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Overheating question...
Archive: 11 posts
I'm making a Hide and seek level. There are several rooms that people can hide in. I've used emit/destroy logic so that the rooms only appear when a player enters them (from a door). Because up to 4 players can play, only a maximum of 4 rooms will appear at a single time. However, my level still overheats sometimes with some room combinations. How can I fix this? I've seen hide and seek levels that are bigger than mine and have more decorations....What's worse for the thermo? Decorations or material or objects...? I don't really want to put all the rooms in emitters, I want players to freely move between rooms in a big open area but I can't because of the thermo. | 2014-02-04 04:04:00 Author: dragonboy269 Posts: 172 |
Thermometer is most tied to how many different assets are in the level at one time. When you add an asset to the level, that asset is added into memory.If you run out of memory, the game crashes. As such, the thermometer prevents that from happening by limiting how many things can be loaded into memory at one time. The short of it is that you need to cut down how many different decorations, objects, materials, and stickers you are using. Dozens of copies of the same decoration is much, much cheaper than a dozen different decorations, for example. | 2014-02-04 11:55:00 Author: comphermc Posts: 5338 |
When I started out I used about 40 different materials and as many different decorations as possible and needless to say the levels weren't very long. It's already been said really, objects typically take up the most space, followed by some decorations then materials, it depends on how complex they are, as long as most things are fairly homogeneous it should be alright. Emit/destroy logic should work just fine though, I'm not sure why the thermometer would go crazy with just 4 rooms emitted at the same time but either they're too complex or it's not working quite right. | 2014-02-04 14:28:00 Author: Ironface Posts: 432 |
I'm also building an emitter heavy lvl that generates a random maze of blocks, found that removig blocks that comtained point bubbles cut down the size considerably. Moral: round shapes/cutouts take somewhat more space than simple polygons, which matters more once you start duplicating lots of architecture. Also probably self-evident but if there are multiple rounds make sure you're destroying the rooms once they're done being used. | 2014-02-28 23:45:00 Author: madcowj Posts: 20 |
Ive used the emit/destroy method in many levels I'm working on. This includes emitting and destroying giant maps, complex objects, and large menus. Something to note is that even when the objects are destroyed they still take up some space on the thermometer since they're in an emitter. To avoid this, what you can do is emit the emitter that emits your rooms. So instead of emitting the rooms, you will emit the emitters that emit the rooms. This will get rid of that extra thermo. Hope that helps! | 2014-03-01 01:13:00 Author: airide101 Posts: 141 |
Ive used the emit/destroy method in many levels I'm working on. This includes emitting and destroying giant maps, complex objects, and large menus. Something to note is that even when the objects are destroyed they still take up some space on the thermometer since they're in an emitter. To avoid this, what you can do is emit the emitter that emits your rooms. So instead of emitting the rooms, you will emit the emitters that emit the rooms. This will get rid of that extra thermo. Hope that helps! That is interesting and does sound like a good idea. I'll have to test this one day. I’ve use the emit/destroy quite a bit, but it’s always been in a linear fashion and I know it has always paid to delete the emitter after it had emitted the goods. | 2014-03-12 19:15:00 Author: peoriaspitfire Posts: 359 |
That is interesting and does sound like a good idea. I'll have to test this one day. I've use the emit/destroy quite a bit, but it's always been in a linear fashion and I know it has always paid to delete the emitter after it had emitted the goods. this emitting the emitter then deleting the emitter(s) was how I was able to fit everything in "Once, Lost In My Imagination Part 3" otherwise I didnt have enough thermo to not emit the emitter. and just have the emitters. I wish I didnt have to do this, but had too. its a pain to re-emit a emitter that emit the level section. so try to get that section in the final state, cause playtesting is a pain and then making the changes are time consuming. so if u are going to make changes, try to get em all at once. i emit/destroy the 2nd half of the platformer, the button sequence section, and the last 2 cutscenes. fyi this method will cause u to freeze. how the freeze will occur. after creating in this level your cache will be full, so as soon as u leave and when u go join someone or play a level it will freeze a majority of the time. so save inside the level and then exit to pod after the save is finished and then if u go off to play a level or join a friend, just exit lbp and restart it. also, rewinding with friends in an emit destroy level will typical cause a crash. your thermo will say 75% but in reality its above that. | 2014-03-13 16:47:00 Author: L-I-M-I Posts: 611 |
The only thing I could think of, and it's been said above in more technical terms, is that emitting itself takes up a lot of memory, since you're asking the game to instantaneously produce a massive amount of stuff. I imagine having 4 rooms emit at the same time can crash the thermo as it's got a lot to think about. Does it only happen when the 4 rooms are emitted all together at once? | 2014-03-15 22:18:00 Author: LittleBigSnooth Posts: 454 |
It's kinda like what airide101 said, except 3 or 4 times that. Like, emitting an emitter which emits another emitter which emits another emitter etc....Several layers of emitters. Because the menu is being emitted, and then after the menu the main room is emitted, and the main room emits the other rooms, and when the players are in those rooms, if they open/close a door, the door is emitted, etc. We fixed the overheating issue but now we're dealing with freezing when more than 1 player tries to play the level. That kinda ruins the purpose of a hide and seek level...because only 1 player can play it, everyone else freezes as soon as they enter the level -.- | 2014-03-15 22:43:00 Author: dragonboy269 Posts: 172 |
If it keeps crashing I'd say go back to the other ways to reduce the thermo. This thread has some good tips! https://lbpcentral.lbp-hub.com/index.php?t=73706-Artistic-Levels-without-Lag | 2014-03-17 04:05:00 Author: koltonaugust Posts: 1382 |
I think it's better to have all the emitters in the level and use some clever tricks to distract the players from the destroying and emitting that is going on off screen. I found it works better to destroy enough information several seconds before a big emit. A big emit will bog the game down. And like L-I-M-I said, it is a huge pain to edit. Also animated things eat up thermo. Try turning animation speed down to zero or replacing dark matter with anti gravity tweeker. Good luck! | 2014-03-22 01:25:00 Author: one-mad-bunny Posts: 334 |
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