then take your picture.

Another tip:
All different backgrounds of the game creates different color palettes and lighting situations. Per example, if you put the desert background, the color palette will become more yellow and stuff will shine more easily. If you bring the China background, colors will become really white and the lighting really pure. I suggest you use this background when you want to take a picture that will be highly contrasted or when you want something really white.
2009-01-15 15:32:00

Author:
RangerZero
Posts: 3901


It's pretty simple why this happens.

Let's use your situation as an example. You take a picture in some dark settings. The picture will have the same colors as you level at present and not when it's lit up of course. When you apply this pic, the lighting setting of the level is calculated on the pic just like the rest. This makes your photo look even darker because it's a dark photo and you apply dark lighting on it...



If you want it to look like your level, bring back the sun and remove darkness completely and then take your picture.

Another tip:
All different backgrounds of the game creates different color palettes and lighting situations. Per example, if you put the desert background, the color palette will become more yellow and stuff will shine more easily. If you bring the China background, colors will become really white and the lighting really pure. I suggest you use this background when you want to take a picture that will be highly contrasted or when you want something really white.

Yeah I thought so, just didn't try it out yet. If I just want to make it look like the real material I've got to make a neutral picture, so that would be default settings on the blank background. Results will be due tomorrow
2009-01-15 15:35:00

Author:
Wyth
Posts: 263


Weelll I'm not trying to knock the tower down or anything. The whole thing is glued together, the explosives are for dramatic effect .

Funny you should say that about the trebuchet, cause in the level we've been talking about here, I use one too. I'm not trying to knock over a tower though. If you make a stone brick tower, I think you will need a pretty large trebuchet to knock it down, the swing room for the counterweight is the main problem here.

I'll probably cheat a bit by using magnetic keys to dissolve the stuff that's gluing the tower together.

As I was saying it should be possible to create enough force to be able to knock a tower down. You do need a very large counterweight though to get the kind of force and mass you need. I'm working through how to get a good weight/counterweight system working.
2009-01-15 21:12:00

Author:
Elbee23
Posts: 1280


I'll probably cheat a bit by using magnetic keys to dissolve the stuff that's gluing the tower together.

As I was saying it should be possible to create enough force to be able to knock a tower down. You do need a very large counterweight though to get the kind of force and mass you need. I'm working through how to get a good weight/counterweight system working.

You might want to read up on the trebuchet page on wikipedia, I only did so after I finished mine but there might be a way to make the trebuchet more effecient. If you can make the weight drop straight down instead of swing onder the pivot point of the arm, it is way more effecient.

How to achieve this might take some creative engineering though.. or simply stealing a design from the internet for a real life trebuchet. I found out that some mechanics in real life also work perfectly in LBP, as long as the side view from the mechanic looks practical.
2009-01-16 07:44:00

Author:
Wyth
Posts: 263


You might want to read up on the trebuchet page on wikipedia, I only did so after I finished mine but there might be a way to make the trebuchet more effecient. If you can make the weight drop straight down instead of swing onder the pivot point of the arm, it is way more effecient.

How to achieve this might take some creative engineering though.. or simply stealing a design from the internet for a real life trebuchet. I found out that some mechanics in real life also work perfectly in LBP, as long as the side view from the mechanic looks practical.

Well, I have checked out the Wikipedia entry. It's a good reference point.

One of the links is for the different mathematical output of the different variations of a trebuchet. It's got some good ideas for various designs.

I would like to have some sort of reloadable system. They found that the system with the most force used a sling, but that would be a difficult one to create a reload for as I think the sling would be near where the release or counterweight mechanisms are.

What I was building was a free swinging counterweight with a see-saw firing mechanism. Then you can just have something drop onto the top and it's reloaded.

I think I'll try and increase the mass/reduce the volume of the counterweight by having it occupy 2 layers and put stuff inbetween it on the thin layer as well. If I make it 3 layers it's at risk of hitting the player unless the controls are remote, which does not make sense from a game play point of view. If I put extra weight on the outer 2 layers of the 2 layers it uses, then I can't have a readily visible "frame" that holds it up. I'm trying to get as close to something existing in real life as possible.

That's my current thoughts on the topic.
2009-01-16 23:48:00

Author:
Elbee23
Posts: 1280


Well, I have checked out the Wikipedia entry. It's a good reference point.

One of the links is for the different mathematical output of the different variations of a trebuchet. It's got some good ideas for various designs.

I would like to have some sort of reloadable system. They found that the system with the most force used a sling, but that would be a difficult one to create a reload for as I think the sling would be near where the release or counterweight mechanisms are.

What I was building was a free swinging counterweight with a see-saw firing mechanism. Then you can just have something drop onto the top and it's reloaded.

I think I'll try and increase the mass/reduce the volume of the counterweight by having it occupy 2 layers and put stuff inbetween it on the thin layer as well. If I make it 3 layers it's at risk of hitting the player unless the controls are remote, which does not make sense from a game play point of view. If I put extra weight on the outer 2 layers of the 2 layers it uses, then I can't have a readily visible "frame" that holds it up. I'm trying to get as close to something existing in real life as possible.

That's my current thoughts on the topic.

That sounds quite cool and more elaborate than mine. Make sure to PM me when it is published in a level, I'm quite curious.

My trebuchet had to be feigned a bit I'm afraid. I tested it with several sackboys and the weight of the sackboys creates more difference in strength than I had anticipated. I've had no choice but to backup the force of the weight with a winch... The winch is slightly slower than the normal weight driven swing but if there are multiple sackboys it gives it a bit more oomph to make it reliable.

I did make an automatic loading system, it's an elaborate ramp with a door and a extendable scoop that drops an explosive into the trebuchet. The switchery that makes sure it is fired correctly is rediculous and I won't advise anyone to recreate this for his/her own mental safety. It exists of at least five, three gate combinatorial (AND or OR) switches and more magnetic switches than I'd like to count.
2009-01-19 08:42:00

Author:
Wyth
Posts: 263


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