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Making an Oddsock level..

Archive: 7 posts


So I am making an oddsock level, I have the basic design in place and now I am placing down all the devices, tricks and such. My question is regarding the oddsock story levels. I want to know what tools or tricks were used to make the green boost floor padding and the walls that move you across layers when your're standing on them. My level is going to have an electricity theme so I have some good ideas I just need to implement these two tricks and I should finish in a few hours.2014-12-14 14:39:00

Author:
Shallistera
Posts: 4


The material used was the Neon Conveyor found in Manglewood and the trick used to make the floor slide you along is the Wall Slide tweaker obtained through the DC Comics DLC (if I remember correctly). Unfortunately, my DLC is still broken so can't test, but I'm pretty sure that's how it's done 2014-12-14 15:17:00

Author:
LittleBigSnooth
Posts: 454


Well if that's the case I guess it explains why I couldn't come up with a method, thank you =)2014-12-14 15:19:00

Author:
Shallistera
Posts: 4


Well if that's the case I guess it explains why I couldn't come up with a method, thank you =)

You're welcome, mate
2014-12-14 15:22:00

Author:
LittleBigSnooth
Posts: 454


The in/out walls broadcast an in/out mover to the player. The boost floors broadcast a mover and a fast walk animation that has be increased in speed. The curved walls use a mover set to local space and a look at rotator that looks at a tag in the central position of the curve (place a circle to match the curve and get its center position).2014-12-14 18:52:00

Author:
SteveBigGuns
Posts: 423


It wasn't a wall slide tweaker. Pretty sure it's just broadcast chips with impact sensors and movers. I tried the wall slide and it didn't give the same effect but I was able to pull off something similar with movers.

The loop seems a bit more complicated. I haven't been able to duplicate it perfectly yet. Might have something to do with rotation tweakers but I'm rubbish with those (can't make sense of the the way they process the signal they receive) and I'm not sure how they'd make it animate so smoothly in that case.

[edit] SBG beat me to it.

The curved walls use a mover set to local space and a look at rotator that looks at a tag in the central position of the curve (place a circle to match the curve and get its center position).

Ah, that's clever.
2014-12-14 18:53:00

Author:
Sehven
Posts: 2188


The in/out walls broadcast an in/out mover to the player. The boost floors broadcast a mover and a fast walk animation that has be increased in speed. The curved walls use a mover set to local space and a look at rotator that looks at a tag in the central position of the curve (place a circle to match the curve and get its center position).

Ahh I see, I'm going to have to give this a try tomorrow.
2014-12-15 01:56:00

Author:
Shallistera
Posts: 4


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