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#1

Emitting from feet? (custom Boost Boots)

Archive: 7 posts


I'm trying to make an object which looks like the boost boots in terms of the trail they create - for example, if you boost while facing the side, the two trails appear to be in front of one another, whereas if you face the screen they are separate. I've created an object which pushes two blocks of hologram into each other with pistons depending on how far you are tilting the analogue stick, but it will not align with the player's feet, even if I put identical movers on the object and the player. There's also the problem of thick hologram being too thick, and thin hologram being behind the player.

Basically, how can I make a sackbot look like it's using boost boots with a trail coming from each foot?
2014-12-08 22:33:00

Author:
razk
Posts: 28


This will help with the thin/thick layer thick: you can push thin layer objects into the middle of the thick layer.
https://lbpcentral.lbp-hub.com/index.php?t=92538-Using-the-Advanced-In-Out-Mover-to-Create-Sublayers
2014-12-09 00:53:00

Author:
Sehven
Posts: 2188


Hmm... It looks like you can only define a preset position in a preset range of layers (with the timer). I'm trying to make it so the thrust/trail will be/emit (respectively) at whatever layer you are on or between (for a 3D sackbot or character).
EDIT: Gluing it to a piece of sticker panel with a follower also doesn't work, because it keeps changing back to the original layer when it moves.
2014-12-09 17:24:00

Author:
razk
Posts: 28


I would try using emitters that spit out glowing orbs. Set them to ignore parent movement and place the emitted objects on sackboy's feet. Have them emit fast. This should make the trails spaced apart or together like you want.

If you don't like that, another way to make trails is to place a tag on each orb and have them follow each other. Say there are 7 orbs you need seven green tags labeled 1-7 with corresponding followers.

If you can't get the objects into the right layer position, there are some nifty new decorations to consider. Sometimes it's easier to make a deco look like it's in between the layers.
2014-12-11 00:41:00

Author:
one-mad-bunny
Posts: 334


What mad bunny said. I'm actually creating a level currently where I created custom boost boots. Or a double jump with the boost boots animation. On the second jump, I emit a circle holo material. The ignore parent velocity to yes, fregquency to 0.1, duration to 0.1. Set the destroy animation to shrink. Basically just play with it to see what works best for you. Put a cool Swoosh or rocket sound to it2014-12-11 01:24:00

Author:
rambo3416
Posts: 179


I've decided to just use decorations on a rotating disc (set to always face the same way as the player) which solves the rotation problem (I don't think i explained it very well, but it's pretty much fixed now). This disc follows the player, but even at slow speeds it lags behind - is there a way to fix this?2014-12-13 02:37:00

Author:
razk
Posts: 28


This disc follows the player, but even at slow speeds it lags behind - is there a way to fix this?

I understand your pain. Whoever tells me a fix to this (if there is one) wins.
2014-12-13 03:32:00

Author:
minifat
Posts: 75


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