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How to make 3 wheel track vehicle? (solved)

Archive: 8 posts


Anyone who guide me on this?

3 wheels vehicle that runs fast and stick on surface, like the one in coaster valley in story mode.
2013-09-21 15:22:00

Author:
greyfox1980
Posts: 95


Moved to [LBPV] Help2013-09-21 16:08:00

Author:
Lady_Luck__777
Posts: 3458


Anyone who can make it? Ermm... I believe it's the wheel of the vehicle and the surface of the ground/wall that matters.
But what tools should I use to alter the properties of wheels and surface.
2013-10-12 18:10:00

Author:
greyfox1980
Posts: 95


The 3 wheeled vehicle used in Coaster Valley is very complicated. That's probably the reason nobody has replied to your request for help.

Basically, it uses movers (set to local space) to "push" the vehicle against the wall. It has 3 different movers, and uses impact sensors on the wheels to determine which of the 3 movers should be activated.

I believe the wheels and surface have default properties. The surface probably has a tag on it so the wheels know when they are in contact with it.
2013-10-12 21:40:00

Author:
fluxlasers
Posts: 182


this is a very hard one to answer cause someone would have to take the time to actually try to recreate it, first time I played it, I was in awe and the beauty and fluidity of it, but haven't gone as far as trying to recreate it. sorry2013-10-13 01:40:00

Author:
L-I-M-I
Posts: 611


Hey, I made that vehicle! The idea came from a coworker. Fun fact: We built it after-hours, and it was eventually made into a full level and included in the game.

Now, that vehicle is one of the most complicated things I've ever made in LittleBigPlanet, so I really don't expect it to be easily re-createable without LOTS AND LOTS of experience with LBP and logic. The post by fluxlasers above is mostly correct, but there are a few little details that are important. It's called the Triangular Troublemaker, so I'll refer to it as the TT from now on.

There are two different impact sensors sensors on the wheels. On each wheel is a larger piece of invisible sticker panel, with an impact sensor, which is used to detect when the wheels are close to the wall. When two wheels are close to touching the wall, the local-space mover pushes in the correct direction for the TT to push into the wall.
When two wheels are physically touching the wall, the ability for the TT to jump is enabled. Pressing X enables an local-space advanced mover that pushes directly away from the wall. An advanced mover is used because there is also a speed sensor feeding into the horizontal inputs of the advanced mover to give the impression of momentum. Thus, when you are driving to the side, your jump will also go to the side a bit. The jump also temporarily disables the "sticking" behavior, just long enough for the wheels to move away from the wall.
The Left stick inputs are the most confusing. I used a series of angle sensors (and lots of multiplication AND gates) to make it so pressing up always makes the TT move upward. This is tricky, since depending on the surface you are driving on, that may mean the wheels spin in the opposite direction. I can't really hope to explain this fully, but if you get the idea, maybe you can work through a solution.
Layer specification is also needed, so players are less likely to collide with one another. We had the full three layers to work with, so we put players 1 and 4 in the middle, and then put players 2 and 3 in the front and back layers. This was achieved by using a Player ID selector and a series of in/out movers.

There are a lot more subtle things to it, but those are the basics.

I'd love to be able to recreate it, give it away, and maybe make a thorough guide, but there are certain rules and procedures that must be adhered to, since it's used in the official levels. It would need to be cleared by Tarsier Studios production (maybe even Double 11?), and also would need Sony approval.
2013-10-13 12:57:00

Author:
comphermc
Posts: 5338


I guess we can say this one is ... drum roll please...... [SOLVED]


If possible greyfox, would you add [SOLVED] to the thread description. for S&G's add [SOLVED BY CREATOR]


Thanks Comph for the info
2013-10-13 16:40:00

Author:
L-I-M-I
Posts: 611


Okay, so turns out I did remake it before I learned it can't be given away. I will just share some basic photos:

http://farm4.staticflickr.com/3767/10255331604_32044a3b4c_o.jpg
This shows the sticker panel that is used to detect when the wheels are close to the wall. It also illustrates how much of a rat's nest the wires are when the microchips are fully collapsed. Note that I have wired an "off" toggle into all the microchips. This means that I can leave the object sitting in the level (to be used as a reference for emitters), and the logic is ignored. When I capture just the TT with the emitter, the wire from that toggle will not be emitted with the rest of the TT, so it would work as normal.

http://farm3.staticflickr.com/2890/10255329304_f9275f6033_o.jpg
This shows a closeup of the logic that handles control modifications, with a bonus of the auto-rotate stuff on the right. The auto rotation is to make it so you spin a little for better wall-to-wall jumping. The control modification stuff is placed on each side of the TT, but only one is activated at a time, based on which wheels are touching. When the signal is fed twice into the OR gate (set to ADD), this is just to double the signal, so it works more smoothly when going around corners. All the AND gates are set to MULTIPLY.

http://farm6.staticflickr.com/5517/10255427886_9d31710cdd_o.jpg
This is just a wide shot, showing all the expanded microchips. It's way more complex than it might initially seem. This version actually had some mild air steering, which wasn't in the original. You can also see that the tracks have a tag on them, as suggested by fluxlasers.

Bonus: in that last shot, you can see a big wheel on the top right. We used a trick to make a wheel with a cutout be a smooth circle, by dephysicalizing everything you see and using invisible material for the collision. Unedited circles are actually smooth.
2013-10-13 22:23:00

Author:
comphermc
Posts: 5338


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