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Who has has tried emitting/destroying most sections of your level to stop slowdown?

Archive: 13 posts


I know this technique was used a lot by people in LBP 1&2, but has anyone tried it on Vita? I'm going to try to do that for the level that I am making. Any general tips on how to execute it well? It seems like I'd have a hard time with a lot of things but hopefully it will be worth it in the end.2013-10-18 23:09:00

Author:
IcyFlamez_
Posts: 118


Yeah i tried it in one level/series i was making. The main reason was because the scenery was very detailed, but i also emitted sackbots into the level at the same time in order to give the effect of a population of different characters, since the thermo shoots up when you place a sackbot down.

I found that as long as you made sure the edges of each block of scenery were aligned to the grid then you could emit chunks of the level next to each other flawlessly and still make the level look great.
2013-10-23 19:07:00

Author:
Skalio-
Posts: 920


alignment is key, i usually place a pice of sticker panel set to 0% opacity set to large grid behind the scene i am going to emit. make sure to make the sticker panel larger then what u are going to emit. now capture it all and when u set where it is to emit it will stay on the grid since the sticker panel is bigger then the play area and it will sit nicely and align correctly everytime. when moving multiple objects the largest object tends to dominate when moving, hence the sticker panel is used. i see that wasnt your concern dang got off track. yes i am currently destroying/ emitting a level. i could go with links but the intro flows into the entrance.2013-10-23 20:32:00

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


I have a rather different usage for emitters. The only thing I really use them for usually is to emit objects that make the level difficult to republish as your own, such as microscopic sackbots running around to make the thermometer become unstable. Sorry, I'm getting a bit off topic. No, I have not tried this but I would think it would help. However I'm quite frankly too lazy to do this, and I use a LOT of other thermo reduction methods as it is.2013-10-24 04:54:00

Author:
qwerty123456
Posts: 309


alignment is key, i usually place a pice of sticker panel set to 0% opacity set to large grid behind the scene i am going to emit. make sure to make the sticker panel larger then what u are going to emit. now capture it all and when u set where it is to emit it will stay on the grid since the sticker panel is bigger then the play area and it will sit nicely and align correctly everytime. when moving multiple objects the largest object tends to dominate when moving, hence the sticker panel is used. i see that wasnt your concern dang got off track. yes i am currently destroying/ emitting a level. i could go with links but the intro flows into the entrance.

That sticker panel technique sounds extremely helpful, but I can't quite understand it from your explanation :I
2013-10-26 18:04:00

Author:
IcyFlamez_
Posts: 118


basically in order to make sure that everything is emitted out in alignment with the grid, even pieces of scenery whose edges dont line up to an exact gridline, you put a piece of invisible sticker panel or hologram material behind the chunk of scenery, and make sure that it lines up to the grid but is wider and taller thn the piece of scenery that it encloses. this way you can move the piece of scenery around in alignment to the grid, even if it is slightly longer or taller than an exact grid measurement.

If i still havent made it clear then imagine this:

I have chunk of a level which i want to emit next to another chunk once the player has completed a certain task. the problem is that my chunks of scenery werent built in alignment to the grid, so now when i am trying to choose the position in which to emit the new chunk, it is hard to get it to line up exactly how i want it to next to the first piece. the solution is to stick the invisible holo material over the top - say that my chunk is 20.5 small squares wide by 20.5 small squares tall, then i would want to make the holo 21 or maybe 22 small squares wide and tall, because when you move an object on the grid it snaps to the closest edge in whatever direction you are moving it.

blurgh im confusing myself... maybe i should draw a diagram
2013-10-28 04:11:00

Author:
Skalio-
Posts: 920


Oh nah, I understand it completely now lol. All of the sections so far align with each other perfectly so I shouldn't have to do that... Yet2013-10-28 04:24:00

Author:
IcyFlamez_
Posts: 118


Tried, lags, not gonna do it again.2013-10-28 11:47:00

Author:
doggy97
Posts: 964


destroy then emit, but emit in smaller pieces2013-10-28 15:34:00

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


Welp, I did it with my level. It worked wonderfully.

At first when I tried to emit certain sections as I was playing, there was a huge freeze when I'd activate it. So at first I was disappointed. Then I took out this one huge section to have it spawn in later. After that, whenever the other sections would spawn in or be destroyed, you'd only see a tiny blip. Than's only at the beginning 2 sections too. The other ones aren't even noticeable. Much better than how it was before I did it. Well I guess before I emitted/destroyed the pieces, it was only the first two sections that had a decent amount of slowdown, and then there was a little slowdown at a later section. So it was nothing too bad anyway. I'm pretty surprised because there is a LOT in the level.

The only part that freezes a little is when you spawn in this big section, but I hid it a little by making it pop in when you pull this switch that starts a cutscene.
2013-11-01 15:44:00

Author:
IcyFlamez_
Posts: 118


the bigger the section the more of a hit against the buffering speed and such yada yada yad. emit smaller and it should run smooth. also, instead of emiting sections. you could have your base map already in place and emit deco, obstacles, moving things, score bubble chains, etc within the base map.2013-11-01 16:02:00

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


the bigger the section the more of a hit against the buffering speed and such yada yada yad. emit smaller and it should run smooth. also, instead of emiting sections. you could have your base map already in place and emit deco, obstacles, moving things, score bubble chains, etc within the base map.I know. There is only 1 big section I had to emit.2013-11-01 20:58:00

Author:
IcyFlamez_
Posts: 118


I'm thinking about doing the same technique for a bigger movie, but I got a lot of projects in my mind already, so I won?t try it out in the near future I guess. However, I believe the best idea is indeed to divide the to-be-emitted section in smaller parts, and emit each part shortly after each other. The same I guess when you delete them.2013-11-02 18:51:00

Author:
wolfbrother117
Posts: 150


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