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8 ways to enhance your create experience!

Archive: 25 posts


This is how I work constantly, and most of these if not all of them are really life savers


1 - Scaling textures:
With the new UV tool, you can SCALE textures too! which means, if you have a awesome material, but it's texture is kinda low-rez, then just scale it down, it will look HD in no time! ( Or scale it up waay too much and have a whole new look)

2 - Cloning decorations:
You can clone DECORATIONS in LBP3 as well, you just need to press L3 without selecting it first, unlike in LBP1 and LBP2, where you had to select first.
This will prevent you from messing with the position of the already placed decoration

3 - Faster travel in the editor:
Use Oddsock or Swoop while creating, they're much faster at moving and hovering around ( Of course you'll need to change character to test in-editor )

4 - Shadow caster for amazing visuals:
You can create a shadow-caster (A invisible material whose purpose is to ONLY cast a shadow) by placing a opacity tweaker on any material and set the opacity to 1, this way, the material will still cast a shadow, but isn't visible.
Try covering a entire area, then cut some holes in it to create a nice light-coming-from-windows shadow effect!
(This will sometimes result in a weird too-much-motion-blur glitch, using a game camera will fix this)

5 - Complex create with intersections
Control your collisions and make creating much much faster and easier by placing a broadcast chip, and make it broadcast to everything tagged in range, then set the range to infinite.
Now place a physics tweaker, and set it to tagged only, and choose the little sackboy icon.
By default nothing collides with anything, except the player. So you can easily move stuff through eachother, and make complex shapes by intersecting things.
If you have anything dynamic you need to collide with the surrounding materials and objects, give it a tag as well, and again, choose the sackboy icon, now it's ''owned by sackboy'' so now it will collide as well.
Now you just place the tags on whatever you want it to broadcast to.
Note that this will take up some thermometer space, but it's such a relief to corner edit stuff, and be able to actually just move the corner around, no matter what, no more weird ''Nope, you can't move this corner cause this edge just slightly touches that edge''

6 - Avoid the foreground fading out:
Having lot's of layers and 3D scenery? Then you're probably encountered the annoyance of the feature that will fade out the foreground in order to see the player behind those layers, even when you actually want the player to go behind those layers.
A movie camera will prevent this from happening.( I haven't tried with game cameras yet )
If you want to make a movie camera your primary camera, place it on a piece of invisible hologram, and make the hologram follow your position with a follower. Maybe make the followers acceleration strength small like 20% to make the camera motion smoother

7 - Analogue to digital signals:
on / off triggered logic acting weird? For example a player sensor triggered logic component which is just a on - off function?
Then maybe it's because a player sensor by default outputs a analogue signal ( 0% - 100% based on player position )
Which means that even tho you want it to just be on / off, it's actually giving a higher or lower value, based on how close or far away the player is.
Routing the signal through a selector will convert it to a digital signal, which is basically only 0% or 100%
Just, place a selector, and route it through one of the ports (same output as the input)
There is a bunch of other logic gates which can do the same thing, but I like selectors because of their multiple ports, as they're sometimes useful to have.

8 - Permanent switch and resetting logic:
If you need something to turn on, and stay on until you want it to turn off, a counter is the ideal piece of logic.
Place a counter, and make the max count 1. When triggered, it will turn on, and stay on, acting like a ''permanent'' switch.
Now, to turn it off you just use the reset input.
Now you'r logic (eg. your microchip) have a ON input and a OFF input.
This is also a handy way to make contraptions able to reset. If you do your contraptions right, like pistons or timers, make their input ''Forwards/backwards'' instead of ''ON/OFF'' so that they will do whatever they need to do when the counter is 1, and do the opposite when you reset the counter.


I hope this will help someone out there, I myself use all 8 every time I create anything
2014-12-06 13:42:00

Author:
AcAnimate
Posts: 174


You can clone DECORATIONS in LBP3 as well, you just need to press L3 without selecting it first, unlike in LBP1 and LBP2.


Can't recall back to LBP1, but you could definitely clone decs in LBP2.
2014-12-06 13:51:00

Author:
dyna
Posts: 260


Can't recall back to LBP1, but you could definitely clone decs in LBP2.

Yeah that wasn't what i meant, it's fixed now
2014-12-06 14:00:00

Author:
AcAnimate
Posts: 174


Thats cool ,nice ideas though 2014-12-06 14:09:00

Author:
dyna
Posts: 260


Also pressing L1 and L2 is very VERY useful to hide certain things for a moment, and another trick is to hold down R2 and then single click on multiple items without lifting up the R2 button to multi select items that are far away from each other and not select the items in between.2014-12-06 18:42:00

Author:
master3243
Posts: 8


5 alone deserved my thanks. 2014-12-06 23:16:00

Author:
Rovelius
Posts: 74


UPDATE: ( I can't update my post, it says ''Database error'' )

5 - Complex create with intersections
Control your collisions and make creating much much faster and easier by placing a broadcast chip, and make it broadcast to everything tagged in range, then set the range to infinite.
Now place a physics tweaker, and set it to tagged only, and choose the little sackboy icon.
By default nothing collides with anything, except the player. So you can easily move stuff through eachother, and make complex shapes by intersecting things.
If you have anything dynamic you need to collide with the surrounding materials and objects, give it a tag as well, and again, choose the sackboy icon, now it's ''owned by sackboy'' so now it will collide as well.
Now you just place the tags on whatever you want it to broadcast to.
Note that this will take up some thermometer space, but it's such a relief to corner edit stuff, and be able to actually just move the corner around, no matter what, no more weird ''Nope, you can't move this corner cause this edge just slightly touches that edge''

I made this post while not playing, so this one I got wrong...
2014-12-07 01:23:00

Author:
AcAnimate
Posts: 174


Do you mind if I add these to Tips and Tricks? I'll add them anyway but if you DO mind just let me know and I'll delete them.2014-12-07 10:29:00

Author:
GribbleGrunger
Posts: 3910


Do you mind if I add these to Tips and Tricks? I'll add them anyway but if you DO mind just let me know and I'll delete them.

No, not at all
2014-12-08 20:03:00

Author:
AcAnimate
Posts: 174


No, not at all

I've added it to Tips and Tricks and also linked directly to this thread via the LBP3 Tutorial Directory.
2014-12-09 02:48:00

Author:
GribbleGrunger
Posts: 3910


UPDATE: ( I can't update my post, it says ''Database error'' )

5 - Complex create with intersections
Control your collisions and make creating much much faster and easier by placing a broadcast chip, and make it broadcast to everything tagged in range, then set the range to infinite.
Now place a physics tweaker, and set it to tagged only, and choose the little sackboy icon.
By default nothing collides with anything, except the player. So you can easily move stuff through eachother, and make complex shapes by intersecting things.
If you have anything dynamic you need to collide with the surrounding materials and objects, give it a tag as well, and again, choose the sackboy icon, now it's ''owned by sackboy'' so now it will collide as well.
Now you just place the tags on whatever you want it to broadcast to.
Note that this will take up some thermometer space, but it's such a relief to corner edit stuff, and be able to actually just move the corner around, no matter what, no more weird ''Nope, you can't move this corner cause this edge just slightly touches that edge''

I made this post while not playing, so this one I got wrong...

I spent a couple hours trying to get this to work, but must really be overlooking something.

So broadcast chip set to broadcast to all objects (objects/materials/sackthings).
Broadcast to all in range.
Infinite max range.
Then Physics tweaker on the broadcast chip set to Collision: tagged and pick the sackboy icon. no other changes.

Is that it? Because for me that keeps any objects/materials from colliding, but it also transmits that logic onto sackboy and he also won't collide with anything. I've tried it several different ways, but had no luck finding the combination that makes everything "de-physicalized" while still allowing Sackboy to collide.


Obviously I'm overlooking something simple here...
2014-12-09 03:47:00

Author:
Metalzoic
Posts: 43


I spent a couple hours trying to get this to work, but must really be overlooking something.

So broadcast chip set to broadcast to all objects (objects/materials/sackthings).
Broadcast to all in range.
Infinite max range.
Then Physics tweaker on the broadcast chip set to Collision: tagged and pick the sackboy icon. no other changes.

Is that it? Because for me that keeps any objects/materials from colliding, but it also transmits that logic onto sackboy and he also won't collide with anything. I've tried it several different ways, but had no luck finding the combination that makes everything "de-physicalized" while still allowing Sackboy to collide.


Obviously I'm overlooking something simple here...

Yeah, it should broadcast to everything TAGGED in range
Otherwise it will, as you said, broadcast to Sackboy as well, which would make Sackboy collide only with... Sackboy

So make it broadcast to everything tagged with a green tag (Because green is the standard, so you just place it, no tweaking) everything tagged with the green tag will now only collide with Sackboy, or anything owned by Sackboy

I agree, if it was possible to just broadcast to everything, and then make Sackboy an exception, it would be a more streamlined workflow, I will update this post if I discover a way to do it tho!
2014-12-09 13:04:00

Author:
AcAnimate
Posts: 174


OK thanks! I knew I was overlooking the obvious. When you said "Now you just place the tags on whatever you want it to broadcast to." I thought you were only referring to tagging things so they are owned by Sackboy and will then collide.

I credited you and added your tips into the tutorials thread for LBP PS4 on Gamefaqs as well. Hope you don't mind.
2014-12-09 15:07:00

Author:
Metalzoic
Posts: 43


I agree, if it was possible to just broadcast to everything, and then make Sackboy an exception, it would be a more streamlined workflow, I will update this post if I discover a way to do it tho!

Could you put a chip broadcasting to sackboy with a tag on it and have everything only collide with that tag?
2014-12-09 15:23:00

Author:
Deftmute
Posts: 730


Maybe... I just Remote Played in and gave it a quick try. Sackboy receives both broadcast commands though and they seem to cancel each other out, making Sackboy still pass through everything. To bad the broadcast chip doesn't have a 4th option to broadcast to everything except Sackthings.

Unless there is a fire-and-forget way to set this up I'm thinking it is probably easier to just use the dephysicalize tool when creating, than messing with the logic and placing tags everywhere.

- - - - - - - - - -

So I just tried this and it seems to work ok.

-Broadcast chip: broadcast to all objects, all in range, infinite range, 16 layers
-Physics Tweaker on it set to: Collisions off

Glued to the top of a thin-layer piece of vertical-strecthing holo at 0% (or any dephysicalized material of your choice)

-Toggle wired in to the broadcast chip attached to holo

-Follower at 100% everything to follow sackboy attached to the very bottom of the holo strip.

That lets you create without having anything collide and when you need to test or walk around on it the broadcast chip comes right to you and you can turn the toggle off making everything collide like normal again. Yeah you have to turn the toggle on and off, but that seems way easier (and more thermo friendly) than having to add a tag to everything you're working with.

However it seems you can't "paint" with materials being broadcast to (unless I'm overlooking something again), which makes it a pain in the *** to create this way. I'm thinking simply using the de-physicalize tool when needed is just much easier and quicker.
2014-12-09 17:54:00

Author:
Metalzoic
Posts: 43


What happens if you put down a second broadcasting chip and set it just to broadcast to sackboy? Would that conflict with the other broadcasting chip or would it get priority? I'm just wondering if it does because if it does you could send a blank broadcasting chip to sackboy and so filter him out from the other broadcasting ship.

edit: I guess not.
2014-12-09 18:55:00

Author:
GribbleGrunger
Posts: 3910


Played with this last night, you actually can broadcast to everything and then use some logic to make sackboy an exception.
49664
So what I did first was add a player sensor that is inverted and link it to the physics chip. When the player sensor detects sackboy it will TURN OFF the physics chip. I set the player sensors radius as .1, basically as small as it would go. Basically what happens is that the chip that is broadcast to player senses sackboy (because it is on him) and then turns off the physics tweak.
That pretty much makes it so that sackboy and objects will still collide.
However what about making other objects collide if we want?
That's where the tag sensor you see under the player sensor comes into play. It's basically the same set up. An inverted sensor that turns off the physics tweak when it senses a tag (blue in the picture). I run both of the top two sensors through a NOR gate and make the player sensor non-inverted (sends a signal when sensing sackboy).
What happens here is that the player sensor and inverted tag sensor that are broadcast to sackboy both end up sending signals through the NOR gate, which means the physics chip gets turned off.
The player sensor and inverted tag sensor that gets broadcast to a material that has a tag on it (I found that a sensor radius of 2.5 works best) the inverted tag sensor gets turned off, (the player sensor doesn't turn on because it's not a player). This leads to the physics chip turning off.
So now we have a set up were sackboy can collide with objects and we can make objects collide with each other by tagging them (the two boxes on the left side of the pic)
But, what if we want to make an object that won't collide with sackboy?
This is where the third tag sensor you see at the bottom comes into play.
It's pretty straightforward... a tag sensor (set to green in this case) turns on a second physics chip that is set to collisions OFF. This tag sensor also runs into the NOR gate, so that it turns off the first physics chip when the green tag is sensed.
What happens here (the block with the green tag) is that when a green tag is placed on a material, it causes the first physics tweak to turn off, and turns on the second chip making it so it doesn't collide with anything.
So with this set up we basically have a chip that lets us use tags to cause materials to have three states:
Non-tagged --- collides with sackboy but not with other objects
Tagged blue --- collides with other blue tagged objects and sackboy
Tagged green --- doesn't collide with anything
Ok, here's hoping I explained that in an understandable manner
2014-12-10 04:23:00

Author:
kemengjie
Posts: 42


Very nice kemengjie. Works perfectly for Sackboy. I'm having trouble with tags though. Do they just seem to disappear when you guys place them on something? For example I place a tag in the center of a normal sized square of material and it makes the sound like it is attached, but it just vanishes...

This also still doesn't fix the problem that you can't seem to "paint" with materials if they have a microchip/logic broadcast to them (hold down x button and draw with a shape). Not sure if there's a work-around other than actually turning off the broadcast chip.
2014-12-10 16:34:00

Author:
Metalzoic
Posts: 43


yeah i think the tags get "swallowed" by the broadcasted chips if you put them in the center. this is why i used a 2.5 radius for the tag sensors. you have to put them a bit to the right or left of center or the tags go into the material. they still seem to be there though even when they dissapear.
haven't tried painting with anything yet, still trying to get a feel for this technique. i will say though, the broadcast chip really is the mvp of lbp 3
2014-12-10 16:49:00

Author:
kemengjie
Posts: 42


It would be awesome except not being able to so much as draw out a line or shape in material really kills its usefulness though.2014-12-10 17:11:00

Author:
Metalzoic
Posts: 43


Yeah, the not being able to paint with materials seems a big drawback. You can "sculpt" things though by stamping materials into larger shapes and also by using the corner editor though. I wouldn't recommend turning the chip on and off though. If you turn of the chip materials that are inside each other will suddenly move or break if you shift something that is overlapping them.
Still it's an interesting option.
2014-12-11 06:20:00

Author:
kemengjie
Posts: 42


I feel using that tag tip would just be a hassle. As of now, I just dephysicalise and then rephysicalise once they're in place.2014-12-11 19:23:00

Author:
RikoruDaniel
Posts: 43


Exactly, like everyone here have pretty much concluded already, tip 5 was really useful when I used it myself in that one level, but, it was a very specific setup where it worked fine.

But seeing the different problems people are having, it's really not that useful... haha

I may replace tip 5 sometime soon
2014-12-11 21:05:00

Author:
AcAnimate
Posts: 174


Exactly, like everyone here have pretty much concluded already, tip 5 was really useful when I used it myself in that one level, but, it was a very specific setup where it worked fine.

But seeing the different problems people are having, it's really not that useful... haha

I may replace tip 5 sometime soon

If you do replace that tip, could you post the replacement in the Tips and Tricks thread please?
2014-12-12 05:13:00

Author:
GribbleGrunger
Posts: 3910


If you do replace that tip, could you post the replacement in the Tips and Tricks thread please?

Of course
( Sorry for late reply... I've been really busy )
2014-12-18 11:01:00

Author:
AcAnimate
Posts: 174


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