Shaz Multi fog layer tileset issue?

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Started by nio kasgami 10 posts View original ↗
  1. Hi people I use shaz multi fog layer

    the script can be found here

    so I settle all the fog and stuff 

    but when I settle my forest bunch to "X"

    and tree are settle correctly with the "X"  below and the star on the top for permit my character to pass

    but this occur a weird bug with the fog....look closelly the picture and you will understand..

    e42CRie.png

    I hope people will can help me i am a little out of time so I will really apreciate your help!
  2. Do you have the star passability patch installed?
  3. bgillisp said:
    Do you have the star passability patch installed?
    the classic Neon Black patch why?
  4. Ok, then it should work. But I can't quite see the issue in that one picture unless you didn't intend the colors to be that. Maybe you can point it out?
  5. Nevermind I found the error one of my Fog layer Z was not set in good way xD! 

    for not reproduce this error people should put is Fog Layer Z  More high then 200 or this will provoke this bug
  6. This is actually not a bug. What you are seeing is a deliberate effect that's both listed in the scripts Features list, and mentioned in the "How to Use" instructions.

    Shaz said:
    Features


    - Show fog between the parallax background and the map


    - Show fog above the map


    - Set different fog layers to scroll in different directions and at different speeds


    Using Fog


    The following commands are all made via Call Script event commands.

    show_fog(id, "filename", hue, opacity, blend_type, zoom, speed_x, speed_y, z)will add the fog to the map. id is an array index (like picture numbers), and is used to further control fog with other commands.
    Only id and filename are mandatory.


    z, if used, should be greater than -100 and less than 0 to display fog between the parallax background and the map. If not used, fog will be shown above characters; fogs with a higher id will be shown above those with a lower id.
    This means you either didn't use z, or you put it somewhere between 0 and whatever z-index tiles with a star passage setting have (I think it's 100 but I don't have Ace in front of me). Maybe I should add a note to the post to indicate what z values different things on the map have (though I'm not sure I could access the z value of the map tiles themselves due to map formation logic not being available to us)


    So yes, setting the Z to 200 will make it display above everything else, but there are reasons why you might want to set it to lower values.


    Also, instead of screenshoting the entire desktop, you can Alt+PrintScreen to get JUST the active window. Gives you a smaller file, faster upload, less disk space used (important if you're actually attaching the image to your post), and lets viewers focus on just the problem and not everything else you have visible on your screen :)
  7. Shaz said:
    This is actually not a bug. What you are seeing is a deliberate effect that's both listed in the scripts Features list, and mentioned in the "How to Use" instructions.

    This means you either didn't use z, or you put it somewhere between 0 and whatever z-index tiles with a star passage setting have (I think it's 100 but I don't have Ace in front of me). Maybe I should add a note to the post to indicate what z values different things on the map have (though I'm not sure I could access the z value of the map tiles themselves due to map formation logic not being available to us)

    So yes, setting the Z to 200 will make it display above everything else, but there are reasons why you might want to set it to lower values.

    Also, instead of screenshoting the entire desktop, you can Alt+PrintScreen to get JUST the active window. Gives you a smaller file, faster upload, less disk space used (important if you're actually attaching the image to your post), and lets viewers focus on just the problem and not everything else you have visible on your screen :)
    haha sorry yes thanks for the tips! 

    yeah Maps logics  is sometime a little awkward

    but here the "logics" of a maps z

    #-------------------------------------------------------------------------- def create_viewports @viewport1 = Viewport.new @viewport2 = Viewport.new @viewport3 = Viewport.new @viewport2.z = 50 @viewport3.z = 100 end the first groud is 50 (the X (Not include character)

    and the  viewport3 is for The star passability Z 

    and yes I use the bad word more a issue in how I set it ..I just not notice I don't set the Z in good way xD
  8. no, that's not it. That's the viewports in the spriteset. Their z value determines what goes where. But within each viewport, there also sprites (and planes, in the case of parallaxes and fogs). The fogs, parallaxes, map, characters are ALL in viewport1, but they all have different z values. THIS is the z value that needs to change.


    If you put a sprite in viewport 1 (which has a z=0) and give the sprite a z=1000, then you put a sprite in viewport 2 (which has a z=50) and give that sprite a z=0, your sprite in viewport 2 will still display in front of the sprite in viewport 1, because viewport 2 is in front of viewport 1.
  9. Hello, Great script.  Attempting to use it : for my project )  Looks great but for some reason it doesn't scroll.  Kind of stutters.  Guessing it maybe conflict with other scripts that I am using.  Any advice as what I can do?  I am using Yami's Overlay mapping, Khas Awesome lighting, and Mogs Animated title a, and picture effects.  Any advice would be appreciated...
  10. Wait a minute ... need to find a magnifying glass to read your post.

    I agree it sounds like there's a conflict with another script somewhere, but the fog script uses its own classes - it doesn't overwrite or alias the existing ones.  Unless one of the other scripts just happens to use the same names for its own classes, that'd be a bit weird.

    I don't provide support for compatibility between scripts (just don't have the time), but I can suggest that you move them around a bit and see if it makes a difference (if the fog script is above the others, put it below instead).  If that doesn't work, disable the other scripts one by one and test it after disabling each one.  If it suddenly starts working, it means the last script you disabled is the one that's conflicting.  The other thing you could do is create a new project and copy your map and fog resources, then JUST add the fog script and no other scripts.  See if it works then - could be something to do with your map, maybe the event where you're setting up the fog is not right (if it's a parallel process event, you need to erase it after the show fog command).