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Theory of Object Cost and Emitters

Archive: 4 posts


I need some advise on this. I figured since the game has been out this long, someone else has encountered this or at least thought about it, but my question is about mainly about emitters and their cost.

I for the most part, emit emitters to lower the initial cost of objects on the thermometer and reduce lag in my levels. Basically, you cancel out the cost of the emitter, by emitting that emitter in another emitter. And with a level that uses tons of emitters, this helps out ALOT. However, we all know this does go towards the levels data total and there is a limit on how much you can do this before your level is unload able.

And this leads to my question.

If the same object is emitted in a different emmiter, does this add to the level data? and if so, is this value less or equal amount to the amount of a totally new object?

My goal is to be able to mesh as many cut scenes as possible in one stage. I thought that if I could create all the animations on one Sackbot that would be used in most of the cutscenes( lots of old school rpgs do this), then this would allow me to save on level data, since I would not have to emit so many different sackbots to represent the same character.
2013-08-10 18:19:00

Author:
Rpg Maker
Posts: 877


The initial object regardless still exists in the level. Emitting it later and destroying just keeps the moving active bits thermometer down. So I doubt emitting and emitter with an emitter would do much of anything. Might make it larger rather than smaller.

If you could use many different brains on a sackbot and based upon which key is in the area you emit it, that should save quite a bit rather than have many different sackbots in different emitters. To insure it calculates it nicely. Make one sackbot and stick in an emitter... then make copies of that emitter. From what I recall in my own creations and remember hearing from Mm / Tarsier, direct copies are always cheaper.
2013-08-11 00:07:00

Author:
jwwphotos
Posts: 11383


The initial object regardless still exists in the level. Emitting it later and destroying just keeps the moving active bits thermometer down. So I doubt emitting and emitter with an emitter would do much of anything. Might make it larger rather than smaller.

If you could use many different brains on a sackbot and based upon which key is in the area you emit it, that should save quite a bit rather than have many different sackbots in different emitters. To insure it calculates it nicely. Make one sackbot and stick in an emitter... then make copies of that emitter. From what I recall in my own creations and remember hearing from Mm / Tarsier, direct copies are always cheaper.

The first part is wrong, emitting emitters does in fact lower the thermometer and adds a virtually negligible amount to level data..However, every object emitted still counts towards level data Which means longer and longer load times and eventually no loading at all it seems. But He is correct in that your best bet would be to emit one sackbot with preloaded animations on it and emit it in the various different scenes such that it triggers different animations by different tags. This will be the most efficient way in terms of level size.
2013-08-11 01:01:00

Author:
Tynz21
Posts: 544


The first part is wrong, emitting emitters does in fact lower the thermometer and adds a virtually negligible amount to level data..However, every object emitted still counts towards level data Which means longer and longer load times and eventually no loading at all it seems. But He is correct in that your best bet would be to emit one sackbot with preloaded animations on it and emit it in the various different scenes such that it triggers different animations by different tags. This will be the most efficient way in terms of level size.

Yes, my level simply would not exist if I didnt emit emmitters! But jwwphotos, that exactly the answer I was looking for! Thank you two very much, I will go ahead and try this out.
2013-08-11 01:07:00

Author:
Rpg Maker
Posts: 877


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