H-Mode7
if i could figure out how to make all this stuff my game would be EPIC WIN. im not technologically inclined in the way others are. just designs for story and such are my area, but nows a good time to learn now.
Reply }
Thumbs Up 
Hi there.

First of all I wanna thank MGC for that awesome script. I love it! Makes fun to create heightmaps and tiles for the maps. ^^
I´m still testing what I could do with this script and I found an error when I tried to play an animation (battleanimation) on the player or event. Here a screenshot of the error message.

Screenshot (clickable preview)

As I said: I´m working on some tilesets and will post them for the forum when I´m done. Atm I´m working on a tileset for a village.

Here a screenshot.

Ingame Screenshot

Greetz

Lupi

Edit: The RGSS-Player crashes from time to time in zoom mode. (f.e. at 150% zoom).

Edit 2: Here a little update of progress.

Tileset/tileset_Hmap is now about 256 X 832 pixels and still growing. (Wonder if there is a limitation for HM7? ^^) 53 Textures finished yet.

Ingame Screenshot (updated tileset)
[Image: 4x69rev2.png]
Beware of the Big Bad Wolf!




Reply }
Cortez > Paste your script BEFORE HM7 scripts (functions are rewritten), and line 291 in "HM7 NEW CLASSES" you'll find :
Code:
@cw = bitmap_set.width >> 2
Replace it by :
Code:
if character.character_name[/\[(\d+)\]/]
  @cw = bitmap_set.width / $1.to_i
else
  @cw = bitmap_set.width >> 2
end
That should do the trick.

Lupinos > thank you for reporting the animation bug.
For the moment add a new script at the bottom :
Code:
module HM7
  class Surface
    def screen_x
      screen_x1
    end
    def screen_y
      screen_y1
    end
  end
end
I'll include it in the next version.

All > I noted your bugs / requests.
Some scripts :
Working on :
Reply }
(10-06-2011, 08:39 PM)MGC Wrote: >> Release of the version 1.4 : the engine can now handle n layers (it may be more laggy though).
It reads the z size of $game_map.data, and draw the supplementary layers as if they belonged to the map.

So, if you want to use this feature, you need a script to alter $game_map.data.

You can find one of these in the demo : "DEMO : TEST MULTI LAYERS".
You have to create child maps to the HM7 map, that must have the same dimensions, and the same tileset. Their names must contains the basename
of the HM7 map, between brackets.

Example :
- MAP001[HM7][#60]
- - MAP002[MAP001]
- - MAP003[MAP001]

This is a really nice feature. :D

I have only one proplem with it! When I use this feature the layers will perfectly fit together ..... but... the passage of the tiles will be "ignored". Means: I may walk onto my houses though passage is blocked for those tiles. ^^
My thought was: Maybe it has something to do with the third layer of the second map, cause there is drawn a transparent tile with passage on. (the standard 0-Tile of tileset). So I took another transparent tile with no passage and drew it in the third layer of the second map in dimensions of the house. Worked semi, cause my character couldnt pass the top of the roof anymore but still could climb the edges of the roof.
My second idea was to insert transparent wall events along the walls of the house on the mothermap. It works but would mean that I have to insert a lot of events into the map just to solve the passage problem.

Maybe you could find a way to solve the passage ability within the script? But take the time you need. I know that Hmode7 is still in development. ;)

EDIT: Idk what I did wrong but my first thought was right. I found out that it is enough to fill the no passage areas with a transparent no passable tile at the third layer of the highest childmap. *shrugs*


(12-31-2011, 11:23 AM)MGC Wrote: Lupinos > thank you for reporting the animation bug.
For the moment add a new script at the bottom :
Code:
module HM7
  class Surface
    def screen_x
      screen_x1
    end
    def screen_y
      screen_y1
    end
  end
end
I'll include it in the next version.

All > I noted your bugs / requests.

A big thanks for the quick reply! This works fine. :D

Greetz

Lupi

Edit: My best wishes for the new year. :-)

Another screen of progress
Final version

[Image: 4x69rev2.png]
Beware of the Big Bad Wolf!




Reply }
Hi MGC, maybe i've a good idea to make this script better, make it working with neomode-7 in the same map.
Reply }
I think, that you are not right. I suggest it to discuss. Write to me in PM.
Reply }
Lupinos, that village map blew my mind right out of my body! A FULL VILLAGE in H-Mode7 AND IT'S FULL SIZED? *faints*
EDIT: My virus scanner, Norton 360, says that there's a virus attached to the latest download. Can you check what's up with that?
If you don't like it, feel free to sue me if you have a lawyer.
Reply }
(01-06-2012, 02:06 AM)XPlunatic Wrote: Lupinos, that village map blew my mind right out of my body! A FULL VILLAGE in H-Mode7 AND IT'S FULL SIZED? *faints*
EDIT: My virus scanner, Norton 360, says that there's a virus attached to the latest download. Can you check what's up with that?
Had the same problem. ;) It´s a prob with Norton 360. Just turn off the auto protection temporarly, download the demo, unpack and turn on your virus protection. ;)

Yeah it is full sized if you use multiple layers. ;)

Video of village and more
[Image: 4x69rev2.png]
Beware of the Big Bad Wolf!




Reply }
XPlunatic & Lupinos > is it a "reputation" warning ?
On Symantec's site, I found this :

Quote:WS.Reputation.1 is a detection for files that have a low reputation score based on analyzing data from Symantec’s community of users and therefore are likely to be security risks. Detections of this type are based on Symantec’s reputation-based security technology. Because this detection is based on a reputation score, it does not represent a specific class of threat like adware or spyware, but instead applies to all threat categories.

The reputation-based system uses "the wisdom of crowds" (Symantec’s tens of millions of end users) connected to cloud-based intelligence to compute a reputation score for an application, and in the process identify malicious software in an entirely new way beyond traditional signatures and behavior-based detection technique

As I created the DLL, it's "normal" that its reputation is low (because unknown by Norton).

Lupinos > Your video is quite impressive ! I wonder how your worldmap would look like with automatic shadows...
Some scripts :
Working on :
Reply }
(01-06-2012, 08:19 PM)MGC Wrote: XPlunatic & Lupinos > is it a "reputation" warning ?
On Symantec's site, I found this :

Quote:WS.Reputation.1 is a detection for files that have a low reputation score based on analyzing data from Symantec’s community of users and therefore are likely to be security risks. Detections of this type are based on Symantec’s reputation-based security technology. Because this detection is based on a reputation score, it does not represent a specific class of threat like adware or spyware, but instead applies to all threat categories.

The reputation-based system uses "the wisdom of crowds" (Symantec’s tens of millions of end users) connected to cloud-based intelligence to compute a reputation score for an application, and in the process identify malicious software in an entirely new way beyond traditional signatures and behavior-based detection technique

As I created the DLL, it's "normal" that its reputation is low (because unknown by Norton).

Lupinos > Your video is quite impressive ! I wonder how your worldmap would look like with automatic shadows...
Yep, I know. Sometimes this is anoying especially when I know that the file is save, like yours i.g. ;)

Worldmap with shadows

Btw: Do the light effects have a significant effect to the performance? I deactivated them for better performance.

[Image: 4x69rev2.png]
Beware of the Big Bad Wolf!




Reply }


Possibly Related Threads…
Thread Author Replies Views Last Post
   H-Mode7 Visual Equipment Chaotech Games 8 36,726 03-30-2017, 01:58 AM
Last Post: wrathx
   H-Mode7 Caterpillar Chaotech Games 8 18,913 03-10-2017, 12:19 AM
Last Post: Lizzbutt
   Lycan ABS / MGC Mode7 Edit Patch DerVVulfman 2 9,427 10-18-2015, 07:12 PM
Last Post: DerVVulfman
   Lycan Enemy Bars / MGC Mode7 Edit Patch DerVVulfman 0 5,774 06-12-2014, 04:05 AM
Last Post: DerVVulfman
   MGC's Mode7 Edit DerVVulfman 0 5,479 06-12-2014, 03:49 AM
Last Post: DerVVulfman
   Mode7 MGC 1 12,433 12-30-2013, 05:43 AM
Last Post: DerVVulfman
   H-Mode7 / UMS Patch DerVVulfman 1 6,868 07-29-2012, 04:12 AM
Last Post: MetalRenard
   Zenith TBS / MGCaladtogel's Mode7 Patch DerVVulfman 0 8,634 03-05-2008, 06:24 PM
Last Post: DerVVulfman



Users browsing this thread: 20 Guest(s)