Kaus Ultimate Overlay v1.11 NEW: Added Sprite Fixes Snippet Plugin

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Started by Kaus 353 posts Page 10 of 18 View original ↗
  1. Kaus said:
    Besides those error, what were you doing? please post what you are trying to display, your setups and whatnot ... its hard to determine the cause of the problem with just that.
    I just copy the plugin and install on my project... everything is set as default and I havent use any layer, but it doesnt charge
  2. try  making a new project and insert the plugin and test it out if it works. something in your plugins is not compatible with mine.
  3. First, I'd like to thank you Kaus for this plugin.

    Now I have a suggestion, would it be possible to add fogs and light layers in battle too ? Still using the map notetag to do so.
  4. Not possible as of the moment... but i may or may not include it in the future releases. 
  5. Update

    v1.08 (12.4.15)

    -Added New Feature: Multi-Fog System. You can now have more than one fog display at a time (See Help File)

    -Fixed a Bug where in you cannot call multiple plugin commands for displaying different layers.

    See New Features:



    Multi-Layer Fog:

    New Plugin Command Added:

    addfog:

    Add more Fogs.

     

    Arguments: 

    Overlay addfog filename ID Opacity xMove yMove BlendType(Optional)

    Examples:  

    Code:
    Overlay addfog mist1 0 155 0 1 1     //Add to Display 'mist1' fog in the map with ID set to 0 and Opacity 155 w/ Additive BlendOverlay addfog shade 3 125 1 1       //Add to Display 'shade' fog in the map with ID set to 3 and Opacity 125 in Normal Blend.
    removefog:

    Remove a specific Fog by ID.

    Arguments: 

    Overlay removefog IDExample:  

    Code:
    Overlay removefog 3    //Removes the fog that has ID set to 3.
  6. I am not sure if this is an issue with your script or RPG maker doing weird scaling issues. But consider the following two images:

    Photoshop



    In Game:



    Notice the tree has a "slice" through it. 

    What have you tried:

    - Save the ground and top layer out

    - Restart MV

    - Start game , still same issue

    And:

    - Updated your script

    - restarted MV

    - Re-saved top and bottom layer

    - Same issue

    Any ideas? I have this issue through out this map where peaces are for sure off. But in photoshop they look fine. A friend of mine said it was because MV potentially does scaling on larger maps? This is 75x125 .... 

    Any ideas?
  7. I'm pretty sure it's not the plugin's fault... is that tree a ground layer? or a map chip? have you tried disabling the plugin in and running the game?

    Have you tried updating your MV with the latest updates? including the parallax blur fix for PIXI? 
  8. Hey, I just installed this plugin, I didn't change anything and it say "ReferenceError defOpacity is not defined",

    do we need basic images before using it?
  9. DarknessFalls said:
    Any ideas?
    To work in pix? Not inch, not cm - pixels.Nobody knows what Your PS settings is. On screen Your 'par' less then needed by 3 pixels. Maybe you lost it somewhere. Check the size of the image in pixels and check each layer.

    JHFx99w2.1449240593.png

    Oh, I see a blur.

    Do You use KSU_ParallaxSmoothing? You can find it in this pack.

    ---------------------------------------------------------------------------

    Ginko said:
    do we need basic images before using it?
    Code:
    * And all the overlay images you will use should be inside those folders specific to their layer type.
    You should create these images before, then drop it in folders.
  10. Yeah but if I don't want any image for a map, then I don't need right?

    I found the problem with "defOpacity", it's just because there is no line written "var defOpacity = 0" (Now everything work for me || I've never used .js so maybe i've made a mistake)
  11. Kaus said:
    I'm pretty sure it's not the plugin's fault... is that tree a ground layer? or a map chip? have you tried disabling the plugin in and running the game?

    Have you tried updating your MV with the latest updates? including the parallax blur fix for PIXI? 
    Yes to all.

    The trunk that you see is on the ground layer. The rest of the tree (above the line) is on the top layer.

    I fixed this by moving the trunk piece in photoshop up, such that the shadows were over lapping.

    Cvrtis said:
    To work in pix? Not inch, not cm - pixels.

    Nobody knows what Your PS settings is. On screen Your 'par' less then needed by 3 pixels. Maybe you lost it somewhere. Check the size of the image in pixels and check each layer.



    Oh, I see a blur.

    Do You use KSU_ParallaxSmoothing? You can find it in this pack.
    I use a grid of 48x48 pixels 

    I grabbed that smoothing script and enabled it, saved the game and started it up looks like theres still a blur issue. I placed that script above this script.

    My game is updated to the latest and greatest. I seem to still have this blurring issue with this script enabled. I am not sure what to do ...
  12. the point of having the parallax smoothing fix is to disable smoothing. 

    you should set it to false

  13. Kaus said:
    the poing of having the parallax smoothing fix is to disable smoothing. 

    you should set it to false

    Oh !!! I set it to true
  14. Kaus, once we have multi-fogs, could it be possible to have different heights for the different fogs? I mean, something like Victor's Fog script from VXA. (Dunno if I missed something and it's already possible with your plugin ^^')
  15. what do you mean by different heights? im not familiar with victor's fog script in vxa. I was never active during VXA era.
  16. Kaus said:
    what do you mean by different heights? im not familiar with victor's fog script in vxa. I was never active during VXA era.
    I mean that you can put fogs with different Z heights. E.g.: you want to put some fogs below your tile so it can be like the mist on a cliff and other fog over everything to simulate the clouds. Something likely Valkyrie Stories had: 
  17. the fog in that map is only 1 which is above the characters. the fog in that cliff is parallax and just a still cloud effect which blends with the fog really well
  18. yes, I know, but what Victor's can make the same thing and then you become able to do spectacular things and an effect like the video is really easy to do this way
  19. okay i will think of considering that next update
  20. Update

    v1.09 (12.6.15)


    -Added New Function: Bush Region. Set your Region ID through the Plugin parameter. Default: 7.

    -Added New Function on Plugin command:'addfog'. Now allows to set up the 'Depth' of the Fog so you can display it Below Characters or the Tileset. (See Help File)

    New Features:

    Did you want your parallax mapping to have bush regions without having to set a graphical tile for it? This will help you set the bush regions in your mapping needs.



    Want to display a fog below the character? Sure no Problem, This new function adds an argument to the Plugin command 'addfog' called 'Depth' (Check Help File for more info)



    Useful Tip: You can also use the depth to display a water animation below everything else just by setting it up to 255 Opacity and -1 Depth and move it the way you want it. ;)

     (For frame by frame animation just set the xMove or yMove to the screen's width and height  to make it have the frame by frame effect. which is a lot of work).