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#1

Botkarts Jump "around" obstacle?

Archive: 18 posts


Hello all you happy gadders.

I'm new around here, mainly because i have a problem I can't figure out which has forced me to stop lurking and post something.

I'm making my first LBPK track, and I must say it's turning out awesome (imo anyways). It's almost done now, minus decorating the background landscape a bit (Tips on how to make plants and garden themed objects would be appreciated).

The problem I'm really having though is with the main centerpiece of my track. I've got a jump setup with a split around an object in the middle, and all the dumb sackbots just fly smack dab into the face of my object and explode.

The jump is setup like this ====< o>=== (Just so you know what I'm looking at)

Any help on making a partial path or something to make the bots move around the middle and back to the track would be much appreciated! Many thanks in advance.

(UPDATE)
I've discovered the path drawing tool and how to edit it, but do not know how to activate the AI to follow it now. I've noticed it has a tag option on it, but how do I make the bots detect and follow the tag assigned to that path?
2013-07-23 19:37:00

Author:
Unknown User


Hello!

I'm attempting to wrap my head around your dilemma: are you essentially saying that you have an obstacle between the jump and the landing point and all the bots are flying straight into it instead of avoiding it?

If so, have you attempted applying a pathfinder tweaker to the obstacle in question and setting it to "avoid"? I noticed you mentioned the path drawing tool, but this sounds like a different problem from that (since that term is mostly used to describe a path for a pathfinder motor to follow).

I'll give some thought on garden objects though, what are you looking for? Trees, rocks, etc?
2013-07-23 21:09:00

Author:
Hiroshige0
Posts: 114


I've tried the pathfinder, and it seems it doesn't work in midair sadly. And I was in the path edit options and there is a "Bot Tag: Follow" option so I tried that but they still don't follow. I'm wondering if the tag color options in Edit Path make the path itself work as a tag sensor or as a simple tag. I think once I get this figured out I'll definately have to make a tutorial of it because I've hammered google and come up with nothing time and time again.

As far as garden objects, maybe a full size shovel stuck in the dirt, or bushes, flower plants, tall grass, anything fitting a gentle garden that would help blend out the background a bit so it doesn't seem like we're driving around in a soggy mudhole.

EDIT: Does anything attached to the spawn point act as if it's on the kart throughout the race? i.e. If I stick a tag sensor on the spawn point, will the kart spawned there detect the matching tag as it travels around the track? ...this was all so much easier with sackbots and what not...
2013-07-23 21:17:00

Author:
Unknown User


Hmmmm...

One more question: is your jump happening via a jump pad, or is it just a drive-off? I ask because I do know there are more than a few team levels that feature obstacles after jumps (like in the Progress Emporium, Space Bass, etc.) but every one of those has a jump pad to help the A.I. adjust their paths mid-air.

The tips I'd give for making those garden objects (and most objects in general) are:


Replicate, Replicate ~ Design your objects using the least amount of pieces and copy those pieces to add low-cost additional detail. For example, create two types of grass blades, then copy/rotate/scale/flip each one to create a patch of grass that at first glance (because who'll pay attention to it when they trying to race?) looks completely unique. This has the major benefit of being very easy to make AND reduces thermo cost.
Detail With Purpose ~ You might be tempted to go all out on that fancy tree with individually detailed branches, but in a long run it won't help. This is because as your level becomes more complex, objects will begin to "pop in" as the player approaches them and can lead to a tree's leaves magically appearing long after you've already seen the barren trunk. You also run the risk of generating lag, and that's no fun.

The solution is to create two (or as many as you want) types of the same object that scale up in detail; create a super-detail tree when you know they will drive close to it, then create a less detailed tree for populating the horizon at a distance. You'll save a ton of thermo and the less detail objects won't pop in as badly, while still having cool stuff to show the player while they drive by.


That's all I can think of right now, I'll see what I can think of a little bit later.

EDIT: Yes, placing a tag sensor or tag will cause the kart to react to it's surroundings if you set it up right. It's more common I think though to attach a tag to the spawn, then use tag sensors/logic to do the work. FYI though, if you don't care about detecting individual tags, a player sensor will do all of that with less mess.
2013-07-23 21:51:00

Author:
Hiroshige0
Posts: 114


The jump is launching from a bounce pad (guess i coulda mentioned that earlier) and the obstacle is terrain, instead of an actual object. Basically you jump across the canyon around the peak on the otherside, to land on the track directly behind it. If you'd like to take a look I could share the level for you, maybe then you'd have a better understanding of what I'm trying to do.2013-07-23 21:56:00

Author:
Unknown User


Sure! If you wouldn't mind sharing it, I'll download it tonight and take a look.2013-07-23 22:02:00

Author:
Hiroshige0
Posts: 114


Alright now I just have to figure out how to share a level and give a key to 1 person? do I have to add you on psn?

EDIT: Gotta love it when the ps3 freezes up right as you're going to save..hooray autosave.

EDIT EDIT: Nevermind on the hooray autosave it still lost my path and stuck i made, so it'll be a few until I can share it.
2013-07-23 22:04:00

Author:
Unknown User


Unfortunately, there's no way to just share it with one person, you'd have to publish it and then remove it. If your up for that, I'll be home around 7:00-8:00pm EST USA time, so if you leave it copyable (that small checkbox on the general info screen in your moon) upload it, then remove it, that would be fine.2013-07-23 22:25:00

Author:
Hiroshige0
Posts: 114


Yeah i'll be on then and we can do this. Hopefully we can figure out either A: how to make it work or B: Another suitable obstacle that we can make work lol.

I gotta say thanks for being so noob friendly as well. It's much appreciated.
2013-07-23 22:34:00

Author:
Unknown User


Ahaha, no big deal; I'm a noob too! At least with tracks anyway. 2013-07-23 22:49:00

Author:
Hiroshige0
Posts: 114


Okie Doke it's published. I gave it a big bold fair warning in case anybody tries to play it. I'll be back in about 3 hours.2013-07-24 01:16:00

Author:
Unknown User


Ok, so your level is published on my planet and ready for download (https://karting.lbp.me/v/iexo). I'll keep it up until 10:00pm EST, so get it while you can!

The solution to this one was interesting, it appears that even while in the air (and makes total sense), the A.I. will tend to follow the track around so that it can land safely. Discovering this, I:


Bended the existing track to the right of the mountain, causing all A.I. players to follow.
Added a branch offshoot (adds a "shortcut" to the existing track; it's under your track tools menu) to the left of the mountain, giving the A.I. more travel choices and eliminating the "you have left the course" problem.
Added a piece of force field material with a pathfinder tweaker set to "avoid" and a danger tweaker to kill anyone who hits it.


Testing this gives a satisfying attempt by the A.I. to avoid the obstacle while still having a small few explode to underscore that this mountain means business. There's still some tweaking to be done though, the landing portion of the track is too narrow, so a lot of the bots end up drowning. You'll need to use the track border tools to increase it's width, among other small refinements.

Finally, check out the "draw navigation map" checkbox under your game settings when you hit start. This visually paints the track with colors and borders that shows what the game thinks is drivable, which is handy for measuring where the bots can (and will!) will travel.

Hope that helps! This is looking good
2013-07-24 15:35:00

Author:
Hiroshige0
Posts: 114


Wow, thanks man. I was trying to think of a way to make a dual path but totally didn't even come close to thinking of your simple solution. I thought it would be much harder then "just bend the track" haha. Thanks for the help man.

On a side note, what did you think of the track layout, banking, etc? I tried to make sure it's driftable all the way around, and throw in some areas that can be done by noobs well, but done with skill the best (as far as drifting, jumping, etc). I know it leaves alot to desire in terms of decoration outside the track, and I'm still not sure which fence i want to use.

EDIT: I've got the track copied to my moon now. Thank You
2013-07-24 16:07:00

Author:
Unknown User


I have a few plant and garden theme objects in my level Pooka's Popit (https://karting.lbp.me/v/b3rj) - anyone is welcome to use these.2013-07-24 17:11:00

Author:
Pookachoo
Posts: 838


Thanks pooka I grabbed the plants and those meteor stones and windmill. Left a review and liked, and i'll give ya credit if I use them in my level.2013-07-24 17:51:00

Author:
Unknown User


Glad you got some useful bits! The "meteor stones" are thermo intensive - they're hollow polygons. Good for creating dome structors, but for purely decorative purposes you're better off using the in-game arena objects with stickers.2013-07-24 21:02:00

Author:
Pookachoo
Posts: 838


I can imagine they would be with all those corners. grumblethermogrumble.2013-07-24 21:28:00

Author:
Unknown User


Wow, thanks man. I was trying to think of a way to make a dual path but totally didn't even come close to thinking of your simple solution. I thought it would be much harder then "just bend the track" haha.

Haha, I never think of these things either until I've already gone the complex route. Check out this thread (https://lbpcentral.lbp-hub.com/index.php?t=80527-Battle-Arena-Crimson-Hollow-VS&p=1112188&viewfull=1#post1112188)(the section on killstreak logic) for an example. After literally 4 logic revisions, I went from dozens of transmitters, receivers, extra logic and complex wiring counters to just a blast sensor, receiver and counter.

Sometimes it's a lot easier to simplify something complex than complicate something simple.
2013-07-25 18:18:00

Author:
Hiroshige0
Posts: 114


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