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3D background optimizing urgent help

Archive: 4 posts


Now, a question for the hardcore creators. AKA Mm picked ones, other users with sophisticated level-creating ability, and those with 3D background experience. QUESTION(s): I'm creating loads of different backgrounds (as realistic as possible) for each stage and each area map. What is the minimum and maximum number of background layers should I use to optimize between visuals, thermo-space, and eliminating lag? Also, how detailed should the background be to be truly optimized(optimized like previously stated)?2013-03-25 07:27:00

Author:
Jacob46719
Posts: 38


First off, you ought to post this in the help section. Don't create another thread: message one of the mods and ask them to move it or just wait and I'm sure one will be along before too long.

As for your question: there's no "correct" answer. It all comes down to what you're trying to do with your level. You can make a level with no emitters, bots, 3d objects (by which I mean the objects Mm gives you that are 3d models rather than being built from materials), etc. and you'll be able to put a TON of detail into your background. On the other hand, if you're going to be using all the other fancy thermo-hungry stuff, you may have to tone down your backgrounds a bit.

There have been several threads dealing with this before and you should be able to find out everything you want to know with some searching, but here are some basics:

Disable emitters and other effects (light, smoke, etc) when they're not needed. You don't need the lights to be turned on on one end of the level when the player is at the other and you don't need to be emitting enemies in an area where the player can't run into them.

Limit the number of materials you build with: each new material will add a chunk to your thermometer, regardless of how many times you use it in your level, so you'd be better off building your whole level out of three or four materials.

Limit the number of vertices. If you can make your cool mountain backdrop look almost as good with half the vertices, you'll be able to build more objects before the thermometer gets angry.

Don't go too crazy with lights and decorations and stuff. Besides being thermo-expensive, too many details (especially lights) onscreen at once can cause serious lag.

Manage emitters effectively. If you have a complex object that needs to be emitted at several parts of the level, but only one will be emitted at a time, you'll be better setting the emitter to be able to move from location to location than to create multiple emitters. Even if your logic only allows for one emitter to be active at a time, the thermometer will treat it as if all of them can be active at once.

Try to find clever ways to simplify effects. For example, I'm working on a scene where the floor appears to glow and should cast light onto the players. There's no way the game would let me get away with plastering enough lights to cover the entire area, so instead, I've built four followers (one for each player's sackbot) with a single light on each. There will always be a light under the player so it appears that the floor is casting light onto them, even though there are only four small areas of light. Another example: emitting several tiny LEDs can make a pretty good spark effect, but a single piece of sticker material with several yellow dots stickered onto it will save a lot of thermo and look almost as good if it's done right.

If you're up for some advanced tricks look up some of Aya's old thermometer hacking threads. They were written for LBP1 but they still work in LBP2.
2013-03-25 11:32:00

Author:
Sehven
Posts: 2188


Moved to [LBP2] Help2013-03-25 14:02:00

Author:
Lady_Luck__777
Posts: 3458


Hi Jacob46719, i havent posted in ages.
As Sehven says, it really depends on what your looking for- the mor you try to cram into an area, the more you will get either thermo worries or area overcrowding problems. If you already havec3d layer background built, try to limit the ammount happening in a particular area. Let me explain my friend- If the particular sectionof background has a lot of detail, try to limit the ammount of objects in the foreground, or try to use simpilar materials in a complex section. different textures of blocks use different ammounts of thermo (6 blocks of cardboard might use half a unit of the thermo bar, whereas the same size block in stone might use 3/4s).

My best solution for you to save thermo is this-its a system i have used with good success visually.
I used onlt 2 backgroud 2d thin layers.

To start, design your complex 3d background images (eg. a house). You can pour in as much detail as you like, you can use a few. I would simply make the scene that will be your background (eg the house) in the normal layers.
Scene done, copy it as an object for backup.
Next use your layer tool ond go 2 thin layers back from active layers. Place a rectangle of sticker panel(approx. 30x 30 small grid squares high by wide). copy this and place it beside to the right, and again untill you have a background plate the lenght of your level.
Now place your object on the screen somewhere. and use the Snapshot camera to take an image of this (eg, the hounse you made).
You simply place the image on the sticker panel. delete the object (the actual house)

You now have your backgreound made. to give it a more 3d look, you can add sticker objects, or a layer in front of itwith closer objects (like a fense in front of the house.
The disadvantage of this is that the image is flat and as you move right or left the image wont change (although, there is a way to get this effect to.
The advantage to this idea is that your background is a snapshot image and as so, only uses 1 sticker. It will save a lot of thermo.
This method works very well if you have the background obscured a lot (buildings or windows in the active layers. Feel free to join me and i can explain more.
My psn lbp idea in game is sean88
2013-03-25 15:43:00

Author:
Sean88
Posts: 662


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