Open RibShark opened 2 weeks ago
When you say emitters and interactive music are missing, do you mean visibility or they're just functionally gone?
When you say emitters and interactive music are missing, do you mean visibility or they're just functionally gone?
Both, they do not function, and they are not visible.
Strange, I'll look into it. I swear emitters at the very least were working when I was backporting levels earlier.
I don't think I can fix the issue with keys being visible if they're also visible in LBP3. Level keys appear to be working, were you using an older version, or maybe some edge case I haven't considered?
As for the visibility of switches and music, try using the latest run's build and see if that fixes the issues for you.
Latest build fixes most emitters and the music boxes are now visible. The key is still broken, this particular key is glued to a thin layer of dissolve material which itself is held up with a rod; in create mode the tweak menu does not work for this key. Music is still broken, some boxes work and others don't (not an intmusic thing like I thought before). Entering the radius of a non-working box halts all music. Detaching and reattaching a music box seems to fix it.
Level I am testing is "The Complications Of A Simple World", rootLevel "b37f43c41938d3e033e13792cb8d54defe5880a8". One broken music box is right at the start of the level.
Some emitters are still broken, the emitter for the "123" object in "Simple Complications (II)" (e25e4ec8cb036ab9f62a5f716912c2e6de1fb6f7), located to the bottom-right of the entrance, above the "complications" text, is one example. Modifying the item in the emitter seems to make it work again,
Alright, try the new latest action run
That fixes the music and the keys, but some emitters (like the "123" emitter I mentioned above) are still non-functional, though now the arrow determining the locations of the emitted plan seems to be correct once the level is unpaused for the first time.
Problem with the emitters was a radian/degree conversion issue, see https://github.com/ennuo/toolkit/pull/32
But now, onto emitters emitting when they shouldn't! The level "Complicated Simplicity (lll)"[2e5e208bcd5aea19cc82c85a3cb153668991709c] has an emitter part way through that spawns some gas attached to a piston. The emitter is connected to a key switch, which is not activated, but spawns the gas regardless immediately with no key around.
Regarding the magnetic keys being visible, not much can be done about this but it would be nice to have an option to decide whether to import them all hidden.
Ah, didn't catch that one, I was using LBP1 levels manually converted to LBP3 as reference for what fields were missing, so I missed that. So to your knowledge that fixes all the issues with emitters not emitting? Or are there still some outliers?
I'll check the activations for emitters again, making sure their mod scale was set seemed to fix most of the trigger issues, but I guess there's additionally something else.
To my knowledge yes, all emitters emit properly now. Did notice another minor bug though, in levels with keys part of the key collection sound effect seems to trigger at random spots rather than when the key is collected.
Things I have noticed so far when trying to backport some levels that I want to play again: