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Series of Objects Replacement
Archive: 6 posts
Hello, how is everybody? I need help in a level i'm making. How can I make a series of objects to be replaced EXACTLY in the same place, with no noticeable transition? For examble, a block of stone, when it is hit, its replaced with a block of metal in the same place. When it is hit again, its replaced with block of wood in the same place. Thanks before hand for the help. Please play my level when you have the time, if you want. http://i6.lbp.me/img/bl/cd6afa9c1e6bac5399c078af4791af1340aa9269.png Sky Islands Platformer! (https://lbpcentral.lbp-hub.com/index.php?t=81083-Sky-Islands) http://lbp.me/v/ms137x | 2013-07-31 14:35:00 Author: H-O-S-M-A-R Posts: 74 |
The basic and obvious solution would be to emit/destroy a block at the exact same size and the exact same place, but sometimes it doesn't work (especially if you're interacting with said block). Then my brain tickled: I saw something like this awhile ago, in One (http://lbp.me/v/jt0jjn)Of (http://lbp.me/v/jw6bjq)|Tarboy| (http://lbp.me/u/ITARBOYI/levels) Levels (http://lbp.me/v/j3cvfh). As far as I remember, one of his ideas was to "dress" a thick block with a thin layer of sticker material. Basically, the block is always solid with a blank aspect (no texture or white sticker upon it), and is never emitted or destroyed. What he did was to put some texture on a holo or sticker material, make it semi-transparent (I don't know how exactly), and emit it in front of that blank block. It was like a kind of reversal film. You should play these Idea levels, because I can't explain the technic behing it. And even if it doesn't fit your needs, you might pick one thing or two here and there... | 2013-07-31 19:54:00 Author: Djibees Posts: 189 |
Use emitters set to a Selector. Put all of the logic on the same microchip. Use and gates and other logic to detect when sticker panel or something is hit. Then set that to the selector. Based on how or when you want the blocks to emit you can edit the output logic of the selector. Hope this helped. | 2013-08-13 04:05:00 Author: MusicMan234 Posts: 82 |
But if the sack boys hit box is in the emitted zone then the blocks won't be emitted. So in order for this to work have the emitter set at a time of 0.0 And have the trigger zone be slightly larger then the blocks hitbox to prevent emitter interference. also, go with previously addressed issue of changing thru materials i.e. selector trigger zone i.e. sticker panel with an impact sensor on it to detect sack boy/sackbot/paintinator/etc | 2013-08-13 15:25:00 Author: L-I-M-I Posts: 611 |
You could instead place the second block where the object is suppose to be then place in front of it a thin layer of material of what the first block is suppose to be, attach a destroyer tag to the thin layer (and make sure "include rigid connections" is set to no) then have an impact sensor attached to the second, when the impact sensor triggers the thin layer will be removed and the replacement is in place already. Make sure your camera angles are set as good as possible to avoid showing the sides of the actual object (and make sure "track player movement" on that camera is set to zero or as close to zero as possible to prevent camera drift). | 2013-08-13 16:45:00 Author: WyomingMyst Posts: 101 |
You could just emit, but then that wouldn't work right in some cases, so in order to emit a secondary block, you would need to put on a tag sensor, which senses first said block, then hook that up to a release gate (you can find that in rebelskum666's mcp level) and set that to emit the block you want, but you also have to make it so they cant touch the block, or it cant emit, obviously Hoped this helps | 2013-08-13 16:49:00 Author: amiel445566 Posts: 664 |
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