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Is it be possible to come to the end of an infinite level? (P.S. I'm not in the beta)

Archive: 13 posts


[Besides running out of harddrive space]

In LBP2, I found a microchip that EleoMod/U11311 made that contains circuit nodes with normally impossible analog signal strengths, such as 134%, 10000%, 160000000%, etc. Connecting the 160000000% signal to a basic mover (set to 100 speed, 100% acceleration, speed scale), which in turn was attached to some kind of object with a gyroscope(starting from the level entrance, pointed toward the opposite corner), I was able to achieve roughly 500-600 speed units (as opposed to 100 max) just before coming into contact the upper-right corner of the level mattress. [The speed was calculated from emitting static holograms from the object, with spawn rate set to 0.0s. I then copypasted the object, and changed the basic mover on the copy to strength scale, so that the copy of the object would travel at exactly 100 units of speed. Pressing play, I quickly hovered over the upper-right corner and paused as the original object hit the mattress, way before the copy hit(remember, the copy was set to 100 speed on strength scale). Next, I measured the distance between the static holograms on the copy, followed by the distance on the super-speed object. The distance between the final two holograms on the super-speed object was 5-6 times greater than the holograms on the 100-speed, copied object.]

Assuming that these nodes can be imported and/or recreated in LBP3, could this object continue accelerating (with sackboy on it) until the speed becomes so high that it travels faster than the level can load? (with the infinite level option turned on)

Hopefully that can be understood.
2014-10-25 23:39:00

Author:
Jacob46719
Posts: 38


You don't have to load anything, you can just have an infinite level with nothing in it and no borders.2014-10-26 11:21:00

Author:
Rogar
Posts: 2284


[Besides running out of harddrive space]

In LBP2, I found a microchip someone made that contains circuit nodes with normally impossible analog signal strengths, such as 134%, 10000%, 160000000%, etc. Connecting the 160000000% signal to a basic mover (set to 100 speed, 100% acceleration, speed scale), which in turn was attached to some kind of object with a gyroscope(starting from the level entrance, pointed toward the opposite corner), I was able to achieve roughly 500-600 speed units (as opposed to 100 max) just before coming into contact the upper-right corner of the level mattress. [The speed was calculated from emitting static holograms from the object, with spawn rate set to 0.0s. I then copypasted the object, and changed the basic mover on the copy to strength scale, so that the copy of the object would travel at exactly 100 units of speed. Pressing play, I quickly hovered over the upper-right corner and paused as the original object hit the mattress, way before the copy hit(remember, the copy was set to 100 speed on strength scale). Next, I measured the distance between the static holograms on the copy, followed by the distance on the super-speed object. The distance between the final two holograms on the super-speed object was 5-6 times greater than the holograms on the 100-speed, copied object.]

Assuming that these nodes can be imported and/or recreated in LBP3, could this object continue accelerating (with sackboy on it) until the speed becomes so high that it travels faster than the level can load? (with the infinite level option turned on)

Hopefully that can be understood.

I made those signals above 100%.
2014-10-26 19:05:00

Author:
EleoMod
Posts: 122


^thank you2014-10-26 20:47:00

Author:
Jacob46719
Posts: 38


it may be that it's "infinite" but if it remembers the position of an object as you go back, there is a limit, it may be a HUUUGE limit, but there is (if you are able to remember the position of an object after scrolling past, I haven't tested it)2014-10-26 22:21:00

Author:
amiel445566
Posts: 664


The create space may be infinite, but if you go too far away from the origin you will experience problems as floating point numbers are not accurate at very high values.2014-10-26 22:40:00

Author:
EleoMod
Posts: 122


The create space may be infinite, but if you go too far away from the origin you will experience problems as floating point numbers are not accurate at very high values.

Time for a journey to the far lands!
2014-10-27 20:10:00

Author:
Jacob46719
Posts: 38


Wait you can get rid of the level border!? Is this present in beta? Why is this news to me?2014-10-28 05:58:00

Author:
koltonaugust
Posts: 1382


Wait you can get rid of the level border!? Is this present in beta? Why is this news to me?

Only when you have the backgrounds evidently, which I find odd and I hope they rectify this in the full release.
2014-10-28 08:24:00

Author:
GribbleGrunger
Posts: 3910


The new backgrounds you get in LBP3 have no borders. I think if you set the level to infinite on a LBP1/LBP2 border you just go straight through them, but I'm not sure.2014-10-28 10:58:00

Author:
Rogar
Posts: 2284


I was just confused as the default background has definite borders in my infinite level. This is great news though!2014-10-28 14:27:00

Author:
koltonaugust
Posts: 1382


Assuming that these nodes can be imported and/or recreated in LBP3, could this object continue accelerating (with sackboy on it) until the speed becomes so high that it travels faster than the level can load? (with the infinite level option turned on)

Well, according to physics, no, because the object would reach a terminal velocity and therefore stop accelerating. But since when did some basic physics apply to games?!
2014-11-01 14:33:00

Author:
dyna
Posts: 260


An infinitive level defines is basically when the dynamic thermo goes into action. When you flip to infinite, you can loop a background so it will look like it is never ending. If i recall, in the default background, the right side and the top for borders were gone and i can hover all the way to the right and the top infinitely.

With another theme I recall moving infinitely to the right and up and as well as above.

The objects in your level when you are away disappear, in other words the RAM will not load it. That will only appear when you are closer to it.

What was really interesting is that when you are messing with a tag senor'a radius if you are in infinite. Basically the max range is not 5000, but goes all the way to infinity.

EDIT: Oh i forgot! When I switch a level to infinite and there was still borders. I went out of the level and went back in it and the right and the top borders poofed!

I also lost work when i went to put borders back because some stuff i made was out of the main area for the level.

-hyper
2014-11-01 22:59:00

Author:
hyperdude95
Posts: 1793


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