H-Mode7 - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: H-Mode7 (/thread-3151.html) |
RE: [RMXP] H-Mode7 - DerVVulfman - 01-31-2011 I most likely see it only being for RPGMaker XP as his previous Mode7 systems have been exclusively XP. (01-30-2011, 01:00 PM)Argami Wrote: And how many hight levels can I get? 2or 3? How high can the textures be? Not including the map's own heightmap, Map tiles (such as walls) can be up to 32pixels in high. And since you have a upper/lower level system, you can stack one wall tile on top of another. In that respect, you could have a wall two tiles high. Again, not including the map's own heightmap. Now, you CAN place a map event on top of these, thus making it 3 tiles in height. But you wouldn't want to use map events as tiles as large number of events in a single map can cause undo lag. So right now, you can go 2 tiles (or 64px) in height with no problem. RE: [RMXP] H-Mode7 - Argami - 01-31-2011 DerVVulfman Thanks, I finally got a height of 3 levels. I have another question: Hmaps can modify the textures? I made a 3-level home. The first two are the walls, and the third is the roof. If I have the house without the roof, texture looks good; but if I put the roof, texture is distorted. What is the problem? Here is a picture of the problem: RE: [RMXP] H-Mode7 - MGC - 01-31-2011 DerVVulfman Wrote:I most likely see it only being for RPGMaker XP as his previous Mode7 systems have been exclusively XP. Exactly, but when the script is in a more stable version, it will be possible to create a tool to import RMXP HM7 maps into RMVX (like the one for the FPLE). DerVVulfman Wrote:How high can the textures be? You can combine the lower part with the ground (instead of transparent areas) to have a third height. Argami Wrote:Hmaps can modify the textures? That's because your roof is a slope, and pixels are determined by independent columns, using the max altitude of each column. Imprecision due to rounded values give this result. You can try to make 4-sided roofs to get rid of this. EDIT 09/02/2011 - Version 1.2 : Mainly fixed the transparency and the blend types for events. Now heightmaps must be placed in a "Heightmap" folder. RE: [RMXP] H-Mode7 - Juan J. Sánchez - 02-27-2011 First and foremost, I want you to know I am a long-time fan of your work with Ruby and RPG Maker XP. I honestly think you are about the craziest developer ever to mess with the program, to an extent only matched by Behemoth, the creator of the RPG Maker XP raycasting engine. Since we are on the subject, I think your new project, H-Mode 7, is simply genius. Your approach to create a pseudo-3D environment is something out of the ordinary, and yet so simple. It is a developer's wet dream. Last, I have a very simple request for you. I know this isn't exactly the thread for it, but I thought I would ask you in person. I am using Krystovski's add-on for a simple rendition I made on your New Mode 7 script. It works perfectly. However, my script has 8-directional movement and Krystovski's add-on was designed for 4-directional movement. Is there any chance you'd consider making this edit for me? You can see what I've been working on at HBGames.org. http://www.hbgames.org/forums/viewtopic.php?f=11&t=73234 RE: [RMXP] H-Mode7 - MGC - 02-27-2011 Juan J. Sánchez Wrote:First and foremost, I want you to know I am a long-time fan of your work with Ruby and RPG Maker XP. I honestly think you are about the craziest developer ever to mess with the program, to an extent only matched by Behemoth, the creator of the RPG Maker XP raycasting engine. Thank you. I also admire Behemoth's raycasting engine (first person displacements in 360° will be also possible in the FPLE2 engine). Juan J. Sánchez Wrote:Last, I have a very simple request for you. I know this isn't exactly the thread for it, but I thought I would ask you in person. I am using Krystovski's add-on for a simple rendition I made on your New Mode 7 script. It works perfectly. However, my script has 8-directional movement and Krystovski's add-on was designed for 4-directional movement. Is there any chance you'd consider making this edit for me? Kristovski's Add-On in v.1.1 handles 8-directional movement and can be found in the HM7 Demo v.1.2. I copied it in your demo and it seemed to work fine (I just replaced the $game_system variables names). Does it work for you ? RE: [RMXP] H-Mode7 - Juan J. Sánchez - 02-28-2011 Thank you. I guess I should have checked for updates. I'm looking forward to seeing full-fledged versions of your scripts. RE: [RMXP] H-Mode7 - Taylor - 03-20-2011 Oh man, now I want to make my overworld with this ... but because it's an urban fantasy I'd have to sort out all those skyscraper textures ... aaaaargh that sounds seriously hard. o .o DerVVulfman's wall enclosure idea though would be really awesome. I could actually make my game look like a PSX game then!! :o I've wanted to in the very least emulate that appearance from the start, but to actually do it would be amazing. Now once we get multiple heights down... every n00b ever will swarm this forum. D: RE: [RMXP] H-Mode7 - kinguanghua - 04-01-2011 I very like this and I want use it in my game. but there is a problem,how to make something in air,but it always like this,it's unvisible for character. could you tell me how to make something in air? please help me~~ RE: [RMXP] H-Mode7 - MGC - 04-02-2011 It's impossible to do such things with this engine, because it handles only one embossed polygon. The only way to make floating objects is to use characters (but in that case that's not 3D). RE: [RMXP] H-Mode7 - zerodin - 04-02-2011 This script blows my mind. How is this even possible in a 2D program? |