H-Mode7
does exist any caterpillar script that works with H-mode7??
(like the one in blizz abs?)

the new version is realy better! congratulations^^
Reply }
(10-25-2011, 01:03 PM)MGC Wrote: The V.1.4.2 should do the trick. Use [C3] in the name of the map.

I fixed a major bug too. The game crashed systematically when returning to the map from another screen (menu, battle, ...).
Yeah a new version, a new probem
[Image: bugxy.png]

the commands in my map are:
[HM7][DF][#45][LS][HF][AF20][DL][C3]

Reply }
(09-29-2011, 04:06 PM)edmhotta Wrote: MGC i used the same configurations. The first screen are with zoom and the second not.
[Image: semttulo1wj.png]
The char isn't on the center of screen.
edmhotta>>
Dear Edmhotta, I would like to contact you by email, however it seems like it is not working.
I am currently working on a project with a designer and I really do not understand how to make the textures and others.
I tried for the last 3 days and still no good result at all.
I was trying to make an house, however the texture doesn't go well...
I would be most grateful if you could kindly consider to send me a "demo" of your game including only one easy map with a tree and a house then I will be able to understand how it works.
I know it is a lot to ask, and I can promise you that I will not use your designs, I just want to be able to make a house and a tree...so I will know the basics of this engine.
If you understand my situation, please help me.
My email address is louis.preaux(at)gmail.com
Best Regards,
Louis.
Reply }
Good job with the bug fix. I though it was my stuff crashing.

Your camera add-on doesn't really help my purpose. Is there any way for me to move the camera on the Y-axis, instead of pivoting it, even if you have to move the entire map instead of the camera? With the pivot, the camera is under the player once they reach above the 6th layer of full 255 height.

Something else that I've noticed; I mistakenly created a tile with full height, but no graphic and placed it on the bottom most layer. It acted, in the game, as if a full block was there, but strangly enough, the panorama could be seen through it, but the player and other events dissapeared from view when they stepped behind it. Is this why you don't use Alpha values in the map? And if so, How did you get it so that the tops of oddly-shaped areas still displays the character?

And goxga,you can easily edit the catterpillar system for anything. Just search for
Code:
Sprite_Character.new(viewport, character)
and replace it with
Code:
HM7::Surface.new(character, tilemap, viewport)
With each parameter filled in with each necesary thing, for anything you want.
I'm using an older version of Blizz-ABS, but I would do something like this to the alias in Blizz_ABS
Code:
alias init_blizzabs_later initialize
  def initialize
    # call original method
    init_blizzabs_later
    # iterate through all active remotes, beams and all actors except player
    ($BlizzABS.cache.remotes + $BlizzABS.cache.beams +
        $BlizzABS.battlers - [$game_player]).each {|character|
        # if it's really a character
        if character.is_a?(Game_Character)
          # Create sprites normally on any non-HM7 map
          if not $game_system.hm7
            # create sprite
            sprite = Sprite_Character.new(@viewport1, character)
            # update sprite
            sprite.update
            # add sprite to character_sprites
            @character_sprites.push(sprite)
          else
            # Instead of adding a sprite, create a Surface on HM7
            # create surface
            sprite = HM7::Surface.new(character, @tilemap ,@viewport1)
            # update surface (Not really needed, but for consistancy)
            sprite.update
            # add Surface to the Surfaces
            @surfaces.push(sprite)
          end
        end}
    # set damage update flag
    # Note: Damage does not display properly at all.
    @dmg_update = ($scene.is_a?(Scene_Map))
  end
I think that this will work, but as I use a different system (and have not tested it), I'm not posative.
This only affects the party members following you. You will have to edit additional defenitions for Pets, Monsters, and more to appear.
Anything that uses Sprite_Character.new can be changed to become HM7::Surface.new when $game_system.hm7 is true, to display it.
Thus ends my novel of a post.

Reply }
I have a problem with [C3] option when move higher :
[Image: hm7_c_3.png]
top of screen does not draw map.
Reply }
Dear Everyone,

Is there anybody who could help me understand how to make the textures?
I am still trying to work our how to make on, and it is getting very tough though.

if anybody could send me a texture of a simple box with drawing on it, so I can find out how to make the textures....
Thanks a lot.

Best regards,

Rui.
Reply }
A texture is a bitmap that is divided into 5 32x32 blocks. The first block is a pattern block that describes how your texture is applied to your map tile.... all four sides described by the colors (red, green, blue, etc). The second to fifth blocks are the patterns for the four sides of the bitmap tile. One block represents the red side and the 'pattern' block applies it as it is instructed.

I created a help file for textures that MGC had been using in his demo. You'll find it as "H-Mode7_Textures.chm".

BTW: Welcome aboard.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
(10-26-2011, 04:01 PM)DerVVulfman Wrote: A texture is a bitmap that is divided into 5 32x32 blocks. The first block is a pattern block that describes how your texture is applied to your map tile.... all four sides described by the colors (red, green, blue, etc). The second to fifth blocks are the patterns for the four sides of the bitmap tile. One block represents the red side and the 'pattern' block applies it as it is instructed.

I created a help file for textures that MGC had been using in his demo. You'll find it as "H-Mode7_Textures.chm".

BTW: Welcome aboard.
Yes I already checked this tutorial, it was helpful however, I still have some problem with the Hmap, I do not understand how I can make a house roof for exemple.

I would be most grateful if you could make a tutorial for a house roof or explain to me by email at: louis.preaux@gmail.com
I want my house to be 4squares by 4 squares (the squares that you can see in "events" layer).

Thank you very much for you support!

BTW: thanks a lot! I hope that we will be able to help each other on the forum, as soon as I know everything I will share my knowledge hehe! see you!

Reply }
When i go to the bottom of screen appears one crash message:RGSS Player stoped working.IDK to solve it.
And [OV] doesn't working.
EDIT:
MGC you can do a command to the tilesets is suspended in the air like this:

[Image: emhm7.png]
Some results:


[Image: 11111m.jpg]



Reply }
Dear edmhotta,
Thank you for your advice, my only problem is that I still do no understand how to make a roof on my house, I would be most grateful if you would have any Hmap for me, so I will understand how it works exactly.
It is just that I make so many trials but my roof looks like that:



[Image: 1.bmp]


Will anybody be able to help me???

Best regards,

Louis
Reply }


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