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

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Started by Tsukimi-neko 288 posts Page 9 of 15 View original ↗
  1. Is there any way to combine two filters?
  2. So for a while the plugin was working fine, but when I stand still for about 10 minutes, this happens... (Note: I named the js 'FilterControllerOld' because I have a second file I edited filters on so I tested it with a fresh one and it still occurs.)
    RPGMVError.png
  3. have been using this plugin for quite awhile now, mostly just for screen effects, but the game I'm currently working on needs to be able to use the event target function with the 4000 + event id. I can't seem to get it to work on any event at all. Any reason why this might be?
  4. The problem that I faced with this plugin is that it gets extremely blurry in fullscreen. I don't think it's compatible with this "scale" plugin.
    Can I fix it somehow?
  5. Hello.

    The displacement filter doesn't seem to be working that well for me:

    No matter if I set it to screen, map, character or anything, it always displaces just the map and characters;
    It only plays for a couple of seconds;
    And when it stops, the bottom and right areas are out of place: https://i.imgur.com/Q4Xok9j.png

    Does anyone how to fix this so that it keeps playing and doesn't make any of the black background show?
  6. Hello,

    this is a really cool and helpful plugin. I was wondering, is there a way to apply a filter to the title screen? Maybe using a custom js file even that extends the Scene_Title?
    Best regards,
    Felski
  7. Is there a way I can create a color negative effect?
    I looked up documentation for color matrix filter in hopes of adding it myself, but it's a bit more confusing than something like RGB Split.
  8. Anybody know how I can add the independent filters like tilt shift? I know I'm doing something wrong here in the code:

    Code:
    (function() {
        "use strict";
    
        Filter_Controller.filterNameMap["tiltshift"] = PIXI.filters.TiltShiftFilter;
        Filter_Controller.defaultFilterParam["tiltshift"] = [0,0,0,0,]
    
        Filter_Controller.updateFilterHandler["tiltshift"] = function(filter, params) {
            filter.blur = params[0];
            filter.gradientBlur = params[1];
            filter.direction = params[2];
            filter.direction = params[3];       
        }
    
        Filter_Controller.filterSpecialInit["tiltshift"] = function(filter) {
    
        }
    })();
  9. tactical . (have the same question as Daniel)
    *realises there is a watch thread button*
    Thank you for creating this plugin, I love it!

    Edit: Does anyone know how to make RGB split work properly? I've been fighting with it all day.
  10. Does anyone know how to exclude events when option 4 (uses filter on each seperate event) is used? And how to turn the effect per event off using (this.eventId()) instead of the exact ID number?
  11. Danielcross said:
    Anybody know how I can add the independent filters like tilt shift? I know I'm doing something wrong here in the code:

    Code:
    (function() {
        "use strict";
    
        Filter_Controller.filterNameMap["tiltshift"] = PIXI.filters.TiltShiftFilter;
        Filter_Controller.defaultFilterParam["tiltshift"] = [0,0,0,0,]
    
        Filter_Controller.updateFilterHandler["tiltshift"] = function(filter, params) {
            filter.blur = params[0];
            filter.gradientBlur = params[1];
            filter.direction = params[2];
            filter.direction = params[3];      
        }
    
        Filter_Controller.filterSpecialInit["tiltshift"] = function(filter) {
    
        }
    })();

    Did you manage to get this to work? I would love to experiment with a tilt shift effect in my game.
  12. EthanFox said:
    Did you manage to get this to work? I would love to experiment with a tilt shift effect in my game.

    Sorry, haven't been able to get it to work. Was tinkering with the code but just ended up being too much work.
  13. Hello! Can anyone help me, I want to make it so the the Godray Filter does not show up during Fade Out and Fade In command.
    I think by default the Godray Filter is highter in Layer priority than the Fade Out and Fade In command. How can I change it so that it will be below, because it is always showing up on top of black screen!
  14. cedr777 said:
    Hello! Can anyone help me, I want to make it so the the Godray Filter does not show up during Fade Out and Fade In command.
    I think by default the Godray Filter is highter in Layer priority than the Fade Out and Fade In command. How can I change it so that it will be below, because it is always showing up on top of black screen!

    I'm not 100% sure but I don't think you can do what you're asking. I think godray has to target the entire canvas. It's been awhile since I messed with it but I think it doesn't work otherwise. Anyway, you can still do this. The plugin's creator actually addresses this in the comments on the first page of this thread but not with specific instructions. To make it fade out you just need to set the strength parameter repeatedly over time. You could do this with a script call to ensure it happens concurrently with the screen fade out or you could just issue a series of plugin commands with wait commands between each one (to delay the next step in the fade by N frames). That's going to be the easiest way to do it.

    If you know a little JavaScript, though, it shouldn't be too difficult to create a custom godray filter that you can add a method to that can handle the fade out via script call. It'd save time in the long run if you think you're going to need to be fading that filter in and out a lot.
  15. cedr777 said:
    Hello! Can anyone help me, I want to make it so the the Godray Filter does not show up during Fade Out and Fade In command
    There is a way to overcome this issue with the Fade In/Out function.

    A B C
    - These are Angle, Gain and Lacunarity values (default = "30 0.5 2.5"), set these to what values you want to use.
    X - Brightness value (default = "1.0")
    Y - Number of frames to use for the moveFilter (eg = "60" equals 1 second).
    createFilter godrays godray 0
    setFilter godrays A B C 0
    moveFilter godrays A B C X Y
    "Fade In command"

    moveFilter godrays A B C 0 Y
    "Fade Out command"
  16. Spoiler
    Espilonarge said:
    There is a way to overcome this issue with the Fade In/Out function.

    A B C
    - These are Angle, Gain and Lacunarity values (default = "30 0.5 2.5"), set these to what values you want to use.
    X - Brightness value (default = "1.0")
    Y - Number of frames to use for the moveFilter (eg = "60" equals 1 second).

    I'm sorry but it doesn't seem to work, the godray insists being on top of the fade out.

    https://ibb.co/wBbqNYJ
    https://ibb.co/nLqLpgL
    https://ibb.co/q1n7ZJG
    https://ibb.co/0G0h7Q4



    Notice that when I talk to the chicken, the godray persists during the fade out.
    While if I talk to the cat, the godray does not persist. (This is what I want.)

    There is one solution I came up but it's an annoying one. To have to use Plugin Command: eraseFilter godray eachtime eachtime there is a Fade out effect just to deactivate the filter everytime so it does not show on top of the Fade out.

    Is there a way (globally or a hard setting perhaps)on how I can make it show like the cat? wherein the filter is underneath the Fade out effect.

    EDIT: SMH, SET THAT ING 0 TO 2 AND IT SOLVES THE PROBLEM. THANK YOU GUYS!!

    Plugin command: createFilter godray godray 0

    Behavior of the above will include the whole map and will be on top of the fade out.

    Plugin command: createFilter godray godray 2

    Behavior of the above will include map(tiles+characters) and will be below the fade out.

    I hope this helps others who may encounter this in the future.
  17. cedr777 said:

    You've made 2 major mistakes at 0:03.

    1) When using a "createFilter" plugin command, you need to use the very same ID for every subsequent filter command so the plugin can identify what to do with each filter. In your case, you used "createFilter godray godray 0" instead of "createFilter godrays godray 0" which is why the "setFilter" and "moveFilter" won't do anything.
    2) When you copied the examples I provided, you didn't make any changes to the values. Even if you were using the correct ID when using the "createFilter" plugin command, simply using "setFilter godrays A B C 0" or "moveFilter godrays A B C X Y" will do nothing as the plugin requires actual values to understand how to setup the filters.

    I thought you would have at least read the documentation on page 1 to understand what I was referring to with my examples but clearly I'm going to have to provide a better/easier to understand example of what I'm referring to.

    In the screenshot below, I'm using the "default" values referenced from the filter list in the first post of the thread.

    CZrtsOX.png

    Please refer to my previous post and change the values where necessary if you require the godrays to be at a different angle, how narrow/wide and how bright they appear.
  18. It has been a while since I touched this plugin and have forgotten that there was documentation on page one.
    I will try the method above when I get home,
    I appreciate the help, thanks so much!
    EDIT: Tried the above values above and it also works, thanks!
  19. Great plugin!

    Im failing at making the shockwave only last about a couple of tiles. I must have tried 50 combinations. Am I missing something?
  20. Martin said:
    Im failing at making the shockwave only last about a couple of tiles. I must have tried 50 combinations. Am I missing something?
    The third value for the shockwave filter is pixel based. MV's default tilesize is 48x48 so if you only need it to reach two tiles, you need to set it to 96.

    Example

    createFilter shock shockwave 0
    setFilter shock 408 312 96 30 160 1