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#1

My trick For MASSIVE levels

Archive: 15 posts


It's kinda hard for me to explain in Detail but...its pretty simple really.

1.) Make your objects (Can take up as much of the Temperature as you like) and "Capture Object" them Multiple objects in each capture, after you have the exact working set-up you want.

2.) Delete the originals.

3.) Make a small totem Near your entrance area and place an emitter(s) on it, with a sensor switch. Now set that Emitter to Emit your Massive Object(s) that you captured ONCE AND ONLY ONCE and set the Emmitted objects to place exactly where you want them! This way you can have an entire Complex max temperature Level Emitted as soon as someone pops into your lvl...and it will take up little to no room. so you can do litterally anything you want, with virtually unlimited Space.
2009-03-27 02:05:00

Author:
Unknown User


I use this technique quite a bit - in Splat Invaders II each set of invaders and the pod descent, and the falling rocks, and the rolling items from the donkey kong section are all emitted only as needed. However, I have not found this to necessarily give me an unlimited amount of themo because it reduces my thermo by the object that will be emitted multiplied by the # that can be emitted at once, so it still takes, really, the same amount of thermo.

However, it could APPEAR that this is working based on which thermo is most filled, and therefore is appearing in your thermo bar.

Contrary to what some think, there is actually many different thermos for material, separate objects, object vertices, and so on. The thermo to the left only displays the one that is most filled.

So, as an example - if you are using 20 different types of material and this has your thermo at 80%, and then you add a bunch of emitters that emit complex objects - you may not see your thermo go up at all because your "separate objects" thermo is not at 80% yet.

It's a little tricky. I believe Wyth and I have both done pretty extensive testing on this and it appears to be accurate.
2009-03-27 02:57:00

Author:
CCubbage
Posts: 4430


Or just make a second level.2009-03-27 17:13:00

Author:
BasketSnake
Posts: 2391


I've noticed this too, CCubbage. Most noticeably when i have about 40 creatures in my mario level, and only 3 materials, and my thermo was shot. i removed about 10 creatures, which dropped my thermo, and built some more, then when it was maxxed, tried to get rid of some more creature brains, but they didn't drop my thermo at all... i wonder how many different thermo types there are?2009-03-29 11:12:00

Author:
TJapan
Posts: 225


does not work.2009-03-29 11:17:00

Author:
Luos_83
Posts: 2136


I've noticed this too, CCubbage. Most noticeably when i have about 40 creatures in my mario level, and only 3 materials, and my thermo was shot. i removed about 10 creatures, which dropped my thermo, and built some more, then when it was maxxed, tried to get rid of some more creature brains, but they didn't drop my thermo at all... i wonder how many different thermo types there are?
Wyth and I went back and forth in a thread (I forget where...) maybe a month or so ago. There is separate (unglued down) objects, material, corners on objects... and I forget what else right now. Each time a different thermo message pops up giving you advice it's a different thermo, so it isn't too hard to figure out.
2009-03-29 12:46:00

Author:
CCubbage
Posts: 4430


Each time a different thermo message pops up giving you advice it's a different thermo, so it isn't too hard to figure out.

None of those messages ever made sense to me,
they should just add a list of tips and tricks, instead of telling you that you can improve your level's memory when its to late.

another one of mm's "we didnt really think that trough" things.
2009-03-29 12:59:00

Author:
Luos_83
Posts: 2136


None of those messages ever made sense to me,
they should just add a list of tips and tricks, instead of telling you that you can improve your level's memory when its to late.

another one of mm's "we didnt really think that trough" things.
Maybe... but I've found them useful. In Dante's temple they said to simplify my shapes, so I squared everything off, used the corner tool to shape things better, and gained about 30% of my thermo back to keep going.

In Jaques the acadian warlord, it said to use less materials. I simplified the # of materials, used some stickers instead, and gained about 25% thermo back.

Got near the end of Splat II, it said I needed to use less objects or glue some down. I glued entire sections together (I was near the end, so what the heck?) and gained enough thermo back to add 2 more splat invaders sections.

So, if you take the time to rethink some areas the messages do help tremendously. However, most authors are just tired by then and don't want to. Guess that's the point where you see how much you REALLY want it.
2009-03-29 17:29:00

Author:
CCubbage
Posts: 4430


So, if you take the time to rethink some areas the messages do help tremendously. However, most authors are just tired by then and don't want to. Guess that's the point where you see how much you REALLY want it.


or, if you allready know everything there is when it comes to optimizing,
those messages are just a big pain in the ...
And believe me, when it comes to optimising in lbp, i know all there is.
2009-03-29 20:17:00

Author:
Luos_83
Posts: 2136


Obviously it could be improved. For instance, showing detail of the different resources so you can always see what you have to work with under each category.2009-03-29 21:17:00

Author:
CCubbage
Posts: 4430


or like in the unreal editor,
have a window you can open/under "pause" that will log everything that hogs memory,
complex shapes/glued objects.
Also an option that would highlight everything that is still movable with for instance a green border.
Since movable objects take up more space than solid ones.
etc.
2009-03-29 23:13:00

Author:
Luos_83
Posts: 2136


Oh, definately. I think the main reason many of these kinds of things aren't there is MM's target market. They are trying to keep the "perceived" ease-of-use. However, there is a definate trade off here because they give a false sense of ease. More serious creators know that there is a LOT more to it than you can visibly see, however less-skilled creators get confused and assume things are bugs when many times they aren't.2009-03-29 23:47:00

Author:
CCubbage
Posts: 4430


I use this technique quite a bit - in Splat Invaders II each set of invaders and the pod descent, and the falling rocks, and the rolling items from the donkey kong section are all emitted only as needed. However, I have not found this to necessarily give me an unlimited amount of themo because it reduces my thermo by the object that will be emitted multiplied by the # that can be emitted at once, so it still takes, really, the same amount of thermo.

However, it could APPEAR that this is working based on which thermo is most filled, and therefore is appearing in your thermo bar.

Contrary to what some think, there is actually many different thermos for material, separate objects, object vertices, and so on. The thermo to the left only displays the one that is most filled.

So, as an example - if you are using 20 different types of material and this has your thermo at 80%, and then you add a bunch of emitters that emit complex objects - you may not see your thermo go up at all because your "separate objects" thermo is not at 80% yet.

It's a little tricky. I believe Wyth and I have both done pretty extensive testing on this and it appears to be accurate.


......that explains alot of things.

Rather wish I'd known this awhile ago..... I'll have to keep this in mind when Im in the editor now.
2009-03-30 10:01:00

Author:
Bridget
Posts: 334


Contrary to what some think, there is actually many different thermos for material, separate objects, object vertices, and so on. The thermo to the left only displays the one that is most filled.[/QUOTE]

Wow, I had no idea. This is good info.

Thanks.
2009-03-30 10:20:00

Author:
Walter-Kovacs
Posts: 542


Yeah, that information will be very helpful. Thanks.2009-03-30 12:22:00

Author:
Sackdragon
Posts: 427


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