Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 29 of 65 View original ↗
  1. Ah OK, well I'll be sure to keep that in mind, thanks for the tip~! :LZSrasp:
  2. StarWarrior00 said:
    Also how do I disable scaling of events? I don't like how events scale, as in get bigger, as I get further away from them.
    If you are using Moghunter's Character Motion plugin, make sure it's placed "above" Ultra Mode 7 otherwise sprite scaling for events will not work correctly (it was a known bug that was fixed in 1.4.1). If it's still happening, it might be that you are using another plugin is interfering with the way sprite scaling for Ultra Mode 7 works.
  3. @StarWarrior00 as for the events getting bigger: it's most probably another plugin that influences how they act or look.

    Everything that you to want to be popped up needs to be an event. The mapshot plugin will come in help for buildings and tilesets placed over one another.

    The scaling of the events' images depends on the Pitch, YAW and FOV (might be missing a factor here). After you've determined those, you can set that one. Also, if you're going to have a low Pitch (about 64 or up) events will pop infront of the camera. You'll need to open the plugin > ctrl + F "Near Z" > change the value from 10 to 0.
  4. Arend Galenkamp said:
    @StarWarrior00 as for the events getting bigger: it's most probably another plugin that influences how they act or look.

    Everything that you to want to be popped up needs to be an event. The mapshot plugin will come in help for buildings and tilesets placed over one another.

    The scaling of the events' images depends on the Pitch, YAW and FOV (might be missing a factor here). After you've determined those, you can set that one. Also, if you're going to have a low Pitch (about 64 or up) events will pop infront of the camera. You'll need to open the plugin > ctrl + F "Near Z" > change the value from 10 to 0.


    OK that info will come in handy though there is just one problem.

    I tried opening up the plugin in notepad and used the find feature. It said "Near Z" was no where to be found.
  5. Search for NEAR_Z.
  6. bblizzard said:
    Search for NEAR_Z.

    Notepad still can not find it.
  7. Ah sorry, it's NEAR_CLIP_Z. I think I just might add it to the normal plugin parameter listing. It seems that people need it often enough.
  8. bblizzard said:
    Ah sorry, it's NEAR_CLIP_Z. I think I just might add it to the normal plugin parameter listing. It seems that people need it often enough.

    What does turning it down to 0 supposed to do anyway?
  9. StarWarrior00 said:
    What does turning it down to 0 supposed to do anyway?
    Near and Far Clip Z tells the plugin where to cut off the ground (also events). This works in both directions as seen from the camera's location. So the far clip z determines the horizon (north of the player), and near clip z basically determines the horizon south of the player. (Or was it camera? Idk anymore.)

    I think setting the value of near clip z to 0 completely turns off the "horizon" function (to the south).

    Note: Sublime Text is somewhat easier and handier to use than Notepad.
  10. It was camera, yeah. Basically the camera creates a sort of rectangular cone to render everything in perspective. The far plan cutting off the cone is the far Z value and the near Z is the plane closer to the camera. Everything beyond the far Z isn't rendered. Also everything before the near Z plane isn't rendered which includes all objects between the camera location in 3D and the near Z plan. If an object comes close to the camera and becomes very large, it simply means that the near Z plane needs to be moved away from the camera so that objects are stopped rendering before they can come too close to the camera (and thus appear oversized).

    Yeah, I also suggest either Sublime Text or Notepad++. They both make things much easier. Sublime is the superior product, but I'm personally used to Notepad++ and I don't really need the advanced features that Sublime offers. But you can't go wrong with either of them.
  11. I suggest Visual Studio Code.
    Don't be confused by the Visual Studio part, I was, but VSC is a different thing, very similar to Sublime but without the constant messages asking for donations and... at least last I checked Sublime, VSC was better.
  12. bblizzard said:
    EDIT: You may also enjoy some curvature. :3 https://gyazo.com/e2e3a5bad48a3e40348de0b86589f19e
    Wait... did you add a "curvature" to the tilemap/world?

    That's pretty damn awesome! 0_0

    PS - Speaking of curvatures, you just reminded me of what they did in Terranigma. In the Overworld map, the curvature is natural as you walk on top of the world (like in your video) but have you tried/tested the possibility (as silly as it sounds) to "reverse" the curvature much like the Underworld map?

  13. I actually removed curvature from UM7 before I released it publicly. Gotta have a bit of originality in my own game after all. xD
    And yeah, I can easily replicate that. e.g. I changed my DEFAULT_CURVATURE parameter from 0.0001 to -0.001 to get this: https://gyazo.com/ad915ebf45a60cb5c5b0782f459f460e

    I was actually primarily inspired by Terranigma's beautiful overworlds when I decided to make the curvature functionality. :3

    EDIT: Gawd, I love this music. <3
  14. bblizzard said:
    And yeah, I can easily replicate that. e.g. I changed my DEFAULT_CURVATURE parameter from 0.0001 to -0.001 to get this: https://gyazo.com/ad915ebf45a60cb5c5b0782f459f460e
    That's still impressive even if the NPC's kind of look a bit... under the weather (and land in this case, silly glitches). XD

    I'm fine with or without a curvature function though (besides, it's up to you if you wanted to add it). I've managed to pull off what I needed already with what's currently available. I'm still just surprised you were capable of adding it given how in the past I've seen other plugins and MV have been rather finicky/fussy with Mode7/3D Rendering of tilemaps.

    Thanks again for making and continue working on your plugin. :)
  15. Oh that's just the NPCs still using 4-dir sprites after I implemented 8-dir support. That's why they are cut off. You can ignore it. xD

    The curvature wasn't so hard to do. Even the modified positioning of the sprites wasn't too hard. But the reverse? Getting the click point transformed properly back into space without curvature? It was a nightmare. I spent a whole weekend, 2 days each 12h working on that. And the math behind is... a bit nasty. It's not too bad once you know what you're doing, but I had to really go in-depth understanding the transformation matrix, how to do the proper inverse and then trying out the combinations until I found the one that worked right. It was probably one of the most difficult things I had to program. xD I ended up implementing a gaussian solver for linear equations and a quadratic equation solver to make this work.

    EDIT: As far as shader goes, it really doesn't look much different except for this piece. It's actually really simple.

    Code:
                vec4 position = mode7ModelviewMatrix * vec4(aVertexPosition, 0.0, 1.0);\n\
                position = mode7ProjectionMatrix * vec4(position.x, position.y + (position.z + " + UltraMode7.CURVATURE_OFFSET.toFixed(1) + ") * (position.z + " + UltraMode7.CURVATURE_OFFSET.toFixed(1) + ") * mode7Curvature, position.z, position.w);

    But that's just for the tilemap. It doesn't work on events (needs additional code). And using the mouse to click in order to move around also needs additional code (that nasty 25h piece of work over the weekend I mentioned).
  16. BUG REPORT :
    YEP_PictureCommonEvents , can't work with UM7....
    Enable UM7 then YEP_PCE can't work
    Disable UM7 then YEP_PCE can Work

    Can you help me ?
  17. Have you tried changing the order of the scripts? If yes, can you make a demo? If it's just sprites using images, I can easily add some compatibility code.
  18. seaotter said:
    BUG REPORT :
    YEP_PictureCommonEvents , can't work with UM7....
    Enable UM7 then YEP_PCE can't work
    Disable UM7 then YEP_PCE can Work

    Can you help me ?
    1) When you get an error, press F8 and copy/paste the "full" error message here to make it easier to identify the problem (just saying there's an error compared to showing what the actual error is helps narrow down what the problem is).
    2) Have you tried moving Yanfly's Picture Common Events plugin above/below the Ultra Mode 7 plugin? It's a common situation where a plugin in the wrong order can cause conflicts.

    EDIT - And of course I don't find out that @bblizzard had posted before me until after I've posted (my timing). XD