Gigatom~ > you can't do that with the current version. This engine was originally designed for small heights.
edmhotta > I'm not sure to understand : didn't you try the following commands ?
Optionnal tag :
[%XXX] : XXX is the angle of rotation (in degree) : 0 -> 359, 0 by default
- To set a new angle of rotation (0~379) :
$scene.hm7_set_theta(new angle)
To slide progressively into a new angle of rotation :
$scene.hm7_to_theta(angle, speed, dir)
To increase/decrease the angle of rotation :
$scene.hm7_increase_theta(value)
(07-08-2011, 08:19 PM)MGC Wrote: renekokkie > you can't have a map using both scripts, but I don't think these two are incompatible (some maps using NeoM7 and others using HM7). I didn't give a try though.
renekokkie > With the scripts in this order :
- Neo Mode 7 Part 1~5 (29/03/2010)
- Neo Mode 7 +
- H-Mode7 v.1.2.2
I was able to transfer the player from one type of map to another one without any problem :
H-Mode7 map <-> Neo Mode 7 map <-> Normal map <-> H-Mode7 map
edmhotta > the [OV] feature isn't implemented in H-Mode7, but I can easily add it to the future version. You need to change manually the graphics to obtain the same result currently.
About the Blizz-ABS/NeoM7 compatibility, I made a patch for MetalRenard some time ago. The scripts were pasted in this order :
- Neo Mode 7 Part 1~5 (29/03/2010)
- Neo Mode 7 +
- Blizz ABS 1~3 (v.2.70)
- Blizz exp (v.1.01b)
- Compatibility patch
Patch
Code:
#============================================================================
# Compatibility script for : Blizz-ABS and NeoMode7 with NeoM7+
# Author : MGC
#
# Scripts shall be placed in the following order :
# - Neo Mode 7 (v. 29/03/10)
# - Neo Mode 7 + (v.1.0)
# - Blizz-ABS (v.2.70)
# - This script
#============================================================================
#============================================================================
# ** Game_System
#============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Reset zoom, pivot, and screen's center_y
#--------------------------------------------------------------------------
def neoM7_reset
self.neoM7_pivot = 256
self.neoM7_zoom = 100
self.neoM7_center_y = BlizzABS::Controller::CY
end
end
#============================================================================
# ** Sprite_Character
#============================================================================
class Sprite_Character_ABSEAL_ed
#--------------------------------------------------------------------------
# * Aliased methods (F12 compatibility)
#--------------------------------------------------------------------------
unless @already_aliased_nm7blizzabs
alias update_nm7blizzabs_sprite_character upd_player_blizzabs_later
@already_aliased_nm7blizzabs = true
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def upd_player_blizzabs_later
if $scene.is_a?(Scene_Map)
update_nm7blizzabs_sprite_character
else
update_neoM7_sprite_character
end
end
end
#==============================================================================
# ** Sprite_Damage
#==============================================================================
class Sprite_Damage < Sprite
#--------------------------------------------------------------------------
# * Aliased methods (F12 compatibility)
#--------------------------------------------------------------------------
unless @already_aliased_nm7blizzabs
alias update_nm7blizzabs_sprite_damage update
@already_aliased_nm7blizzabs = true
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
update_nm7blizzabs_sprite_damage
if $game_system.neoM7
neoM7_character(x, y)
neoM7_zoom(x, y)
end
end
end
#==============================================================================
# ** Sprite_CharacterWeapon
#==============================================================================
class Sprite_CharacterWeapon < RPG::Sprite
#--------------------------------------------------------------------------
# * Aliased methods (F12 compatibility)
#--------------------------------------------------------------------------
unless @already_aliased_nm7blizzabs
alias update_nm7blizzabs_sprite_characterweapon update
@already_aliased_nm7blizzabs = true
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
update_nm7blizzabs_sprite_characterweapon
if $game_system.neoM7
neoM7_character(x, y)
neoM7_zoom(x, y)
end
end
end
#==============================================================================
# ** Control_Sprite_Character
#==============================================================================
class Control_Sprite_Character
#--------------------------------------------------------------------------
# * Aliased methods (F12 compatibility)
#--------------------------------------------------------------------------
unless @already_aliased_nm7blizzabs
alias update_health_nm7blizzabs_sprite_character update_health
@already_aliased_nm7blizzabs = true
end
#--------------------------------------------------------------------------
# Handles health sprite updating.
#--------------------------------------------------------------------------
def update_health
update_health_nm7blizzabs_sprite_character
if $game_system.neoM7
@health.zoom_x = @sprite.zoom_x
@health.zoom_y = @sprite.zoom_y
@health.y = @sprite.y - @sprite.zoom_y * (@sprite.oy - 6)
end
end
end
#==============================================================================
# ** Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Aliased methods (F12 compatibility)
#--------------------------------------------------------------------------
unless @already_aliased_nm7blizzabs
alias self_valid_nm7blizzabs_game_map? self_valid?
alias direction_valid_nm7blizzabs_game_map? direction_valid?
@already_aliased_nm7blizzabs = true
end
#----------------------------------------------------------------------------
# Checks if coordinates are valid. (pixel movement)
#----------------------------------------------------------------------------
def self_valid?(x, y)
if $game_system.neoM7 && $game_system.neoM7_loop
return true
end
return self_valid_nm7blizzabs_game_map?(x, y)
end
#----------------------------------------------------------------------------
# Checks if coordinates are valid. (pixel movement)
#----------------------------------------------------------------------------
def direction_valid?(x, y)
if $game_system.neoM7 && $game_system.neoM7_loop
return true
end
return direction_valid_nm7blizzabs_game_map?(x, y)
end
end
#============================================================================
# ** BlizzABS::Controller
#============================================================================
class BlizzABS::Controller
#--------------------------------------------------------------------------
# * Aliased methods (F12 compatibility)
#--------------------------------------------------------------------------
unless @already_aliased_nm7blizzabs
alias center_nm7blizzabs_controller center
@already_aliased_nm7blizzabs = true
end
#--------------------------------------------------------------------------
# Centers the screen upon the player. (pixel movement)
#--------------------------------------------------------------------------
def center(x, y, flag = false)
unless $game_system.neoM7
center_nm7blizzabs_controller(x, y, flag)
return
end
$game_map.display_x = x * 128 - CX
$game_map.display_y = y * 128 - $game_system.neoM7_center_y
end
end
#============================================================================
# ** Game_Character
#============================================================================
class Game_Character
#--------------------------------------------------------------------------
# * Update : handle map looping
#--------------------------------------------------------------------------
def update
unless $game_system.neoM7
update_neoM7_game_character
return
end
# if x-coordinate is out of the map
unless x.between?(0, $game_map.width - 1)
difference = 128 * x - real_x
if self.is_a?(Game_Player)
# increase or decrease map's number
self.map_number_x += difference / (difference.abs)
end
# x-coordinate is equal to its equivalent in the map
self.x %= $game_map.width
self.real_x = 128 * x - difference
minimap = $scene.instance_variable_get(:@minimap)
unless minimap.nil?
minimap.destroy_sevents
minimap.create_sevents
end
end
# if y-coordinate is out of the map
unless y.between?(0, $game_map.height - 1)
difference = 128 * y - real_y
if self.is_a?(Game_Player)
# increase or decrease map's number
self.map_number_y += difference / (difference.abs)
end
# y-coordinate is equal to its equivalent in the map
self.y %= $game_map.height
self.real_y = 128 * y - difference
minimap = $scene.instance_variable_get(:@minimap)
unless minimap.nil?
minimap.destroy_sevents
minimap.create_sevents
end
end
update_neoM7_game_character
end
end
There is no patch handling a Blizz-ABS/HM7 compatibility for the moment. If ever it has to be made, it will be with a more advanced version of the HM7 engine.
The raised terrain effect is created by a Heightmap system. A grayscale map that indicates how tall a single pixel is drawn starting from the bottom on up. This means you can have various objects that have large bases that can taper to smaller points to the center. Unfortunately, there is nothing to let an individual object from having a break or gap or to let the pixels start growing from the top of a texture down.
The only way to create a similar effect right now is by creating a single heightmap for the 'base' of your object. Place an event or 2nd layer object with a thinner/smaller heightmap. And finally place a 3rd layer object that is larger on top of it. This system does not use complex 'mesh' or 3-D Modeling graphics like those in Oblivion.
And the texture map you displayed? The texture map only applies the graphic texture to the object created by the height map. It doesn't define the shape of the map object in any way.
i've a problem
im using the same scripts like bibuze on page 5.
but there is a problem here can you watch a video: http://www.youtube.com/watch?v=KDMCaNTm52E
there is some thing worng with the camera, you can see it when the camera turns
please help me