Posts: 12
Threads: 4
Joined: Mar 2010
Hi MGC, I have a strange bug.
In game, the textures don't aprear for north/south face of tiles.
But for the two other direction it works !
See the screenshot (even if I use my chipset on your demo, I will have the same bug)
If you can't understand, It's a cube with the same textures for each face... In the red circle, this is the problem.
Sorry for my english, I'm french.
Posts: 5
Threads: 0
Joined: Jan 2012
I have a problem with the heightmaps.. When I make a 45 degree slope (a heightmap fading from black to white) it appears fine, but if I were to make a more complicated heightmap for a map tile (using the 32x32x32 slope as the height-pallet) then more often than not, the heights of the heightmap do NOT match the sprite height..
I just wanted to know if this bug could be fixed in future updates (or if you could release a height-pallet to use for correct pixel height)
Also, I'm still finding that H-Mode7 will display textures at 1px lower than it should (meaning the bottom pixel of any sprite is never seen) and there still appears to be some clipping of texture edges when rotating.
Can you make a command in the DLL to activate a specific map tile with a script call? (eg. change it from a flat surface to a height-mapped tile)
Something like $Game_system.HM7.Show_tile("Texture_136.png")
I'm finding it hard to see how you create a HM7 embossed tile in the script.. Is it even possible to do with a script call?
Posts: 10
Threads: 2
Joined: Apr 2012
What about connected maps, I cannot load them.
EDIT:
What about adding floating tiles like so:
XXXX
X X
XXXX
The Xs being walls and the blank areas as open spots
I am only stating this as it would be possible to add even using your embossed map.
Posts: 700
Threads: 125
Joined: Nov 2011
I have a question...
Quote: A heightmap is a greyscale picture that contains heights data for each pixel.
Black areas mean no height offset, whereas white areas mean a maximum height offset.
The maximum height offset has a fixed value of 32 pixels, so a tile with
an entirely white heightmap will be rendered as a cube.
- ground heightmap
You can associate a heightmap to a RMXP map (optionnal) that will be
used to add an embossing effect independently to the 3-layers tiles.
The heightmap is automatically stretched to the dimensions of the RMXP map, by using a linear interpolation.
Ground heightmaps files, named "Heightmap_XXX" (XXX representing an
identification number), shall be placed in the "Pictures" folder.
- tiles heightmaps
They are gathered into a set similar to the map tileset. A
"heightmapset", named "[tileset name]_Hmap" and placed in the "Tilesets"
folder, is mandatory for each tileset used in a HM7 map.
- autotiles heightmaps
It is the same system here. A heightmap that corresponds graphically to
the autotile file, named "[autotile name]_Hmap", can be placed in the
"Autotiles" folder (it's optionnal).
With this, is there a way to change the heightmap variable from 1-32 to something like 1-96? meaning that the heighmap has a larger vertical scale? (For mountains and things that actually obscure areas until you go over those mountains...
ITCH: jayray.itch.io
Currently working on
Goblin Gulch (MV)
Currently working on
JayVinci Resurrection
Currently working on
Bakin ABS (BAKIN)
Posts: 49
Threads: 2
Joined: Jun 2011
http://www.775.net/~heretic/downloads/rm...deV1.0.exe
this is demo of author Heretic that turn fog into cloud with altitude.
it is not work with H-mode7
I ask Heretic
Quote: Would you mind making this script compatible with H-mode7 script ?
and he said
Quote: In order to accomplish that, it would require rewriting of the H-mode7
entirely more than it would just making simple modifications to this
script. I think you would have better luck with asking the author of
the H-mode7 script to incorporate layered clouds as a visual effect.
then, MGC, can you make h-mode7 compatible with this cloud script, please.
I wonder if this script working with h-mode7, world map will be more beautiful with a visual cloud at the sky :D
sorry for bad English :D.
Posts: 6
Threads: 1
Joined: Feb 2012
Ello, excuse me but i would like to use this script (hmode7) for my pokemon project, but i can't adapt this script for surfing, you would like to help me please?
EDIT: I have one other problem, it's possible to have better refresh for character sprite, because, few pixels disappear...
Posts: 5
Threads: 0
Joined: Jan 2011
Hello! I have two questions:
First, Where I have to set the commands for it to work? (I'm refering commands like: $scene.hm7_set_alpha(new angle) )
And secondly, Is it possible to set the zoom to a certain level so that the character won't be distorted? I want to see the character sprite at the original size.
Thanks! :)
Posts: 6
Threads: 0
Joined: Jan 2013
i have a question....
how to make wall become transparent when player overlap with it?
I dunno if this tread still active,.....just asking
Posts: 131
Threads: 3
Joined: Jul 2012
Unfortunately, it doesn't seem that MGC comes around terribly often. He might be active in other forums. Not sure. I really think a fair amount of people are drawn in here because of his work. Heaven knows I was.
Posts: 6
Threads: 0
Joined: Jan 2013
(01-31-2013, 05:08 PM)millarso Wrote: Unfortunately, it doesn't seem that MGC comes around terribly often. He might be active in other forums. Not sure. I really think a fair amount of people are drawn in here because of his work. Heaven knows I was.
too bad....
cause this script is awesome