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
  endIt 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
  			
		![[Image: YhuZaMg.png]](https://i.imgur.com/YhuZaMg.png)
![[Image: SP1-PixelArtist.png]](https://www.save-point.org/images/userbars/SP1-PixelArtist.png)
![[Image: SP1-Tileset.png]](https://www.save-point.org/images/userbars/SP1-Tileset.png) 

 
 
 FPLE Camera Height
 FPLE Camera Height
 

 
![[Image: Penorama_zpsllvi2wlv.png]](http://i1333.photobucket.com/albums/w635/Rigbzencoon/RPGM/FPLE%20RPGXP/Penorama_zpsllvi2wlv.png) 
 ![[Image: selva_zps762ccggl.png]](http://i1333.photobucket.com/albums/w635/Rigbzencoon/RPGM/FPLE%20RPGXP/selva_zps762ccggl.png)