11-26-2016, 06:25 AM
DerVVulfman Wrote: Wrote:The other inquiries before yours were about an altered fog/panorama viewport which I would surely like to figure out... let alone see how they get it looking that good. When I set a panorama into an FPLE tileset, it appears through the walls like it is a ghost. Not something it should I expect.
I think it's about the work I was doing in FPLE, it wasn't altered any picture and the effect so the walls do not seen like ghosts can be configured in a part of the script, (I just checked it, and I changed some Values without affect anything more about script)
Code:
*FPLE Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
# fple (boolean) : true = FPLE mode activated.
# fple_view_distance (int) : only surfaces within this distance are
# displayed. Must be > 0.
# fple_light_distance (int) : fading distance. Must be > 0. 0 : deactivated.
# fple_resolution (int) : resolution during movements
# 0:max, 1:medium, 2:low, 3:ugly
# fple_always_same_res (boolean): true = same quality when moving or not
#--------------------------------------------------------------------------
attr_accessor :fple
attr_accessor :fple_view_distance
attr_accessor :fple_light_distance
attr_accessor :fple_resolution
attr_accessor :fple_always_same_res
attr_reader :fple_angle, :fple_target_angle
attr_accessor :fple_rotation_direction, :fple_rotation_speed
attr_reader :fple_cos, :fple_sin
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
initialize_fple_game_system
self.fple = false
self.fple_view_distance = 6 #<--- Changed to 10
self.fple_light_distance = 5 #<--- Changed to 0
self.fple_resolution = 1
self.fple_always_same_res = true
self.fple_angle = 0
self.fple_target_angle = 0
self.fple_rotation_direction = 1
self.fple_rotation_speed = 8
end
It were not such a great thing. In addition with a script call in a parallel start event, you can keep on some maps fading the walls to give it a touch of darkness or simulate it.
Quote:DerVVulfman Wrote:
Point me in the direction how to get those freakin panoramas and fogs to work, because I get the freakin backgrounds overlapping the walls like it's a ghost.
If that was or not it was with me, it wasn't necessary to use that strong language... I just wanted to know if you could solve the problem with those things.
Images