@Suuyasha it's not a waste if it was the plugin fault, and while I use the plugin
and TSR extensively, we could notice.
I think its a incompability with one of the other plugin. if you can figure that
out (if you still want to use its features fully), see which one, and we might patch
it in the plugin or seperate plugin for your cause.
but if you happy with your workaround, than I wish you good luck further on
your project.
Don't hesitate if you have problems with the plugin, we are happy to help.
TSR_Mirror
● ARCHIVED · READ-ONLY
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I'm not being able to get the <FIX MIRROR IMAGE> comment tag to work. Any suggestions?
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@Okralord
It work on my side. How did you set it up? -
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@Okralord I see...
As it is now, the <fix mirror image> won't do nothing cause the blue torch is "turned" to the left on the sprite sheet. The plugin only flip the vertical direction of the reflection, like if you put the yellow torch (above the blue) which is "turned" down, it will appear as the unlit torch (facing up on the sheet). The comment tag is meant to prevent this.
Regards,
TSR -
@Okralord I see...
As it is now, the <fix mirror image> won't do nothing cause the blue torch is "turned" to the left on the sprite sheet. The plugin only flip the vertical direction of the reflection, like if you put the yellow torch (above the blue) which is "turned" down, it will appear as the unlit torch (facing up on the sheet). The comment tag is meant to prevent this.
View attachment 259209
Regards,
TSR
I think that makes sense...I "avoided" this problem by creating a sprite sheet like this if anyone is interested:
fixed torch for reflection example -
Hello all!
Here's a new update:
1) Make the reflections more consistent by flipping the reflection sprite instead of the direction.
*this is more evident if you have detailed characters with asymmetrical parts.
Ex: In the image bellow, the character is wearing a chainmail sleeve on her left arm. Accordingly, the reflection in the mirror show the sleeve on her right side.
2) Changed the rotation angle ratio of the floor reflections to direct angle value (0° to 360°).
*this will make the angle setting more intuitive.
Have fun!
Regards
TSR :rock-right: -
New update:
This new version contains some code lines added by @chaucer to make it compatible with his collision altering plugin. Have a look at his thread for more details:
Have fun!
TSR :cutesmile::rock-right: -
TSR
Hello my friend can you create water mirror reflection very simple ON OF. everything on map have reflection, i not use any tiles or region on map it make game lag, its all parallax map only events works...
i see Mogwai MOG was creating very simple plugin all map have reflection but he never finished it, it works but give this NAN errors and other bugs
i just want simple flip of events characters. this reflection is most correct from any paintings drawings of water
the only thing Z layers option! (ON) (OF) (Z layer)
if you create this i will donate 30euros!
its aint much
thank you very much! -
Hello @mantaslukocius
I may need more details on what you're actually asking. You can communicate with me on discord or through PM.
*I probably won't do much until next year, though.
Have a nice day! -
Hmm, anyone have advice for getting this plugin's wall reflections to work in MV with HalfMove?
The behavior is what you would expect based on how HalfMove cuts up tiles: wall reflections are correct when the event or player character is static, but reflections will move a full tile for each half-tile unit of movement on the part of characters/events. The reflection is pulled back into the correct position when movement ceases or crosses the proper center of a tile.
It seems like you could make this compatible by altering some variables but I'm not sure. -
First of all: thank you for this wonderful plugin.
I was working (using the MV version) with the character with 3 frames of movement and everything was going smoothly, then I wanted to upgrade the graphics by making the characters at 8 frames, but it seems that the mirror plugin does not read the individual frames if higher than 3...
I took a screenshot using the Galv plugin demo, as proof (I'm not an expert, but in this case I also changed the order of the plugins, but the result is the same...)
Is there a way around this problem?
Thanks in advance for your time. -
@gdv1185 it only works for default sprite sheet as some ask for it as well.
you could KC_Mirrors to see if that one work (link on page 5), but to make it
work, it require some code, and I dont have access to check the code, or even
able too as it might be in multiple places.
this request was asked before, but spending time how the galv plugin works
and how to add can be time consuming, when I'm able to get the readable
version, I can take a look at it, but it's not needed in my case for multiple frames.
however, there is a work around to event the mirror for more frames if you require
it, and it doesn't require the plugin to automate it for you, but more eventing. -
Work harder doing events? NO PROBLEM! All I need is for the mirror effect to work graphically.@gdv1185 it only works for default sprite sheet as some ask for it as well.
you could KC_Mirrors to see if that one work (link on page 5), but to make it
work, it require some code, and I dont have access to check the code, or even
able too as it might be in multiple places.
this request was asked before, but spending time how the galv plugin works
and how to add can be time consuming, when I'm able to get the readable
version, I can take a look at it, but it's not needed in my case for multiple frames.
however, there is a work around to event the mirror for more frames if you require
it, and it doesn't require the plugin to automate it for you, but more eventing.
OH GREAT SHADOW DRAGON ENLIGHTEN ME! \^O^/
Jokes aside, thank you very much for any help you will give me. -
Hello @TSR , thanks so much for this awesome plugin! It's very beginner-friendly, so easy to use, and it's so useful!
I have a question I'd like to ask---
I tried to set different parameter numbers, but I don't see any of the character/sprite reflections. I'm wondering if there is something I missed.
(I edited the tilesets opacity, and I set a blue mirror background)
Thanks again!
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@suesue12 you do miss something, as by default and param setting,
your "angle" is UP and no DOWN, if you read the helpfile, there is a map notetag
to alter the region to use different angle to make it work.
I if you walk over water (hold ctrl), you can see it more clearly, if it isn't shown
there, we need more insight. -
Hi ShadowDragon,
Thanks so much for your help! I'm able to see it now. The tip of walking over water is very useful. (I'm also wondering if this only works in the testing mode. since I might not want players to be able to walk over water.)
I added a map notetag according to the description, but it seems the reflection doesn't work correctly.
it says 2 to flip the sprite upside down, so I tried 2 (0 too) both of the map notetag and the parameter.
I'm wondering if you see anything.
Thanks again
map note tag:
<FLOOR MIRROR INFO: 255, 0, 50, 2, 3, 200, true>
(also tried:)
<FLOOR MIRROR INFO: 255, 0, 50, 0, 3, 200, true>
@suesue12 you do miss something, as by default and param setting,
your "angle" is UP and no DOWN, if you read the helpfile, there is a map notetag
to alter the region to use different angle to make it work.
I if you walk over water (hold ctrl), you can see it more clearly, if it isn't shown
there, we need more insight. -
if you use the tag:
<FLOOR MIRROR INFO: regionId, x, y, angle, blur, opacity, pulse>
<FLOOR MIRROR INFO: 255, 0, -20, -70, 0, 40, true>
region can also be 200 (for a different reflection) without this tag,
the default take place.
x = 0
y = -20 (down wards
angle = -70 (you might need -90 or further 180-0 = UP, -1 through -179 = DOWN
blur is option so play around
opacity 40, but play around what fits
and pulsing (false or true) depends on the water.
so you want something like (optional if needed) when diagonal right?
<FLOOR MIRROR INFO: 255, 0, 20, 60, 0, 40, true> (bottom)
<FLOOR MIRROR INFO: 254, 10, 10, 60, 0, 40, true> (left side)
here is reflect upwards, using -60 will be reflected down-right.
so play around and I help if you need more guidance.
parameters is what you use mostly as default, tags takes priority if the number
changes and default might work if map tag is not presented. -
Hello, thanks so much for your explanations. I realized I misunderstood the Angle setting.if you use the tag:
<FLOOR MIRROR INFO: regionId, x, y, angle, blur, opacity, pulse>
<FLOOR MIRROR INFO: 255, 0, -20, -70, 0, 40, true>
region can also be 200 (for a different reflection) without this tag,
the default take place.
x = 0
y = -20 (down wards
angle = -70 (you might need -90 or further 180-0 = UP, -1 through -179 = DOWN
blur is option so play around
opacity 40, but play around what fits
and pulsing (false or true) depends on the water.
so you want something like (optional if needed) when diagonal right?
<FLOOR MIRROR INFO: 255, 0, 20, 60, 0, 40, true> (bottom)
<FLOOR MIRROR INFO: 254, 10, 10, 60, 0, 40, true> (left side)
here is reflect upwards, using -60 will be reflected down-right.
so play around and I help if you need more guidance.
parameters is what you use mostly as default, tags takes priority if the number
changes and default might work if map tag is not presented.
I set the angle to 180 and it worked perfectly.
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if 180 set it down, than the plugin have a hardcode base angle.
so 90 normally is UP and -90 DOWN,
so you have to play around nicely for the desire effect.
keep in mind that CTRL is through passage for developing, as deploying
this is disabled, so you cant walk into the water.
but if you have more questions, feel free to ask :)