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#1

Karts with Kartinators Kolliding?

Archive: 7 posts


hiya i've been working on a custom ride for a new track, the thing is it's got all the circuitry doodads that toggle headlights and make brake lights come on etc etc, but it seems that after i had cloned 7 more of these spawn points the karts act like they are hitting eachother all the time.

it isn't the physical kart because during testing i used it against 7 normal AI karts and there were normal collisions, but surely the designers wouldn't allow something as silly as kartinators to detect collisions?!? it seems absurd!

i'm currently doing more testing but if anyone has had any experience with this, or know a great way of fixing it then please help!
2013-01-08 16:46:00

Author:
Unknown User


I'm not sure what you mean. I did notice when working with a custom kart that its hitbox doesn't strictly match its shape. It seemed more like it just used a cube in which the kart could fit as the hitbox. Is that similar to your problem?2013-01-08 19:03:00

Author:
Rogar
Posts: 2284


i guess this could be the case... any idea what could remedy this?

the front and sides are acting fine its just the back end which collides with thing very far away. there arent any objects protruding like light beams or anything, surely i dont have to make the kart bigger just to fit the invisible hitbox? its really bugging because i spent the time building it before testing it and i finally test it but this issue is ruining the dream
2013-01-08 19:13:00

Author:
Unknown User


Hmm, how far exactly? I also had a problem with the back, I was trying to make a truck pick up a semi-trailer, but I couldn't get the truck under the trailer. I remember my prototype had a fairly large back, so I thought it was a hitbox issue, but maybe it doesn't follow the shape but leaves a large free space in the rear for... game issues? I dunno.

Sorry, I don't know of any way to fix it.
2013-01-08 19:22:00

Author:
Rogar
Posts: 2284


Sorry, I don't know of any way to fix it.

This seems like a glitch UFG might need to fix in a patch.
2013-01-09 01:28:00

Author:
zzmorg82
Posts: 948


I remember someone reporting having this same problem with collisions on custom karts. If I remember correctly, somehow the game treats the light emanations as part of the model. In other words, the light cones and auras...they are treated as solid and will figure in collision detection. Just hope this problem will be addressed in a future update patch.2013-01-09 02:05:00

Author:
JudgeSpear
Posts: 122


I remember someone reporting having this same problem with collisions on custom karts. If I remember correctly, somehow the game treats the light emanations as part of the model. In other words, the light cones and auras...they are treated as solid and will figure in collision detection. Just hope this problem will be addressed in a future update patch.

this would explain the problem at the rear but is inconsistent with the front as my headlamps have maximum attenuation (the kart is quite small so its actually not that far). I had assumed this problem would be avoided by using proper spotlights; when i started out i tried using 'light beams' but that really didnt work and i ended up pushing the other karts off a cliff with one turn!

when i fire the game up later i will set the lights to have the lowest possible attenuation and have another go. it must be making the light solid even when it is switched off because the lights have to be turned on manually on my kart. i hope this is picked up fast because it might put many people off using light effects on custom karts which would really suck


Hmm, how far exactly? I also had a problem with the back.

pretty far back actually, probably another 2 kart lengths, i tested it against the barriers because i couldn't believe that it might have been the kartinator. i decided it definitely wasnt the kartinator!
2013-01-09 09:28:00

Author:
Unknown User


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