H-Mode7
It looks like your roof images aren't big enough and they are cutting off too soon, unless you want the butt crack in the top
[Image: style7,Kristovski.png]
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edmhotta, I had the exact same problem. Whenever I was using a 50 Degree angle of slant, it would always crash at the bottom of the map.
Once I changed the angle to 60, it no longer crashed. Strange, huh?
Also, how did you do your trees? Just place two wall events, but one with a rotation of 90 Degrees or so?

Edit, majorly:

MCG, I hate to ask, but I have another request;
When the Heightmaps are used, the pixels "Bleed" through from the other layes, like how any tile would look if you didn't make a texture for them. Would it be possible to either a.) Use the textures from the tile on the bottom most layer, or b.) use a specified texture file for the entire bottom heightmap layer.
Terribly sorry to ask for so much.

Oh yes, Since I need to give you a ton of credit for this section of some of my projects, do you have a specific Logo or animated design you would like for your name/company? If you do, could you PM me what you want, please?
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@Chaotech Games, sorry I did not express myself correctly, i am not using the Blizz-ABS on my project, but i'm looking for an Caterpillar system that works whit H-mode7, but, only the Caterpillar...
thanks anyway^^
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hi i have a problem again with the walls can look the errors: http://imageshack.us/photo/my-images/7/capturepzo.png/
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>> 2 bugs fixed in V.1.4.3 :
- black areas on events at the bottom of the map
- [C3] camera : the player should be always visible, even with an altitude of 6 tiles.

I'm still struggling with the random crashes.


finalholylight > a camera offset is like a screen offset, that's why the top of the map is not drawn. So the [C1~3] option is better if used when the horizon is visible.

edmhotta > I don't have any problem with the [OV] feature. Did you add [OV] in the name of the map and OV in each events that you want to be minimized ?

Chaotech Games > could you please be more expicit with your request (a picture if possible) :
Chaotech Games Wrote:When the Heightmaps are used, the pixels "Bleed" through from the other layes, like how any tile would look if you didn't make a texture for them. Would it be possible to either a.) Use the textures from the tile on the bottom most layer, or b.) use a specified texture file for the entire bottom heightmap layer.
Terribly sorry to ask for so much.
I'm not sure to understand correctly.
Oh, and you want to give me credit, just mention MGCaladtogel. I don't have any logo or similar things.

guigui28240 > the wall at the bottom of the screen is odd... Did you activate the loop feature ?
Some scripts :
Working on :
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Hey, MGC. I showed my sis a few pics from your system. edmhotta's really thrilled her. She's looking forward to it... if I can get it to work with the ABS we're using, a revision of the MrMo stuff I sent you.
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I don't activate the loop feature but the Shining Advances' Mode 7 is not compatible with the H-Mode 7 can you help me for it please? =S
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[Image: HM7%20Bleeding.png?height=349&width=256]
If you look at the group of trees over to the left, the green from them sinks into the ground. The sand also acts as though there is a block underneath without a textures.
I was wondering if you could somehow make it so that it didn't take the heightmap areas as no texture areas. Perhaps they could either take the texture from directly above them, or use a uniform texture specified in the tileset folder?
I was feeling kinda bad about not sharing some of my HM7 scripts, so I posted 2 so far. One has Visual Equipment, and the other a Caterpillar system (Which answers a request from a previous post by somebody.) Might be more to come...
As for the crashing at the bottom of the screen, It happened to me even with map looping literally ripped out. Perhaps it has something to do with the angle? Every single one of my maps crashed at the bottom with (I believe it was) 50 angle of slant, but once I changed it to 60, it never happened again.
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Hello everybody!

Is there anybody who could make a tutorial for the Hmap?
The texture one is already very complete, however, I still cannot make a Hmap for a roof, so I would be most grateful if you could make a tutorial.

Best regards,

Louis.
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Hi mgc
i've a question, can you add a transparent function, because i cant make transperent shadow with hmode, only with the shadow function.
but that is only for tiles.
so do you think you can do it?
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