Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 25 of 65 View original ↗
  1. H-Mode 7 isn't actually a Mode 7 script. It's a simple height map script so it works in a very different manner. You can mostly notice it by the massive amount of aliasing on the rendered "objects" and the cutoffs on the height map when viewing from certain angles. It's like apples and oranges. They may seem to have some similarities, but in reality they are very different. tldr; It's not possible, because it's an entirely different way of rendering.
  2. So is there a way to rotate the angle of view in the MV?

    This is another movie that switches perspectives.


    and this


    and this


    and this


    How do they control and rotate the perspective when testing MV games?
    Use a mouse?
    Still have F1-F12 quick keys?
    Still have other control keys?
    Not mentioned in every movie....
  3. I use a button common event, plugin from YEP I think. If not it's from Moghunter, SRD, or Galv. And that common event has a couple of switches, variables and UM7's plugin commands. Changing the perspective is my games' core mechanic.

    Second video is from ace, doesn't count. That's h-mode 7 or something custom I believe.

    3rd video is a custom 3D engine made with Babylon.

    4th video is a Mode 7 plugin in RPGMV but not from Blizzard. KMS or someone else made it a few years ago. I thaught it's only in Chinese or Japanse and limited to that flying section, nothing more.

    Only mine (1st video) is made with UM7 and uses the plugin commands which can be found in the "help" screen in the plugin manager. If you want to change the angle to about 60° I suggest you change the Near Clip Z to 1 or 0 in the script. Otherwise the events will "fly" in in front of the camera all the time.
  4. Arend Galenkamp said:
    I use a button common event, plugin from YEP I think. If not it's from Moghunter, SRD, or Galv. And that common event has a couple of switches, variables and UM7's plugin commands. Changing the perspective is my games' core mechanic.

    Second video is from ace, doesn't count. That's h-mode 7 or something custom I believe.

    3rd video is a custom 3D engine made with Babylon.

    4th video is a Mode 7 plugin in RPGMV but not from Blizzard. KMS or someone else made it a few years ago. I thaught it's only in Chinese or Japanse and limited to that flying section, nothing more.

    Only mine (1st video) is made with UM7 and uses the plugin commands which can be found in the "help" screen in the plugin manager. If you want to change the angle to about 60° I suggest you change the Near Clip Z to 1 or 0 in the script. Otherwise the events will "fly" in in front of the camera all the time.
    I use a button common event, plugin from YEP I think. If not it's from Moghunter, SRD, or Galv. And that common event has a couple of switches, variables and UM7's plugin commands. Changing the perspective is my games' core mechanic.

    Can you Think of which PLUGIN can do this function?
    YEP ?
    Moghunter ?
    SRD ?
    Galv ?

    Have Any keywords ?
  5. If you want to go as far as Babylon.js for 3D, you might want to consider to stop using MV and use Unity instead.

    I know about the KMS plugin. I wanted to it myself a year and a half ago, but it wasn't finished. There's also another Mode 7 script that used another support library (tree.js IIRC), but that one didn't suit my needs either. So I made my own and later I released a simplified version to the public.

    In an case you should check out how I made that demo. I actually have a few events demonstrating how to do rotation.
  6. seaotter said:
    I use a button common event, plugin from YEP I think. If not it's from Moghunter, SRD, or Galv. And that common event has a couple of switches, variables and UM7's plugin commands. Changing the perspective is my games' core mechanic.

    Can you Think of which PLUGIN can do this function?
    YEP ?
    Moghunter ?
    SRD ?
    Galv ?

    Have Any keywords ?
    Just google "button common events", the plugin litterally is the first result
  7. bblizzard said:
    If you want to go as far as Babylon.js for 3D, you might want to consider to stop using MV and use Unity instead.

    I know about the KMS plugin. I wanted to it myself a year and a half ago, but it wasn't finished. There's also another Mode 7 script that used another support library (tree.js IIRC), but that one didn't suit my needs either. So I made my own and later I released a simplified version to the public.

    In an case you should check out how I made that demo. I actually have a few events demonstrating how to do rotation.
    Yes ! I got it !!!
    You are my superman !
  8. How to do this ?

  9. I was gonna say "that's just a height map with pretty graphics and a wide-angle FOV". xD

    Again, if you want pretty 3D graphics, use Unity or Unreal. If you want pixelated retro graphics with some extra features and access to a lot of custom content for free, use RMMV. If you don't care about multi-platform and mobile/browser support, use RMXP (still has the best mapping system IMO).
  10. Well wait. I can imagine how to pull this off. So the map is just a high resolution stretched out image with a wide angle POV to mimic speed. Now I don't know if UM7 also works with an aircraft.
    If it does, the video would be possible with some region events that tell the player to jump or move down and up for a few frames.
    If not, the controls are custom made. Maybe with the use of Altimit movement. The aircraft would just be a static image that changes with the press of a button while the player character is moving invisible on the ground. I think setting up the camera like this wouldn't be too hard either.

    Edit: I don't think the image that's supposed to be ground isn't actually 3D, in the last few frames it looks really flat.

    O boi I'm getting StarFox vibes...
  11. You are all very good.... I can't see anything.
    Can only wait for your explanation... XD
  12. seaotter said:
    You are all very good.... I can't see anything.
    Can only wait for your explanation... XD
    I just made the basics for a StarFox 2 copy, I'm sure you'll figure it out. It isn't that hard once you know how UM7 works...
  13. Arend Galenkamp said:
    I just made the basics for a StarFox 2 copy, I'm sure you'll figure it out. It isn't that hard once you know how UM7 works...
    Can you get me a demo files ? ^_^
  14. First I have another bug report: SOUL Thomas Edison MV isn't really compatible yet, I think it has the same problem as MOG Character Motion. Thomas Edison shows the same effect with lighting being small when the player is close and very large as the player walks more & more south. Note that this is on a 64 degree Pitch so it has a deep horizon.
    Also I can still see trees jumping in front of the camera, even after changing the Near Clip Z to the minimum.
    Would zooming the camera just a tiny bit further in solve it?

    seaotter said:
    Can you get me a demo files ? ^_^
    You basically already have it.
    I suggest you download YEP Button Common Events, AS input settings, YEP Region Events, Region Restrictions, SRD Preload Manager, Quasi Simple Shadows and GALV Move Route Extras as support and to tinker around a bit. I think it's better to learn how to work with RPG Maker first, see what its flaws and possibilities are; and then make a demo yourself since it's pretty easy to do (even without any coding).
    I could give you a demo but if you don't know how yet how it would even work you would be overblown by new information.
    That's why I think you're better off learning a bit more about the engine and its plugins itself, so making a reality of new ideas won't be that hard anymore (as long as the engine supports it ofcourse).
  15. Arend Galenkamp said:
    First I have another bug report: SOUL Thomas Edison MV isn't really compatible yet, I think it has the same problem as MOG Character Motion. Thomas Edison shows the same effect with lighting being small when the player is close and very large as the player walks more & more south. Note that this is on a 64 degree Pitch so it has a deep horizon.
    Also I can still see trees jumping in front of the camera, even after changing the Near Clip Z to the minimum.
    Would zooming the camera just a tiny bit further in solve it?


    You basically already have it.
    I suggest you download YEP Button Common Events, AS input settings, YEP Region Events, Region Restrictions, SRD Preload Manager, Quasi Simple Shadows and GALV Move Route Extras as support and to tinker around a bit. I think it's better to learn how to work with RPG Maker first, see what its flaws and possibilities are; and then make a demo yourself since it's pretty easy to do (even without any coding).
    I could give you a demo but if you don't know how yet how it would even work you would be overblown by new information.
    That's why I think you're better off learning a bit more about the engine and its plugins itself, so making a reality of new ideas won't be that hard anymore (as long as the engine supports it ofcourse).
    -------------------
    It sounds complicated and not easy to understand...
    I waiting for your demo files ^_^
  16. Well it is, even without coding. It's just a few plugin commands and plugin configurations. It's better to figure it out yourself otherwise you won't know what you're working with anyway.
  17. Yeah, the ground isn't flat, it's a height map.

    If you have an omni-directional pixel-movement script, you can make the airship thingy work relatively easily by adding some buttons to rotate the camera and control the movement direction.
  18. WOW , I got it !

  19. Another day another bug report: water. Also, changing the Near Clip Z to 1 or 0 still produces the same effect but a bit less.
    The last picture under "Water pictures" is the Near Clip Z issue on 1 or 0 that happens occasionally, together with the water issue.