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maxed thermo

Archive: 18 posts


Hey people! I am making a level right now and it is very thermo heavy... I mean i still have almost a whole thermo to add to it and the thermo is already at the top! So i was thinking of doing the emit/destroy method. My question is if i destroy 90% of the current thermo and emit in about 80% of the level 10 seconds later will it lag? Also should i emit the rest of the level in one item or should i split it into multiple items? Thanks 2013-05-20 19:39:00

Author:
dolphins-r-lame
Posts: 281


To avoid lag, you'd do better emitting that 80% in 10 smaller portions at 1 sec intervals.
Destroying 90% of the level at once could also cause lag, if so breaking that into smaller portions should do the trick. I've found that emitting is a lot more laggy than destroying.
2013-05-20 20:47:00

Author:
Pookachoo
Posts: 838


Thanks ill try spacing them out then any tips on how i could emit 80% in 10 portions? Because its going to be hard to get them to line up right...2013-05-20 21:18:00

Author:
dolphins-r-lame
Posts: 281


Thanks ill try spacing them out then any tips on how i could emit 80% in 10 portions? Because its going to be hard to get them to line up right...

As long as you follow the Modular Level Design (http://www.youtube.com/watch?v=1J4TX1mNY7M), you should be fine.
2013-05-20 22:34:00

Author:
L1N3R1D3R
Posts: 13447


Yes i will be using the modular design but what im saying is if i have a big empty space and i want to emit 10 pieces of level into it how will i know that piece one lines up to piece once its emited? Because it has to be exact other wise a platform may be to high or to low. You see what im saying?2013-05-20 22:41:00

Author:
dolphins-r-lame
Posts: 281


I made a custom loading screen and delete large portions of the level, well the whole level and then emit the next portion during it but I guess everyone has their own way of doing it. If you're gonna emit portions of your level separate it's gonna be tricky to position them properly so that they can emit. You can have some sort of pit or hole between the separate portions making it easier to emit the level.2013-05-20 22:51:00

Author:
stealthXG
Posts: 18


Yes i will be using the modular design but what im saying is if i have a big empty space and i want to emit 10 pieces of level into it how will i know that piece one lines up to piece once its emited? Because it has to be exact other wise a platform may be to high or to low. You see what im saying?

Then it should work fine.
2013-05-21 00:12:00

Author:
L1N3R1D3R
Posts: 13447


I made a custom loading screen and delete large portions of the level, well the whole level and then emit the next portion during it but I guess everyone has their own way of doing it. If you're gonna emit portions of your level separate it's gonna be tricky to position them properly so that they can emit. You can have some sort of pit or hole between the separate portions making it easier to emit the level.

Ya it is going to dificult... I might try and emit the whole thing at once and if it lags to hard ill try it in pieces. The level is 1p only so hopefully that will cut down on the lag!
2013-05-21 01:06:00

Author:
dolphins-r-lame
Posts: 281


Single player will cut down on the lag. Also if you can minimize on screen movement while emitting that will help.2013-05-21 02:31:00

Author:
Pookachoo
Posts: 838


That whole emit/destroy thing is pretty cool, but it will cause some major headaches if you have big chunks and lots of continuous updates to make.

Here is how I handle the process for spacing and perhaps it might help you on your next level:


Use transparent sticker panel to outline the section edges (you?ll use this to line up the section in the main level).
Emit your section in the main level where you want it and pause.
Mark the location by copying the transparent sticker markers to the main level.
Repeat process for each section?
You now know where each section starts and stops.
Emit your section by lining up the sticker panel in the section with the main level (use front view for accuracy).
Celebrate with a big block of Tofu.


TIPS:
Try and keep your sections small enough to see both the capture and emit on one screen (fully zoomed out).
Front view is your friend.
Use color coded sticker panel to identify section place holders in the main level.
Destroy the emitter after you emit the sections (reduces thermo).
2013-05-21 21:48:00

Author:
peoriaspitfire
Posts: 359


I agree with Pookachoo about not destroying lots at once, it really does make a short but noticeable lag.

I've used this technique - I placed a microchip on each section I wanted to destroy, gluing those pieces into one connected mass. In the microchip I placed a destroyer set to "disappear" and tweaked it to include "rigid connections" so all glued items go at once. The destroyer was wired to a tag sensor with infinite distance so when i triggered the relevant tag that whole section went poof! If you have freely moving things that are bolted or connected by rods, string etc they will need their own destroying microchip too.

In"Parabolic Organica" (see my signature) I destroy more than half the level in one go and had to figure out a way to do this so the lag wouldn't show. I made sure the player was immobile and there was nothing moving on the screen so the lag wasn't too obvious. Shortly after that I emitted another new part, about a third of the original level. It took me a while playing around with the destroy part to check everything was disappearing properly as the emitted section wouldn't appear if there was the slightest piece left behind. I used the grid feature to make sure the new and old sections lined up well.

Good luck!
2013-05-21 22:29:00

Author:
aratiatia
Posts: 374


Ok so im making a level and im using emit/destroy. My level is filled up to the absolute max so before i emit the 2nd part of the level i destroy a good part of the first part. My problem is my level overheats when i put the emiter down with all the things i need to emit! Also i cant get anyone in to see my lvl cus it just freezes! Anyone know what to do!? Helllp!?2013-05-31 01:04:00

Author:
dolphins-r-lame
Posts: 281


Instead of creating a new thread with the same subject, you could have bumped your one-week-old thread:
https://lbpcentral.lbp-hub.com/index.php?t=79885-maxed-thermo
There was a lot of constructive answers.

Also, maybe your maxed thermo means it's time to put a level link to another level on your planet?
2013-05-31 01:17:00

Author:
Djibees
Posts: 189


Well my old thread wasnt really about that and there are no answers there regarding this paticular topic so ya... Thanks -_-2013-05-31 01:30:00

Author:
dolphins-r-lame
Posts: 281


Yep this should be an update to you existing thread.
Merging with existing thread
2013-05-31 01:32:00

Author:
Lady_Luck__777
Posts: 3458


K.
Anyone know what to do when i cant add the emitter thats supposed to emit my level!?
2013-05-31 01:52:00

Author:
dolphins-r-lame
Posts: 281


I ran into similar issues with my AquaFried level. It sounds to me like you will have to kind of start over and emit/destroy in smaller chunks as you go. Make sure you destroy every single stinking piece and part of the previous section that you possibly can as it all adds up. If the player can never go back, then one tip is to make sure you also destroy the emitter that emitted the previous section. This will help clear some thermo space, but it still sounds like you might just have too much stuff in your new emitter. Try starting from the beginning in a brand new level and break it down chunk by painstaking chunk? Good luck, if you haven?t rage quit already.2013-06-12 21:20:00

Author:
peoriaspitfire
Posts: 359


Cut up your level into chunks, save the chunks go into an empty level and make the logic to emit it, using the first chunk as the starting spot. Thats what I did, I went into another level made all the chunks so that I wouldnt have problems putting the emiter in the level due to the high thermo.

as for placement what I did was place them all down, then use hologram to figure out where their grids were.
2013-06-13 18:39:00

Author:
Unknown User


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