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  1. #136

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    Quote Originally Posted by Taffey View Post
    Hmm, I guess I don't completely understand/know about this one. What's the issue with invisible material?
    i think hes agreeing with fullofwin's issue a few posts back, that we should be able to change the weight/strength of materials with material tweakers.


    I know this isnt really a game suggestion, but i would absolutely love to see another costume design competition like the one which gave us the Monkey King, Kabuki Actor, Sack-in-a-box and Sack-eating Plant costumes. I have no idea what i would come up with, but i know for sure that i would enter. The monkey king and kabuki costumes were two of my favourites from LBP1, and the idea that they were designed by fans really epitomises the play create share feeling that Mm worked so hard to create

  2. #137

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    Hmm, I guess I don't completely understand/know about this one. What's the issue with invisible material?
    Its a very light material... it has really wierd physical attributions, it flows around (if its not static), like normal material with no gravity at all...

    And sometimes its the only Material u can use, for specific things.

    For example i created a Pixelated Character and i had to glue the stickermaterials on something, so i decided to put it on invisible material since i didnt want to show anything else than the stickerplate, but i needed some material which can collide with other objects for hit detection, but than it had awekward physical conditions.... like when i jumped in the air... it flows a while than stops ^^ or it glides on the floor... u can tweak all that things... with world gravity and that material tweaker, but having an invisible material with normal physical attributes would be best.

    It just an example, but i encountered this problem in other ways too. And there is none other invisible material, which got normal hit detection and normal physical attributes.


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  3. #138

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    Ah, that makes sense. Yes, I agree with that.

    Or they could just add a visibility tweaker logic object or an "invisinator" tool that works like the dephysicalizer.

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  4. #139

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    DERP
    I didn't notice that there were pages after that post, so I didn't see that people already answered the question. Whoops :/ Taffey don't hurt me... *hides*

    Here's my reply anyway

    -------------------------------------------------------------------------------------------------------------------------------------------------------------
    Quote Originally Posted by Taffey View Post
    Hmm, I guess I don't completely understand/know about this one. What's the issue with invisible material?
    I think what he means is that when you tweak invisible material to be dynamic instead of its default of static it goes all floaty . I think he would prefer it if instead of going all floaty, it would take the properties of wood for example. This is because it is a lot easier to make a material act floaty by just sticking a gravity tweaker on it, than the other way around.

    In my opinion I think the best way of implementing invisible material would have been doing a similar way to dephysicalise. So that you could use a tool. Which you could use to select materials which would make that material invisible. This way the invisible material could have a whole array of different physical properties.

    I hope that explained it
    Last edited by OriginalCreator; 12-05-2012 at 07:39 PM.

  5. Thanks!


  6. #140

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    Quote Originally Posted by OriginalCreator View Post
    DERP
    At least we know now that great minds think alike!

    Pocket Moon Podcast Episode 37 on
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  7. Thanks!


  8. #141

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    Not sure if it got mentioned yet, but im really wondering why the text of notes isnt visible if u snapshot it? I tried it, because i thought its a cool way to make more interessting Icons for your Levels. Im really not sure if theres a reason for this or if its a bug lol

    And what i encountered as a very annyoing problem in lbpv is that i very often get errors using a piston.... i think it only even exists in lbpv... sometimes, it doesnt really matter, how u adjust it or what is connected with the piston... it.. its hard to explain... it sort of becomes the negative of what you set it to... its overlapping... it has something to do if u set to a to low minimum range, than it totally bugs out sometimes...

    Its really hard to explain, i would have been better off using Screenshots to show this... but i encountered this problem several times, in different of my levels, with different material, different settings etc... i really would wonder if noone else ever encountered this problem/bug.

    It actually really needs to get patched.


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  9. #142

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    It would be nice to be able to see note text when it is behind transparent materials, such as the animated rain material.

    And similarly it would be nice to have proper vector text, since there are certain sizes which look fuzzier than others

  10. #143

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    Impact sensor should have the "include touching" option it did in LBP 2. Hologram-materials don't trigger the impact sensors on LBP vita!! That kills a lot of the logic I had built on LBP 2.

  11. #144

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    Quote Originally Posted by P_Rod91 View Post
    Impact sensor should have the "include touching" option it did in LBP 2. Hologram-materials don't trigger the impact sensors on LBP vita!! That kills a lot of the logic I had built on LBP 2.
    Tweak is still there, it's been renamed to "include adjacent layers"

  12. #145

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    I could really benefit from a dynamic sticker/deco modification tool that works just like the uv tool.

    - Eliminates trial and error placement due to unpredicable wrapping of stickers.
    - Allows sticker origin to move off geometry without having to insert vetices, place sticker, then delete vertices.
    - Avoids placement issue with stcker/deco jumping to adjacent geometry/sackboy.

    LBPV is less frustrating than LBP2 but precise sticker placement still bugs me...

  13. #146
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    Quote Originally Posted by fullofwin View Post
    I could really benefit from a dynamic sticker/deco modification tool that works just like the uv tool.

    - Eliminates trial and error placement due to unpredicable wrapping of stickers.
    - Allows sticker origin to move off geometry without having to insert vetices, place sticker, then delete vertices.
    - Avoids placement issue with stcker/deco jumping to adjacent geometry/sackboy.

    LBPV is less frustrating than LBP2 but precise sticker placement still bugs me...
    That would be very cool. Even if they could come up with simply a sticker nudge tool so you could simply bump it a bit in a particular direction , would be helpful.
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