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Teebonesy
11-02-2009, 10:23 PM
So I've been dealing with the layer glitch for long enough to discover a lot of ins and outs. I've noticed a good deal of creators don't know how to do some of the trickier things, like move objects and lights into the background, or to get things in the far far background.

The very first disclaimer I want to get out of the way - If you have a good time in Create Mode - if you tend to get your levels done efficiently and without too many nasty hiccups - Creating custom backgrounds may just change that for you. It's not easy. It's not very fun. It is very rewarding - but you have to get used to dealing with a finnicky, nasty, very un-user-friendly glitch.

Also, I refer to layer "tools" - all I mean are "squares" of glitched material you can get as prizes from any number of sources. Most are available at comphermc's incredibly-handy and copyable layer glitch level. You can also get some tools from TheAdipose, namely his numbered items that allow you to choose exactly which layer in the background to move objects into. Check out his video tutorial (http://www.youtube.com/watch?v=VYRGeojQMr4) to see this all in action.

Also, the "weird rules of layer glitching" at the bottom of this FAQ is REQUIRED READING! If you do not read through these, you will have a BAD TIME performing the steps to creating custom bgs/fgs.

Without further ado:

What you'll need:
1. 8-layer BG tool (11 layers including playable field)
2. 8-layer FG tool (also 11 layers total)
3. 50-layer BG tool
4. 50-layer FG tool (you might need to create this yourself as I did)
5. Single-layer FG tool (you also may need to create this, but it is also available in compher's copyable level)
(Note that things have changed a bit since first writing this and you can really customize which tools you use now from a much wider set - rather than these you can use a single giant collection of glitched tools you can acquire from comphermc and theadipose's copyable levels.)

Most of these are available at any layer-glitch source in the community levels. Comphermc has a great copyable layer glitch level where you can save your own objects to your heart's content.

For now, here's how to create 4 and 5.
for the 50-layer FG tool, I had access to a 100-layer tool I received as a prize from a layer glitch level. this was a 50-layer FG and 50-layer BG glued together. It took some doing, but I was able to unglue them (likely by gluing new materials/objects to the object, and then detaching it).
For the single-layer FG tool, it's the same process as MOVING OBJECTS FORWARD (see below). Or you can get started simply by copying comphermc's level and saving the objects from there. I really recommend, now that the layer glitch has been around for a while, just copying comphermc and theadipose's levels for full access.

A wee introduction
Just to give you an idea of what you'll be dealing with here, there are two ways to create in the background and foreground. One is to draw, from scratch, all of your custom settings directly into the glitched layers. It can be very tricky to do this, and your first time will probably result in frequent breaking of materials. The other method is to create your sets traditionally in the playable layers, and then move them back. This has become my preferred method and is far easier to manage all around. Nevertheless, I'll cover both techniques here.

To draw materials into the Background:

• Select either the 8-layer BG or 50-layer BG tool, depending on how far back you want to draw.
• When you see the outline of the object, cancel back into your materials popit, and choose the material you want to draw.
• It should now be a long item, exactly like your tool. You may shorten it as much as you want, but there is a quirk here - To get a single solid object anywhere you want, first you need to flatten it all the way by tapping R2 until you have a flat item. Every time you flatten from a single solid to a single flat piece, it actually "walks" the item one layer forward. So you "move" your object, either before or after placing it, by flattening it all the way, and then alternating R1, R2, R1, R2. This is like walking "left foot, right foot", one layer at a time, until you get to your desired distance. Keep in mind that you can only walk forward in the BG - not backward. So be sure you know where you are and where you want to be. You might occasionally want to "place" a square even if you're not sure it's where you want, that gives you a sort of checkpoint in case you go too far forward.

To draw materials into the Foreground:

• Instead of using the 11-layer object, you use the single-layer foreground tool, which should be a single solid piece 8 layers in the FG (or anywhere else, depending on which tool you're using - but 8 back is a pretty commonly used tool). This needs to be either a shareable prize, or something you create yourself.
• Place this object in the FG. Now you can select it, corner edit it, and change its material, etc.
• To change its position, use the same "walking" technique as before. Only now it will walk backward toward the playable field. No matter if you're in the bg or fg, "walking" materials will always move them IN toward the playable layers.

Moving objects into the Background:
This is the big tricky trick in Background editing - how do you get lights and objects back there? It's a convoluted process, but one you will become VERY familiar with. With practice, you will blaze through this little series of steps in no time flat, without even thinking. The following is my original way of doing this, but I again would like to recommend theadipose's video tutorial (http://www.youtube.com/watch?v=VYRGeojQMr4) and his copyable tool level for a more organized method of doing this. Without further ado, the old-school method: Begin the following in PAUSE mode.

• First create whatever you want to move back, and do it in the regular layers. Make sure they are attached to dark matter. Nothing should be physics-depending unless you are explicitly creating something to move (bolts won't work because they overlap materials - only pistons, winches, string etc will work).
• Now you need to decide how far back you want to move the object. The rule of thumb: the length of your FG layer tool is the same distance BACK it will move. yes, I said "FG" tool.
• Let's say you want to move your object 25 layers back. Select your 50-layer FG tool (again, yes I said FG). Shorten it by pressing the R2 button 25 times. Place this item next to your object to be moved back. (Alternately, you can place the full-length object and shorten it afterward). Note that I'm NOT referring to "walking" the layer back, simply shortening it with R2.
• Capture it all as an object - the item to be moved back along with the FG tool next to it. Now you may delete the FG tool and object if you wish.
• Place a flat piece of dark matter in the back flat layer (in the regular playable layers, we're not in glitch-territory yet).
• Place an emitter on this square of dark matter, and set it to emit your newly-captured object. Set the lifetime to Infinite.
• Now's the weird trick of "activating" the emitter. To do this, UNPAUSE and immediately PAUSE again. this "switches on" the emitter, but without emitting anything. If it does happen to emit, you can simply select and delete the objects, or rewind and try again. (Alternately, you can rig up a grab switch to the emitter and turn it off and on by tweaking the inverse setting and setting max emitted to 1 - this way you won't have to worry about pausing the game.)
• Now in pause mode again, MOVE the square of dark matter into the far FOREGROUND flat layer (again, not glitched, just the regular playable area).
• Now unpause and wait for the object to emit. You will find it emit 25-layers back.
• Delete the dark matter and emitter, and delete the FG tool that was emitted. You now have your item 25-layers back. This works for lights, objects, and even some moving machinery like pistons (bolts will not work).

Moving objects into the Foreground:
This is the same basic process as background, but you reverse your tools and the emitter layer. In other words, you're going to be using the BG Tool, and you're going to start with your emitter in the far front flat layer, and then after "activating" the emitter, you move it backward into the back flat layer.

WEIRD RULES OF LAYER GLITCHING:
Some of the annoyances and quirks you're going to need to know about going in.

• All background material shares the back flat layer. This can cause some unwelcome disruptions. Imagine the outline of all background layers existing in the back flat layer. If you have an item in the back flat layer "falling" for example, it might appear to land with a *thud* on top of something invisible. This would be your background objects. This also means that:

• Background objects that move with any physics whatsoever CANNOT overlap with ANY other background layer, INCLUDING the back flat layer in the playable field. This will cause pieces of your background to be destroyed. You need EVERY piece to either have dark matter, or, if it will be moving with any physics, it cannot overlap with any other part of the BG. This also means that no bolts of any sort will work in the glitched background. So how do people manage to have so many overlapping layers in the BG? Here's how to do it:

• You cannot MOVE objects into place if they're overlapping. They have to be placed originally into position (as long as they're attached to dark matter). To do this with anything you've moved INTO the background, select the item/scene in question, and then DUPLICATE it. You may now place the duplicate as many times as you want, overlapping with as many other background layers as you wish. As long as everything is glued to dark matter, you may overlap to your heart's content. Remember to always do your dark matter gluing BEFORE moving your creations into the background or else you're looking at a falling/breaking background and no ability to glue.

• The foreground is not like the background - it does all share a single layer, but it appears to be a single SOLID layer just in front of the front flat layer. In other words, it does not share any layers with the playable field. This is a relief for foreground editors - you can still have as much movement as you want in the front flat layer, and still have foreground objects. But it comes at a terrible cost (see below). To see an example of this in action, see my recent level Fear and The Phantom Town - at one point you will see cars driving in the foreground.

• Keep in mind that when sackboy is floating in Create Mode, he is in the first full layer in the foreground. Also keep in mind that all foreground objects share this layer. Yep. that means that sackboy will bump into and be unable to move through ANY and ALL foreground objects in create mode, even if they are flat. If you were to create a long foreground layer, like a floor, across the entire length of the level, Sackboy would be trapped on one side. the ONLY way to move him through would be to create a lift in the playable layers that sackboy can ride up/down to the other side. Or, alternately, just don't ever ever do this!

• When floating around in create mode, sackboy will sometimes move around while you're corner editing/tweaking. If you're wondering why your foreground object's corners REFUSE to budge, it's likely because sackboy is squished up against the object. So instead, move him far out of the way and then continue to corner edit, OR, place a piece of dark matter in the playable field for him to stand on while tweaking foreground.

• Selecting far background stuff can be difficult. The rule of thumb is this: The farther back it is, the more you need to be "zoomed in" in game view to select it. If it's 50 layers back, you may not be able to select it at all, short of creating a massive selection square around the whole area in which it is placed. If you wish to work in front view, which is very handy with far background stuff because it blows it up to its proper size in proportion to everything else, you must first select it in game view (works with corner editing as well), and THEN go into front view. Another method for selecting objects very far back is to place "milestones" in the background that are at least closer to the playable field. If you can highlight these, you may just find that your cursor will suddenly be able to jump into the far background. You can now sticker/remove stickers/corner edit/etc.

• Attaching pistons/winches/springs/cables/etc into background and foreground can be a real glitchy pain, but it can be done. The game tends to have no problem sending pistons into the near background, the first 4 layers or so back. But beyond that, it sometimes just does NOT want to "lock on" to any object edges. So to do it, you have to "walk" the piston tool back. If you can get it to "lock on" 4 layers back, it will likely be able to lock onto the layer behind that, assuming there's an object in the 5th layer very close by. And if you have an object in the 6th layer very close by, it will lock onto that. And so on. This might require temporarily PLACING new background materials on several different levels (by "walking" the material forward from the far back and placing a square in each layer). With this trick you should be able to get pistons/strings/etc pretty far back. For another example of this, see the use of string in my alleyways in Fear and the Phantom Town.

• Again I want to mention the quirk of "walking" materials. It's just a strange thing with layer glitches that seems to be related to the fact that they all share a layer, instead of being discreet. But every time a solid layer is flattened into a flat layer, it actually MOVES that flat layer as well as flattening it. The movement is always TOWARD the playable field - so background materials come forward, and foreground materials go backward. You can alternately tap R1 and R2 to walk your material. Also, at any point in this "walking" process, you can expand your material to 3 full layers but no more than that. In other words, once a glitched material is flattened, it can no longer be any thicker than 3 layers, no matter where it's walked or placed.

• You CANNOT glue items together in the background. The only way to attach items together that are already in the background is to "draw" a material through both, connecting them via the material. This can be inefficient on the shapes thermo - it's better to make sure everything you want to move back is properly attached and has dark matter glued to it before sending it into the background. If you're drawing directly into the background, you're just going to have to draw a bit of dark matter directly into your object somewhere.

Additional Notes/Tips:

• When dealing with items in the far far background, it helps to turn fog down to minimum in order to see the background more clearly as you work.

• Custom backgrounds DO work with Mm's pre-made backgrounds - they simply "intersect" with the premade imagery in the background. Feel free to experiment with augmenting the pre-made backgrounds. Have some ideas of billboards to add into the rooftops of the city level? Want to create a massive monster creeping around the cave background? It's all there for the doing.

• Lighting - Lights work wonders in the back layers, and you can create some interesting effects. You could create a spectacular forest setting with a canopy overhead and lots of sunbeams coming in through the leaves, for example. If you need to light large areas of background, or you want a single light source to extend far distances forward and back, the flat LED light is your tool of choice. Even if you have a dark object in the farthest back layer, 50 layers back, a single LED can light it up like daylight by extending the radius. No other light has the same amount of power as this little beast. Again, for an example - In Fear and the Phantom Town, the phantom town is a silhouette, with orange fog and darkness maxed out. However, the moon is clearly lit up and visible. This was accomplished with a series of lights in the background near the edges of the moon, lighting it up but not quite strong enough to light up the main layers.

I think that about covers it for now. I'll continue to add to this as people contribute or ask questions. Good luck with these new tricks and tools - I can't wait to see what people make with all this!

Thanks to all this FAQ's contributors!
-comphermc
-theadipose

comphermc
11-02-2009, 10:29 PM
Ah, finally. I'm glad you made this puppy. Now to read and absorb it all...

Edit: Whoa, I seem to be getting lots o' credit for my layer glitch level. Sadly, I only included the layers I thought might be actually necessary. Then I see you are going way beyond the layers I included.... :p

Just an additional note, if you go into my level and capture the cascade, picking out just the single thick layer that is as far foreword into the front glitched layers as you want to put your captured object into the back layers (ah!), works just the same as using the the long 50 layer thick FG tool. Granted, I only included a few FG layers.

iGotFancyPants
11-02-2009, 10:32 PM
Finally xD I can get a working on my levels backgrounds ;)

Teebonesy
11-02-2009, 10:42 PM
by the way, compher, if you want a 50-layer FG tool to add to your layer glitch tool level, I can send you one over the PSN. It's one of my most often-used tools, and one I so far haven't seen as its own prize in the common layer glitch "prize" levels.

comphermc
11-02-2009, 10:44 PM
Would it be more useful in as an editable block, or would the community object work the same?

Either way, send it my way and I'll add it. Same goes for any other things you might want to include.

Additional notes: Turn the fog all the way down so you can see what's going on in the back layers. Also, by using an MM background, you can merge your glitched background with it, much like KornDawwg did in his latest Perpetual Distance level.

Thanks again, Teeb. I knew most of this stuff already from painful trial and error, but it's nice to have it all in one place. Although this 50 layer FG object intrigues me.

Teebonesy
11-02-2009, 11:09 PM
Would it be more useful in as an editable block, or would the community object work the same?

I think all the tools are more useful as editable blocks, because that way, if you wanted to just place the tool down instead of cancelling out and choosing a material to draw with, you can do that, and then corner edit and change material, etc. It gives you the option at least.

I'll send it your way next time I'm on.

Morgana25
11-03-2009, 01:32 AM
Thanks for compiling this Teebonsey. I had cobbled some of this together by bugging some of the creators I know who've used this (thanks guys - you know who you are) and from playing with it for a few weeks now have discovered a lot of the temperamental qualities that this glitch has when using it, but I didn't know exactly how the stepping technique worked and a few other things you posted. :)

Have you had any luck getting bolts to survive back there? I can manage pistons but seems like bolts like to break all the time. Might be the way I'm doing it though.

comphermc
11-03-2009, 01:46 AM
Have you had any luck getting bolts to survive back there? I can manage pistons but seems like bolts like to break all the time. Might be the way I'm doing it though.

Well, I hate to break it to ya sister, but bolts will never work. In order for bolts to work, you must have one material over top of the other, which in the glitched layers only works when they are each attached to DM. Remember that two overlapping materials are fighting for the same space (the back thin layer, to be precise), so unless MM patches the game to add support for the back layers, then bolts (motor or otherwise) will never work.

Teebonesy
11-03-2009, 01:54 AM
Well, I hate to break it to ya sister, but bolts will never work. In order to bolts to work, you must have one material over top of the the over, which in the glitched layers only works when they are each attached to DM. Remember that two overlapping materials are fighting for the same space (the back thin layer, to be precise), so unless MM patches the game to add support for the back layers, then bolts (motor or otherwise) will never work.

Yes, this is quite true - Remember, with zero exceptions, it is impossible for PHYSICS-prone objects to overlap ANYWHERE in the background, including the back flat layer. Unfortunately this means bolts, which is a crying shame, because I would LOVE to create a bunch of giant animated beasties stomping around, towering massively in the background. Instead, must make do with pistons.

They don't ALWAYS snap if placed overlapping - they tend to act like repelling magnets - if there's a place for one item to go, it might be pushed violently out of the way. If there's no place for it to go, SNAP!

I just remembered you can't glue anything in the background layers either. I'll add that to the weird rules list.

warlord_evil
11-03-2009, 01:58 AM
I haven't quite read the whole post, but should you add (to the weird rules), the occurrence of layer glitched objects intersecting through the floor, walls, or roof by cloning and placing a material in it?

Teebonesy
11-03-2009, 02:03 AM
I haven't quite read the whole post, but should you add (to the weird rules), the occurrence of layer glitched objects intersecting through the floor, walls, or roof by cloning and placing a material?

Interesting, I haven't actually tried that myself. What exactly happens? Does it cut off the cloned object at the border while gluing it to the floor/ceiling/wall?

warlord_evil
11-03-2009, 02:08 AM
It just goes through the ground, and if you unpause the game, it'll fly off or break. (I think this is what happened when I last did it.)

Teebonesy
11-03-2009, 02:22 AM
I can see that happening - the ground doesn't extend beyond the 3 layers, but the BORDER does, all the way into the background. So it probably exerts a ton of energy, like 2 + or - magnet poles pushed into each other.

I wonder though, if dark matter would stabilize it? I might have to play with it a bit before adding it to the Weird Rules.

Oh! I did just remember a few lighting tips, which I'll add to the end of the FAQ.

Morgana25
11-03-2009, 03:36 AM
Well, I hate to break it to ya sister, but bolts will never work. In order for bolts to work, you must have one material over top of the other, which in the glitched layers only works when they are each attached to DM. Remember that two overlapping materials are fighting for the same space (the back thin layer, to be precise), so unless MM patches the game to add support for the back layers, then bolts (motor or otherwise) will never work.

That's what I'd figured but wasn't sure if anyone knew why. And now I know thanks to you :)

comphermc
11-03-2009, 03:51 AM
That's what I'd figured but wasn't sure if anyone knew why. And now I know thanks to you :)

Hey, you're welcome. I apparently can't do this whole grammar thing, though. I fixed it, but you and Teeb quoted my silliness...

Morgana25
11-03-2009, 06:35 AM
Hey, you're welcome. I apparently can't do this whole grammar thing, though. I fixed it, but you and Teeb quoted my silliness...

lol - I have updated the quote so your reputation as genius isn't sullied. (not that it could be anyway ;) )

Teebonesy
11-03-2009, 09:41 AM
I refuse to update mine. It stands as a beacon of accountability forevermore, carved deeply into the foundations of the internet for all to see and note and remember. Those indelible words will haunt all who read, and certainly he who wrote.

In the pages of history, in the stars and memory of all mankind, the words stand defiantly:

"In order to bolts to work".

In order to them to work, indeed!

comphermc
11-03-2009, 10:34 AM
Erm... alright. :)

Let's go for a full breakdown:


In order to bolts to work, you must have one material over top of the the over, which in the glitched layers only works when they are each attached to DM.

Ow, my pride... 3 times in one sentence? Yes, indeed.

---------

Anyways, back on topic.

I think my use of the layer glitch is vastly different from yours, Teeb. I make efforts to make it unnoticeable, while you slap the player in the face with it! :p

Teebonesy
11-03-2009, 11:17 AM
Dude, I'm all abouts that layer glitch. I hate using it, but that ****'s my livelihood. That glitch puts bread on my sackboy's table! You know how long he was starving? I found him in the gutters of one of jackofcourse's levels. He was just sitting there, asking any sack that passed, "want to go to the Movies? Movies anyone? Want to see a real 2-second movie?"

Some sackpeople would throw him a few point bubbles, and of course he spent them all on big prize bubbles.

A single occasional prize bubble or two in the gutters of Tribal Ruins, that's all he ate for MONTHS.

Then layer glitch comes along, and he finds a new purpose in life.

So say what you will about it, that **** puts point bubbles on the table, feeds the little lint balls.

You'll be happy to know that he's been completely prize-bubble free for 2 months now.
Thank you very much.

supersickie
11-03-2009, 12:00 PM
Great guide. Moving this one over to "Tutorials"...

lbpholic
11-03-2009, 01:10 PM
are cool thanks for this i will read it all later i ahve been looking for a 3d layer glitch tutorial

Morgana25
11-03-2009, 03:04 PM
I think my use of the layer glitch is vastly different from yours, Teeb. I make efforts to make it unnoticeable, while you slap the player in the face with it! :p

Thank you sir may I have another.....

I actually like it bold and noticeable most of the time. I get annoyed by it when it's hard to tell where you can go and where you can't. Never have that problem with Teebonsey's levels though.

So in my newest project I'm working with the glitch and I'm trying to keep it minimal. It's in the opening area in a big way but then I pull it out for most of the platforming sections so far.

Teebonesy
11-04-2009, 04:30 AM
So in my newest project I'm working with the glitch and I'm trying to keep it minimal. It's in the opening area in a big way but then I pull it out for most of the platforming sections so far.

Might I say that I'm squirming with anticipation to see this thing in action?

amuseme543
11-06-2009, 04:26 PM
Thnks this will work wondders in my levels!!

comphermc
11-06-2009, 05:07 PM
Hey, Teeb. I updated the copyable level with your 50 layer FG tool. Just wondering, since I can never seem to get it right, how do you make a 50 layer thick BG tool? Is one even necessary?

Zwollie
11-06-2009, 05:21 PM
Thanks for the guide, bonesy!! Only discovered it today.

We all have our ways of doing it, and everyone does it differently.
I'm using pretty much the same method here but there are some things I didn't know.

Been experimenting with pistons A LOT, trying to come as close as possible to replacing bolts.
My relaunch of Sir Sack (someday) has a "living creature" in the background, been able to do some pretty neat stuff with it so far.

Imagine running through the exterior of a castle with a dragon attacking you in the foreground at times and attacking knights in the background when you are running through some of the balder spots at other times.

Since emitters still work in the glitched layers, you can do some pretty interesting stuff.

We havent even opened this sucker yet, there is so much to do with this glitch in terms of adding some action to the background.

iGotFancyPants
11-07-2009, 05:07 PM
Ok I'm starting to get the hang of this! Thanks again for the top-notch guide! :D

IStwisted
11-16-2009, 11:32 AM
WEIRD RULES OF LAYER GLITCHING:

Background objects that move with any physics whatsoever CANNOT overlap with ANY other background layer, INCLUDING the back flat layer in the playable field. This will cause pieces of your background to be destroyed. You need EVERY piece to either have dark matter, or, if it will be moving with any physics, it cannot overlap with any other part of the BG. This also means that no bolts of any sort will work in the glitched background. So how do people manage to have so many overlapping layers in the BG? Here's how to do it:

You cannot MOVE objects into place if they're overlapping. They have to be placed originally into position (as long as they're attached to dark matter). To do this with anything you've moved INTO the background, select the item/scene in question, and then DUPLICATE it. You may now place the duplicate as many times as you want, overlapping with as many other background layers as you wish. As long as everything is glued to dark matter, you may overlap to your heart's content.


I was experimenting with bolting background layers. You can bolt the back thick layer to objects in the first back ground layer. So you could make 5 thick layers of movement.
Then I placed a wall of wood further back and used the "make objects ethereal" glitch on it and moved the moving ojects over it and it worked.

I republished the copyable level with this stuff in it if you want to have a look.

So to put it into steps:

Step 1: Build your static BG/FG object and glue to DM square.
Step 2: Emit it to desired layer using Teeb's method.
Step 3: "etherealize" the object using corner editor to vanish the DM square.
Step 4: Emit or move dynamic BG/FG objects into place. (It appears you can do this in any order as long as any static layers are "etherealized" before you unpause)
Step 5: Enjoy! :)

BabyDoll1970
12-04-2009, 05:21 AM
It stands as a beacon of accountability forevermore, carved deeply into the foundations of the internet for all to see and note and remember. Those indelible words will haunt all who read, and certainly he who wrote.

Aaaaaand I've now printed this guide onto paper as well, but way to man up and admit to stupid mistakes! It only adds to your stature.

Actually, I just wanted to say a very big thank you for this guide. I am now feeling somewhat better equipped to tackle this glitch-monster I've been avoiding, so with paper in hand (so i don't have to keep running back and forth to the computer) I am sure I will prevail! Good job!

pete007d
03-25-2010, 12:24 AM
thank you...... you are the first person to really go into any detail about all the "can/ can't" when it comes to building in 3D. I cant tell you how many times I would be scratching my head wondering what I did wrong and why this wasn't working. Sure I was using the tools and doing simple stuff.:star: I had gotten so frustrated when it came to making any type true background I would just think to myself "i will always be trapped in my 2D world" I cant wait to sit down tonite and use all the info you provided and hopefully start building in 3D... thanks again

little big killa
09-04-2010, 09:36 PM
:kz:thank u so much 4 this. i think u should post a level giving out your personal tools.:)

Fun_Flyer
09-12-2010, 11:01 PM
thanks for this tutorial its very helpful

Biv
09-14-2010, 02:33 PM
Very good stuff here.

One question. Lets say a person wanted to move an object a couple layers back....but was not online. How are the initial tools made?

warlord_evil
09-14-2010, 09:10 PM
Very good stuff here.

One question. Lets say a person wanted to move an object a couple layers back....but was not online. How are the initial tools made?
This: http://www.lbpcentral.com/forums/showthread.php?23874-How-To-Recreate-The-3D-Layer-Glitch (http://www.lbpcentral.com/showthread.php?23874-How-To-Recreate-The-3D-Layer-Glitch)

lbpsack
10-01-2011, 06:48 PM
What if the object you want to move into the fore/background is more than 3 layers thick?

Kaboosh99
02-07-2012, 11:52 PM
Huh... I remember the first time I tried to make a 3d background... IT FAILED MISERABLY.