We unraveled all the mysteries of how and why today, using bakscratch and thi's layers. Search NinjaMicWZ and then Jaeyden. We give you all the layers you'll need, and show you objects from our old levels that havebeen put into the background. My objects are from my Valentines Day level and my False Idols I level... proof that we didn't make the objects using the layers we physically glitched them into the background.
My level is called - GLITCH Every Layer FREE
Jaeyden's level is called - Objects!... not just material in the BG!
Check it out... prizes there, keep messing with them to figure it out. We 've still got to test some stuff before we divulge how, but it's not as hard as it seems. Have fun while it lasts!
The front layers work the same way as the back layer ones... well at least the one's I made do. If you're working with the front layer block that thi gives you, you can only cut into it and embed stuff onto it using the 3 regular planes.
If you want to make your own editable, individual front and back layers -
Select thi667's back layer block from your community objects
Cancel it without placing it
Go to your popit and select a new material, any shape, and make your own block. Capture it so that you have a non-community tagged version you can edit.
Use your trigger buttons to thin this object all the way to the back layer as far as it will go, but don't move it.
Make a dark matter block with an emitter and a sensor switch on it.
Set the emitter to infinite lifespan, max emittered infinite, 95 at a time (just to have breathing room).
Move this block to the regular back layer. Connect your sensor switch, and set the sensor switch to 1 shot.
Activate it once.
Move the emitter block forward and over a space.
Activate it again to make a layer that's closer to the normal layers.
Move the emitter block forward and over a space again.
Activate it again and you have 3 blocks.
Capture the 3rd block you made, and move the emitter block back to the 3rd regular plane again
Repeat the process, capturing the newest block everytime.
Once you have a full set of layers that touch to the regular layers (or more), capture the whole set.
Take your emitter block that you've been using and move it into the front most regular layer.
Put this set of layer blocks you've made in the emitter.
Move it back to the 3rd regular plane as if you're attempting to make a layer that's even further back.
Activate the emitter.
Instead of emitting this set further back than it was, it will emit the furthest block into the 3rd layer and closest block into the forward layers.
Line all of these up as best as you can.
When you try to copy these objects, the layer sets will copy as one object instead of individual blocks.
You will have to copy the sets, and remove extra blocks one at a time until you have isolated a copy of each block that isn't "attached" to a set of blocks.
Once you have this whole set of blocks, you can capture it, and make layers way too far into the front... moreso than is even visible.
Making thin layers out of these is just a matter of patience
It's tedious to do all this, and requires time as well as patience, but you will be able to work with them quicker and easier, and do more with them once you make your own individual blocks, as thi's layer blocks will only allow you to move back a layer or embed and cut into them. The front layer block is almost useless as anything other than making a plain, flat terrain.
You can also make your own single blocks that connect all the way through the layers like this -
Put all of your layer blocks in one line using the grid, and make sure it's all dark matter. Grab any dark matter block that's breaking the boundaries, push in the right stick to copy it. Don't move anywhere, press your trigger buttons to make it 3 planes thick and embed this copy into all 3 blocks. Plan your block selections carefully, and keep repeating this until you've got a perfect line that's all one block existing on all planes.
If you temporarily change your materials to dark matter, and use the grid, they will slide together in front of each other no matter what... then glue them together use L1 or L2 pushes, then change the material back to whatever you want.
You can also bypass the 1st/7th layer collision by embedding you regular layer objects into the extra back and front. For example, a 3 plane staircase with thin plane railings on the side... it won't let you slide this object between the extra layers, but you can copy it and then physically place it front of it. As long as dark matter is holding all of this stuff in place somewhere, it won't flip out and go crazy.
To make even more layers in the back, just select a single layer block that's already in the background and use your R1 and R2 buttons to make it thin and thick, until it moves further and further back.
To put objects of almost any kind into the front and back layers, take a single block, or set of blocks of dark matter that sit in the regular 3 layers and also extend past the normal 3 layers... preferably extending into both the back and front.
Attach the desired object to one of the piece of dark matter that is on the regular planes.
Make an emitter block, with a 1 shot sensor switch attached to it, and set the emitter to 1 at a time, infinite max, and infinite lifetime.
Make this emitter block a thin layer and put it all the way in the back.
Capture your attached object along with the dark matter layer-line, and put it in the emitter.
Move the emitter all the way forward, and then trigger it. The object should now be somewhere in the front layer.
Recapture that, and put it in the emitter again.
Now move it back to the very back layer, and trigger it again.
The object should now be in the back glitched layers.
You can adjust where the object will be by starting it on different regular planes, by how many glitch layers you're working with, and by picking and choosing how you move the emitter block back and forth when recapturing and reemitting the object.
Drag and select the dark matter block(s) and delete them from the object. Attach a small piece of dark matter to the object to keep it stable.