01-31-2011, 10:29 PM
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?
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.
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?
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?
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.
Some scripts :
Working on :