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  1. #1

    Lightbulb Units, Measurements and more

    I found this on the LBPbuilder.com forums, and it has a lot of good information that I don't think is succinctly available on this site.

    This might be handy for anyone doing any precise actions. I welcome any corrections and I hope people have helpful additions.

    Units
    Small Grid - 2.5 units
    Medium Grid - 5 units
    Big Grid - 10 units

    Measurements

    Sackboy Height - 10 units
    Squeeze Height - 5 units (area he can squeeze in, might be smaller)
    Standing Jump Height - 12.5 units
    Standing Jump Distance - 25 units
    Running Jump Distance - 50 units (I occasionally managed 55 units rarely)
    Level Height - 2220 units
    Level Width - 3932.5 units
    Level Depth = 3.8 layers (.8 = The thin layers)

    Material Weights and Properties

    Also, I found this here, which provides equivalent weights for all materials. This is based on a 5x5 single z-axis depth block of material. (Thin layers weigh 1/5 of a thick layer)

    Code:
    Material        Weight       Resistance     Friction 
    Metal             20             8              3
    Stone             20             8              3
    Glass             10             7              1
    Wood              10             6              3
    Rubber            10             5              4
    Sponge            2              3              3       Grippable/Destroyable
    Dissolve         1.333           2              2       Grippable/Destroyable
    Cardboard         1              1              3       Destroyable
    Polystyrene       1              1              3       Grippable/Destroyable
    Pink Floaty       0              4              3       Grippable/Destroyable
    Peach Floaty     -1              4              3       Grippable/Destroyable
    Code:
    Name                               Weight
    Sackboy                             12.5
    Entrance                            55
    Checkpoint                          55
    Double-Life Checkpoint              55
    Infinite-Life Checkpoint            55
    Scoreboard (with foot)              38
    Scoreboard (without foot)           26
    Score Bubble (default size)         0.625
    Prize Bubble (default size)         3
    Close-Level Post                    0.58823529412*
     
    *17 posts offset 10 5x5 Peach Floaties.
    Bolts, Sensors, Magentic Keys, Magnetic Switches, and Eyeballs are also weightless. It appears that all of the Connectors (String, Pistons, etc) are weightless if properly connected on both ends. If the connectors are only attached on one end, they operate as anchors on the loose connector but the string/piston/rod inbetween is weightless. Other creature parts, spikes, explosives, and rockets all have various weights. If you need to figure the weights of anything, Peach Floaty blocks in 5x5 sizes attached either directly or with string make for good ways to figure it.

    Connector Notes

    • Connectors appears to hate having a minimum distance of zero. Alway set it for a minimum distance of 0.1 or it will detatch or wig out.
    • Connectors appears to hate having a minimum distance of zero. Alway set it for a minimum distance of 0.1 or it will detatch or wig out.
    • It seems that there is about 2.5 units worth of hardware involved with a Connector (like a piston, string, rod). So if you want a string to stretch across a 20 unit span of space, set the "maximum distance" to be 17.5 units.
    • Similarly, pistons/winches will always have at least a ~2.5 gap when fully retracted.
    • If you want a Piston or Winch to be flush when fully retracted, use the way they don't clip and attach them above instead of below their anchor object. So if there is a ledge where the Winch would be connected to, attach it to the top of the ledge instead of below. In this way, you don't have to account for the 2.5 units of connectors and it can be set to be flush with the anchor object.



    Source: ApeAgi at LBPbuilder.com + some additional measurement by yonisyuumei and ViniciusBR11

    Quote Originally Posted by Rhombohedron View Post
    Noticed a lack of mention on rockets, so I did some testing of my own.

    For starters, a 5x5 rocket (using the OP units) weighs 9.3. But after I found this, I decided to see if I could figure out how much rocket thrust "weighs". 2-3 hours later, this is what I came up with.

    The tweak menu for rockets is separated into 21 different settings when you use the D-pad, ranging from 0 on the far left to 20 on the far right.



    And a graph of what I found. It's somewhat exponential, but I found that there wasn't a very obvious pattern (unfortunately).


    Quote Originally Posted by LittleBigDave View Post
    It seems that the sackperson sensor and the mag switch have a max range between 200 and 250 units, or in the ball park of 1.5 screen widths at max camera zoom out.

    Weirdly, the exact range seemed to vary a bit depending on what switch mode was set (speed,on/off,etc) and even more weirdly, my tests with a mag on/off switch had it turning off at a larger range than was needed to turn it on, and I believe my results varied a bit as well depending on if I moved the key or the switch. It all seemed quite finicky at the edge.

    Incidentally, while I had never measured it before, I could have sworn the range was greater at some patch point in the past, but perhaps I'm mistaken there. Even now the + sign never stops flashing as you increase range, and it's difficult to see the range perimeter as it gets near the limit, but nonetheless it stops growing just a ways out of camera view.

    Hope this saves somebody else a bit of pondering time...
    Last edited by Walter-Kovacs; 01-19-2011 at 03:07 AM.


  2. #2
    Nope! It's Chuck Testa Gilgamesh's Avatar
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    Awesome stuff. Thanks for reposting this over here.
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  3. #3

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    Quote Originally Posted by Gilgamesh View Post
    Awesome stuff. Thanks for reposting this over here.
    No problem.

    I am trying to work out the formatting of the table, hopefully I can make it readable soon.

  4. #4

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    Thanks for posting it here. I've been wondering about the exact numbers on a few of these.

  5. #5

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    *Whew* got the table to line up. My work here is done.

  6. #6
    The Illustrious One RAINFIRE's Avatar
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    WOW GREAT i will use the piston technique for sure in my level as it will be very valuable to me Thanks for posting!

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  7. #7
    Sackperson Private KAPBAM's Avatar
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    VERY informative, thanks!!

  8. #8

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    This really is a great help. I've wanted to know specifics like these for a while. In my opinion it's what really enables you to get down and dirty with creating... to be able to really tweak the crap out of something and get it just right.

    I really appreciate this post!

  9. #9

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    Quote Originally Posted by Inspectigater View Post
    This really is a great help. I've wanted to know specifics like these for a while. In my opinion it's what really enables you to get down and dirty with creating... to be able to really tweak the crap out of something and get it just right.

    I really appreciate this post!
    I'm glad you guys think it is useful, go put it to good use!

  10. #10
    Grand Den Mod-er of LBPC Morgana25's Avatar
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    That's handy - thanks for posting it.


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  11. #11

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    Quote Originally Posted by Morgana25 View Post
    That's handy - thanks for posting it.
    No problem, the more informed creators are the better levels they can make...and I like playing good levels.

  12. Thanks!


  13. #12
    Skipjimroo
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    Thanks so much for putting this up here Rorsch- I mean Walter (wink wink)

    I think most of us who have tinkered to any great length with the "create" side of things, have a rough idea what the properties of each material are.

    That said, there's something so much more accessible about seeing them listed in a table with assigned numerical value.

    The piston section was particularly good to know. There's a few times I've been left scratching my head wondering why the **** thing won't fully retract when min length is at zero!

    Good to know, incredibly useful. Thanks a bunch.

  14. #13

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    That's extremely useful, and should be stickied

  15. #14

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    immediately bookmarked. invaluable. thank you.

  16. #15

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    Good, but what what about sackboy weight?
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  17. #16

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    Quote Originally Posted by Sackmundo View Post
    Good, but what what about sackboy weight?
    That is a good question that I don't know the answer to. If anyone can find out sackboy's weight relative to this chart, let me know and I'll add it for everyone to see.

  18. #17

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    Quote Originally Posted by Sackmundo View Post
    Good, but what what about sackboy weight?
    Sackboy weighs 50 units.

    (Unfortunately I don't remember where I picked up this figure. I do remember verifying it myself though.)
    Last edited by tameturtle; 02-23-2009 at 10:59 AM. Reason: Language ...

  19. #18

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    Wow, this is piece of information should be page one of the unofficial LBP Builder's Bible.
    I vote this thread gets stickied.

    Awesome find Walter.

  20. #19

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    Quote Originally Posted by tameturtle View Post
    Sackboy weighs 50 units.

    (Unfortunately I don't remember where I picked up this figure. I do remember verifying it myself though.)
    I updated the first post to reflect this. If anyone can double check it and let me know if it's correct that would be nice. (I am in Hong Kong away from my PS3 so I can't.)

    It's not that I doubt you tameturtle, I just want to be extra sure since it sounds like you heard this a while ago.

  21. #20

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    Quote Originally Posted by Walter-Kovacs View Post
    I updated the first post to reflect this. If anyone can double check it and let me know if it's correct that would be nice. (I am in Hong Kong away from my PS3 so I can't.)

    It's not that I doubt you tameturtle, I just want to be extra sure since it sounds like you heard this a while ago.
    Hey, no problem, I tend to doubt anything I read on the 'net myself. :)

    And an addendum: the 50 units figure relates to thick layer pieces. IIrc, thin layer objects weigh 1/5th.

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