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

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Started by Tsukimi-neko 288 posts Page 14 of 15 View original ↗
  1. I tried copying and pasting this into the maps to no avil and added <> in-between of course, works fine as an event and confused of how to remove the effect otherwise

    createFilter displace1 displacement 2
    setFilter displace1 1 0 2
    createFilter displace2 displacement 2
    setFilter displace2 -1 0 2
    createFilter godrays godray-np 2
    setFilter godrays 408 -100 0.5 2.4 1

    but for some reason it does not show up on the map I pasted it in, using MV 1.6.2 for reference and any help would be appreciated :)

    Fr : it's for an underwater effect
  2. ephesus said:
    Are you sure that's not 1/60th of a second?

    1 duration=1 frame, 60 frames=1 second. Try putting 60 for a 1 second "move"


    create then set.
    I was actually having two issues, and what you said was the solution for one of them. I ended up putting 180 for a 3 second transition. Thanks for your help on this.
    The other issue was setting up the specific parameters which is done in the filterParameters section, though I didn't realize that each number represents its own specific parameter. Once I set it up in this way, all was Rock n' Roll!!

    Thanks again Ephesus. :LZScool:

    1693162410808.png
  3. Hi guys
    Am I doing something wrong or filters just not designed to work in menus, inventory and etc?
    I tried every option with filter-target, it works on map, on pictures, on message windows, but when I press menu all filters turn off. If it supposed to be so than is there any ways to make it work in menus too? Thanks
  4. is there a demo project? if so can anyone point to the link please?
  5. Lik said:
    Hi guys
    Am I doing something wrong or filters just not designed to work in menus, inventory and etc?
    I tried every option with filter-target, it works on map, on pictures, on message windows, but when I press menu all filters turn off. If it supposed to be so than is there any ways to make it work in menus too? Thanks
    I just tried using my Bloom filter on the menu system using FullScreen and it didn't work so I would assume all filters turn off automatically when you open the menu. It's possible that the interpreter isn't running for menu scenes.
    1698630680299.png
  6. I have a problem with the displacement filter. The problem is that it doesn't loop the displacement map across the screen. When it's set to move, it moves and then leaves the screen forever. Is there something I'm just missing?
  7. Hey,
    I noticed that some of the filters work in battles, others don't. Does anyone have an idea how to make all the filters work in battles? I'd mostly be interested in using "Shockwave" in battle.
  8. Espilonarge said:
    Ok, I've tried just about every single combination I can think of but no matter what I do, I can not get any filter effects to apply to any (or all) actors/enemies in a battle. Putting "createFilter nameID filterID 4" will always result in an instant error (specifically a "length" error) and using "4000 -1" or "3999" doesn't apply any effects to the enemy (the same with "4000 1" or "4001" for actors).

    On top of that, I only just found out that the plugin was updated (it can now apply filters to the parallax) but the plugin author hasn't returned to the site for the past few months now so unless someone else knows how it's done, I'm pretty much SOL.


    Hi!

    To achieve that I changed the script at the line starting at 1453 to:

    case 4:
    targets = SceneManager._scene._spriteset.battlerSprites();
    break;
  9. Not compatible with Sunlight Plugin with time system. Is there no way to fix that?
    Sunlight Plugin
  10. Awesome plug-in!

    I'm personally using it to blur seperate pictures that are on top of each other. So I can blur 1 or the other person when you're looking at a dialogue between 2 characters. Quite a lot of plug-in commands going on, but it works like a charm! (Much faster than making seperately edited pictures for all of these...)
  11. Is there a way to apply a filter to the battleback, but not battler sprites? I'd like to use this for battle effects, but the fact that it also applies to the enemy sprites limits its capabilities (no Final Fantasy-style background effect possibilities).
  12. So I still have the problem with the displacement map. The displacement map doesn't repeat sometimes. I have no idea why. I've repeated the same exact process like 20 times now and it sometimes repeats and sometimes it doesn't. This is really annoying.
  13. Any way to remove the filters to clear them out ? Checked my plugin-commands but for some reason it doesn't fully remove the motion effect present, not sure what I am doing wrong though (posted in discord group too)
  14. Try 'eraseFilter displace1'
    'eraseFilter displace2'
    'eraseFilter godrays'
    Without the quotes
  15. Hello!

    I've been trying to create a version of the dot filter that doesn't make everything monochrome. Based on the PixiJS DotFilter documentation here, it seemed like I could set the "grayscale" property to false.

    Following Tsukimi-neko's directions, I created a new Filter Controller. Its code is attached. However, when I ran the plugin command using my own filter, everything was still black and white as seen below.

    Does the PixiJS version used by RMMV not have a "grayscale" property for DotFilter, or is it an issue with my code?

    I'm new to RMMV and have never before used JavaScript. Any help would be greatly appreciated. Thank you.

    Edit:
    I was able to put a bit of color back in using an adjustment filter on top of the dot filter in map notes, but it still doesn't allow for multiple colors at once. This technique didn't seem to work for plugin commands where the adjustment filter seemed to be counteracted by the dot filter. Any help would still be appreciated.
  16. chris-cote said:
    Is there a way to apply a filter to the battleback, but not battler sprites? I'd like to use this for battle effects, but the fact that it also applies to the enemy sprites limits its capabilities (no Final Fantasy-style background effect possibilities).
    You can paste this under the break for case 5 in the plugin file
    case 6:
    if(!!this._spriteset) {
    targets = [this._spriteset._backgroundSprite];
    }
    break;
  17. Braix said:
    You can paste this under the break for case 5 in the plugin file
    I tried this but it doesn't work. granted it's probably due to the filter target and the filter type (i'm using tiltshift filter), but would love any help if possible.
    and here's my setting:

    createFilter TiltShift tiltshift 1 0
    setFilter TiltShift 0 395 1920 800 30 1000

    I tried changing the filter target (including 6 like your suggestion after putting the new lines), but the only one that works is this (unless i miss something).
    1731351390934.png
  18. Therrao said:
    I tried this but it doesn't work. granted it's probably due to the filter target and the filter type (i'm using tiltshift filter), but would love any help if possible.
    and here's my setting:

    createFilter TiltShift tiltshift 1 0
    setFilter TiltShift 0 395 1920 800 30 1000

    I tried changing the filter target (including 6 like your suggestion after putting the new lines), but the only one that works is this (unless i miss something).
    I made a mistake when doing that, as I only tested it for the null background and assumed it would behave the same for when you have a battleback (or 2) set. The code below applies to them.
    Code:
    case 6:
                    if(!!this._spriteset) {
                        targets = [this._spriteset._back1Sprite, this._spriteset._back2Sprite];
                    }
                break;

    and you could use these if you want to affect the layers separately.
    Code:
    case 61:
                    if(!!this._spriteset) {
                        targets = [this._spriteset._back1Sprite];
                    }
                break;
                case 62:
                    if(!!this._spriteset) {
                        targets = [this._spriteset._back2Sprite];
                    }
                break;
  19. Braix said:
    I made a mistake when doing that, as I only tested it for the null background and assumed it would behave the same for when you have a battleback (or 2) set. The code below applies to them.
    Code:
    case 6:
                    if(!!this._spriteset) {
                        targets = [this._spriteset._back1Sprite, this._spriteset._back2Sprite];
                    }
                break;

    and you could use these if you want to affect the layers separately.
    Code:
    case 61:
                    if(!!this._spriteset) {
                        targets = [this._spriteset._back1Sprite];
                    }
                break;
                case 62:
                    if(!!this._spriteset) {
                        targets = [this._spriteset._back2Sprite];
                    }
                break;
    bloody hell it works! thank you so much!! now I don't have to manually blur my battlebacks anymore, once again thank you!

    EDIT:
    Tried using this filter with ''YEP - Improved Battlebacks'', sadly it seems to not working. But it does work on normal Battlebacks. Perhaps due to the nature of ''YEP - Improved Battlebacks'' adding the images via plugins.
  20. hey, what's the symbol of this plugin? i can't find it.