Pixi Filter Controller - fancy screen effects by pixi (MZ version released!)

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Started by Tsukimi-neko 288 posts Page 12 of 15 View original ↗
  1. I just wanted to add a note here for anyone who might be coming across this plugin since rpgmaker MV 1.6.2 has come out: There seems to be some kind of issue with the latest version of the plugin, but version 2.0.8 of the plugin seems to work. You can find the old version on the github.
  2. idk if this was asked before, but is there a way to set a specific filter to an actor note? i want the zoomblur effect to be on at all times (on a low setting ofc) to have a dreamy effect when moving the character, but dont really want to have to add in the notes of every map, nor set an event each time the player goes to a new area
  3. When a character moves, the goodray moves with him. Is it possible to attach this effect to the map instead of the screen?
  4. Really strange issue, but SRD's CameraCore seems to prevent using the filters on pictures at all.

    EDIT: Looks like it's because of the "Zoom Pictures" parameter. Must interfere with the updating.
  5. Does anyone have a link to the demo? The original post had a link, but it's not working anymore... :/

    Or is there a list of plugin commands? I am would like to use the plugin for darker map filters for some horror effect...
  6. I know this plugin has been around for a while, but, I love the effects, I am using the bloom in my outdoor sunny maps, the problem I'm having is, I use fade out and fade in on all player transfers to avoid seeing my parallax maps loading and binding to map. I have a parallel process loading my pixi filter then a wait, then the screen fades in. However, the bloom effect never loads until the map is faded in, then there is this half second where there is no filter, then it pops in abruptly. It's very annoying. Does anyone have any tips on how to get the effect to actually load before the screen fades in?
  7. It's fun to dynamically change the parameters of the filter!

  8. solosloan said:
    I know this plugin has been around for a while, but, I love the effects, I am using the bloom in my outdoor sunny maps, the problem I'm having is, I use fade out and fade in on all player transfers to avoid seeing my parallax maps loading and binding to map. I have a parallel process loading my pixi filter then a wait, then the screen fades in. However, the bloom effect never loads until the map is faded in, then there is this half second where there is no filter, then it pops in abruptly. It's very annoying. Does anyone have any tips on how to get the effect to actually load before the screen fades in?
    do you have the create and set filters listed before the fade in? I do a black tint then create the filter and then fade in to wanted tint. Here's how I did it. It's set to an event even though I use map notes nowadays. dunno if one is better than the other though.


    event commands
    ◆Plugin Command:Tint set #000000
    ◆Set Movement Route:Player (Wait)
    : :◇Turn Up
    ◆Script:Galv.BES.pShadows(true);
    ◆Label:-----------------Pixi Filters-----------------
    ◆Comment:~~~~~~Pixi Filters~~~~~ (FilterController.js):
    ◆Plugin Command:createFilter Bloom1 bloom 0
    ◆Plugin Command:setFilter Bloom1 7 .5 .45 .7
    ◆Comment:[blur] [bloom scale] [threshold] [brightness]
    ◆Plugin Command:createFilter TS1 tiltshift 0
    ◆Plugin Command:setFilter TS1 0 400 100 400 450 5000
    ◆Plugin Command:createFilter VigB simplelightmap 0
    ◆Plugin Command:setFilter VigB
    ◆Plugin Command:~createFilter Vig1 oldfilm 0
    ◆Plugin Command:~setFilter Vig1 0 0 0
    ◆Comment:[sepia] [noise] [scratch density] : Vignette parameters in .JS file.
    ◆Plugin Command:createFilter Adj1 adjustment 0
    ◆Plugin Command:setFilter Adj1 1 0.9 1.2 1.1 0.9 0.9 0.7 1
    ◆Comment:[gamma] [saturation] [contrast] [brightness] [R] [G] [A]
    ◆Plugin Command:Tint set #505050
    ◆Control Self Switch:A = ON

    Apparently I didn't fade in but should work just the same to fade in after setting it all up in the dark.
  9. ganges said:
    It's fun to dynamically change the parameters of the filter!


    is that pond just a picture event?
  10. ephesus said:
    is that pond just a picture event?
    That pond is an event set up by QSprite.
    1641648463480.png
  11. Does anyone know how I might exclude certain events or pictures from being filtered? I know how to include or exclude ALL or include specifically, but not exclude specifically.
  12. How do i add a filter to a state notetag?, i want to add a blur filter to a drunk state whenever a player drinks a beer item
  13. Filter-target 21 doesn't seem to work. If I want characters, tiles and parallax to be filtered, but not pictures or text, I have to use two identical, overlapping filters; with filter-target 2 for the tiles and characters and filter-target 32 for the parallax.
  14. The demo link doesn't work.
  15. I'm not sure if this was asked yet, but is there a way to change the base pixels color to a certain color? For example, if I wanted to make a certain shade of green turn orange and another shade of green turn grey. is it possible?
  16. mascot1063 said:
    I'm not sure if this was asked yet, but is there a way to change the base pixels color to a certain color? For example, if I wanted to make a certain shade of green turn orange and another shade of green turn grey. is it possible?
    Indeed. There is actually a ColorReplaceFilter! Lol. However it's not included with the plugin so you'll have to set it up manually. There is a short guide in the OP to create your own filter controller but you need to know a little more than the basics. If you want a more specific (to the actual filter) walkthrough I can help you out.
  17. ephesus said:
    Indeed. There is actually a ColorReplaceFilter! Lol. However it's not included with the plugin so you'll have to set it up manually. There is a short guide in the OP to create your own filter controller but you need to know a little more than the basics. If you want a more specific (to the actual filter) walkthrough I can help you out.
    That could be very helpful, not to mention, a lot less taxing on RPG Maker itself, thats for sure. Especially since what im doing now is issentially replacing the whole tile set to come up with a simple effect
  18. mascot1063 said:
    That could be very helpful, not to mention, a lot less taxing on RPG Maker itself, thats for sure. Especially since what im doing now is issentially replacing the whole tile set to come up with a simple effect
    You get that filter to work? I kinda want to see what you were trying to do.
  19. Is there a way to achieve this effect in RPG Maker using the Displacement filter? https://codepen.io/seanfree/pen/eBppyE
    The filter they used is feTurbulence, which is Perlin noise. But I assume implementing Perlin noise will be hard so perhaps using a video or image sequence as a displacement texture but so far I have had no luck trying to replace displacement IMG with a video due to my limited js experience.