MV - Galv's Layer graphics problem, and graphics being removed

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Started by TheAM-Dol 9 posts View original ↗
  1. Hello,
    I have run in to 2 different issues, both related to Galv's Layer Graphics

    Alignment still technically continues to be a problem, however I have found a solution that...works........So, I have spoiler tagged "Problem 1" since I guess it's "solved"....
    Spoiler
    Problem 1: Alignment
    This one may potentially be on me just misunderstanding something, but I seem to have a lot of trouble getting the image to align itself properly to the map. Often it seems off by half-tiles, so obviously moving the event the image is bound to up or down or left or right doesn't fix it. I tried the image X and Y values (in the plugin command) but they don't seem to do anything? The help documentation is a little bit vague on what specifically those X/Y values do and what the X/Y values are. Is it Pixels? Is it the grid? Who knows. Either way, nothing happens anyways.
    I haven't tried binding it to the map via a map notetag, however the reason is that I have an option in my options menu to control the level of detail by enabling/disabling layers from the layer graphics. I don't think you can set up conditionals in the notetag right?
    Here are some screen shots to show the error specifically (misaligned objects have been circled if they aren't obvious), additionally the event with the plugin commands.
    Misaligned.png

    Misaligned2.png

    11ParallaxAlignment.png

    To provide some details specifically about the parallax images themselves:
    The maps is 51x51 tiles. The image is 2448x2448.
    The parallax is made up of 2 layers, a lower layer (below the player) and a top layer (above the player)

    December 25 edit (Merry Christmas, y'all)
    I still have this problem. It seems any map that has 3 layers or more have this problem.
    I really don't want to have to commission someone to fix this. I really hope someone can take a look at the plugin or otherwise has some sort of idea on how to fix this.

    Problem 2: The parallax is being unnecessarily culled.
    Please reference this gif. If you are having trouble seeing the problem, look at the pink tree on the left side of the video.
    Spoiler
    flash.gif
    In this case, a single layer is being culled when the player passes a low enough Y coordinate. In this map, there are 3 layers being used:
    A lower layer, a "canopy" layer, and a top layer.
    The lower layer and canopy layer are not being culled. Only the top layer gets culled.
    The other strangeness about this behavior is that it only culls when the player is a certain distance below the event.
    First of all, when entering the map, the player is 24 tiles above the event the image is bound to. When the player enters the map, the image loads properly without problems. However, when the player moves 9 spaces below the event, it culls it as seen in the gif above. Secondly, I tried anchoring the image to the bottom left corner of the image and moving the event to the bottom corner of the map. In this case, the image was never culled! However, now I had an alignment problem with the image mentioned in problem 1 in this thread.
    Below are some pictures of the map and event.
    Spoiler
    FlashEventMap.png

    FlashEventPage.png
    I suppose it's worth noting that I tried using one event to call the images and assign those images to a different event on the map. I don't know why I thought that make a difference, but anyways it didn't. It culls the image based on the event the image is bound to, doesn't matter what event called the image.

    Any help with this would be greatly appreciated.




    THE SOLUTION!
    See this post in this topic for the answer:
    MV - Galv's Layer graphics problem, and graphics being removed
    Thank you Galv and Ziorke for your input.
  2. What is the name of your background image in the parallax slot?
    If you read the help file it would remind you that for using a background image, you need to disable the parallax itself - which is done by having the filename start with an !
    If you use a background image without that ! the background will never align because it will still parallax (which is a movement function for moving backgrounds)

    As for the culling - that usually happens if the picture size does not fit the mapsize. What is the size of your pictures in pixel, and what is the size of your map in tiles?
  3. Andar said:
    What is the name of your background image in the parallax slot?
    There isn't one. The main map is tile-based with the layer graphics layered on top of the tiles.

    Andar said:
    What is the size of your pictures in pixel, and what is the size of your map in tiles?
    Exactly the same size as the other 2 layers that are not being culled,
    a 55x55 map, with the image being 2640x2640
  4. Parallel is ON and make sometimes strange things... Autorun is better is best when you walk in map and everything is ready no need refresh...
    create layers in other map press autorun not parallel and walk to new map... no need refresh anymore...
    if your images is correct size should be fine. instead of X Y 0.0 1.0 make them 0 0
    Event
    4f79je27
  5. Hey folks, just bumping this thread cause I am still running into this problem...really hopeful someone has a solution or is generous enough to take a peak inside the plugin to see if anything might be going awry.

    Merry Christmas by the way! :kaojoy:
  6. Same problem? what plugins do you use? maybe some Plugins make Z layer strange things
  7. Make sure all Layer objects have different ID if same ID it can get similar flickering like your tree does.
    baltu gentys - Copy - Copy (2).png


    X Y cant be x0.1 y0.5 always always x1 y5 it moves by pixels
  8. I posted in the official thread for the plugin and Galv replied. Although he didn't directly give me the correct answer, he gave me a starting point and I eventually came across what the problem is.
    For future reference, this was the solution (and my response to Galv on his thread)

    To cut to the chase; The layer I thought was being culled actually was not. And actually neither layer was being culled at all, but instead it was jumping below tiles marked as above the player. Changing the correct layer to layer 5 fixed this problem.

    For an extended version of my trouble shooting:
    I started by assigning decimal values at your suggestion (good to know you can do that with this plugin!) However, it didn't fix it.
    I decided to disable one of the layers to see if the problem persisted. It "didn't" persist, but that's because I had misidentified the layer that was being "removed". Upon noticing that, I realized it was the other layer that was having the problem. But the problem was not that the layer was being removed, but instead it was "jumping" between layer priorities.
    I changed the layer I was having trouble with from 4 to 5 (and set the other layer to 5.1) and this seems to have resolved my issue!

    Basically, the correct answer is to move everything to layer 5 and up.

    p.s.
    Also thanks @Ziorke for your suggestions along the way.
  9. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.