Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 43 of 65 View original ↗
  1. @KaYzEr

    Thanks a lot, it's very useful
    Take care.
  2. GraySorrow said:
    Hey. Found a weird issue i was hoping someone could help with. After i deploy my game the Lighting from Khas are EXTREMELY tiny. Shown Below. In the game editor it looks fine. but once i deploy it looks super small.

    Any idea how i could fix this? or do you think this is just a compatibility bug with [Ultra Mode 7]?

    Also the shadows dont work at all. but im not really concerened with that, im more worried about the lighting.

    Also i love this plugin heres what my game is looking like so far


    So ive been messing around the last few days trying to find a fix and i havent found anything to fix the Khas lighting bug yet. I decided to just use Terrax lighting for now until khas gets that bug fix(if it ever does) if not ill just stick with terrax. But yeah, terrax lighting lightsources work just fine when the game is deployed. The regionblocking stuff doesnt work but thats fine i think i can work around it. If anyone comes up with anything for my previous bug i posted please share anyways. I would love to use khas over terrax.\


    EDIT 1 - Is UM7 rendering the map ABOVE the actual game map? because ive tried Khas lighting, Terrax Lighting and OcRam lighting and they all duplicate lightsources. One of them is on the player that is rendered onto the UM7 the other seems to be underneath the render and static. Itll move very subtly but i think its because my maps are quite small so the ACTUAL character movement below the render is moving the lighting around, but just barely since ithe maps are small.
  3. GraySorrow said:
    So ive been messing around the last few days trying to find a fix and i havent found anything to fix the Khas lighting bug yet. I decided to just use Terrax lighting for now until khas gets that bug fix(if it ever does) if not ill just stick with terrax. But yeah, terrax lighting lightsources work just fine when the game is deployed. The regionblocking stuff doesnt work but thats fine i think i can work around it. If anyone comes up with anything for my previous bug i posted please share anyways. I would love to use khas over terrax.\


    EDIT 1 - Is UM7 rendering the map ABOVE the actual game map? because ive tried Khas lighting, Terrax Lighting and OcRam lighting and they all duplicate lightsources. One of them is on the player that is rendered onto the UM7 the other seems to be underneath the render and static. Itll move very subtly but i think its because my maps are quite small so the ACTUAL character movement below the render is moving the lighting around, but just barely since ithe maps are small.
    This will be the last time i post for some assistance. It seems as though no one can help so no point in spamming. A short summary of what is going on thus far and what i think is the issue.

    - UM7 and Khas/Terrax/OcRam Lighting are all incompatible. UM7 Renders the lighting onto the UM7 Map. Good. But it also renders the light sources on the RPG Maker Game Engine. Thus, 2 lightsources appear when you place 1 lightsource in the game editor. ( I am not a coder in anyway. i can be completely wrong. But this is what i THINK is going on based on my limited knowledge and experience so far.)

    - Shadows/RegionBased Shadow blocking do not work at all. UM7 will Render the shadows onto the UM7 map AND the RPG Maker Game Engine. You can see this very easily in testing, the shadows are all misplaced and duplicated.

    - Flashlights duplicate aswell.

    If anyone comes up with something. Great. If no one ever responds then thanks for your time and have a good day.
  4. @GraySorrow pretty sure there was something some time ago with the places you need to change to fix problems with these plugins. I remember doing so when I used this plugin. Did you read them?
  5. Hey guys, still having issues when opening up main menu on my Ultra 7 map. Huge delay. Any more ideas?? (There are no parallel events running so that's not wearing it down) thanks!!
  6. Hi everyone,

    I've been making some experiments with that amazing plugin, but I don't find a way to make the parallax to look natural. I mean, it's behind everything and it's cool(ish), but it feels kind of unnatural since u see "clouds" below the tiles u are walking.

    I've been making some "fixes" increasing map size and blocking the player so they cannot go further and it kinda works. Still,I was wondering if it's possible to have more options on that parallax, such as having one moving as cloudy sky, and a secondary one with the same terrain or something like that.

    Also, can a picture be fixed in the back of the map so it can pretend to be a "background"?

    I don't know if I have explained myself properly since english is not my first languaje. Sorry for that.

    Any clues or tips would be appreciated.

    Thanks in advance.
  7. @Siul that is a normal parallax thing. I suggest making it only be clouds up to a height, and limiting camera change on that height.

    having more than one image there and the like is made with different plugins that were made specifically to control parallaxes, this one is unrelated to that. there are already some out there if you look.

    that is normal, known as parallax mapping and can be done easily even without a plugin in mv by putting a ! in front of the parallax's name.
    that said, as mentioned a few comments before this plugin is not compatible with it.
  8. YoraeRasante said:
    @GraySorrow pretty sure there was something some time ago with the places you need to change to fix problems with these plugins. I remember doing so when I used this plugin. Did you read them?
    sorry for such a late reply. Thanks for bringing this up. i went through all 43 pages again too check if there was anything and it seems there is something in there on page 40 i think. im gonna try that fix out and let you know if it helps any. again, thanks for this. ive been tearing my hair out trying to find ANYTHING to point me ANY direction. appreciate you bro.
  9. GraySorrow said:
    sorry for such a late reply. Thanks for bringing this up. i went through all 43 pages again too check if there was anything and it seems there is something in there on page 40 i think. im gonna try that fix out and let you know if it helps any. again, thanks for this. ive been tearing my hair out trying to find ANYTHING to point me ANY direction. appreciate you bro.
    That fix worked like a charm. i thank you from the deepest pits of tartarus. May all your games/code work perfectly.
  10. Uh, I get an error when trying to playtest the demo.

    "TypeError
    Identifier 'Border' has already been declared "
  11. Can anyone tell me why cant i use the plugin outside of demo ver. ? I used the same map notes too but it doesn't seem to work.
  12. EMOXD said:
    Can anyone tell me why cant i use the plugin outside of demo ver. ? I used the same map notes too but it doesn't seem to work.
    Have you turned all other plugins off and turning groups of plugins on again? This way you can isolate which plugin is in conflict with Ultra Mode 7. You could do it 1 for 1 but groups of 5 or 10 just go quicker.

    The mapnote should just be this: <UltraMode7>

    Try these settings:
    settings
    0
    1600
    0,0,0
    1500
    1550
    1000
    0.5
    0.5
    true
    true
    false
    true
    3
    57
    64
    0
    280
    0
    1
  13. Chef said:
    Have you turned all other plugins off and turning groups of plugins on again? This way you can isolate which plugin is in conflict with Ultra Mode 7. You could do it 1 for 1 but groups of 5 or 10 just go quicker.

    The mapnote should just be this: <UltraMode7>

    Try these settings:
    settings
    0
    1600
    0,0,0
    1500
    1550
    1000
    0.5
    0.5
    true
    true
    false
    true
    3
    57
    64
    0
    280
    0
    1
    Thnx.it seems to worked now, thnx to map note.
  14. this is awesome! great work
  15. Hey ive been using the YAW function alot today and im trying to figure it out completely. When i rotate the camera 90degrees, does 180degrees become 90degrees? or does 180 still mean 180 on the camera rotation. The issue im having is i set up the YAW to be controlled by Q and E. Q should move it 90 degrees left and E 90 degrees right. But for some reason sometimes itll do a FULL 360 before resting at the value i asked for. Below is a snippet of the event. Basically theyre all the same except each Map orientation variable (1,2,3,4) corresponds to a different YAW value. Map Ori 1 is equal to 0. Map Ori 2 is equal to 90 degrees etc. Am i just doing this wrong?

    Edit - Ignore the -90 value in some spots. I was doing some testing to see if negative degrees made the camera do the movement in reverse. It does not.

    Edit 2 - after further testing it seems it only does the 360 rotation when attempting to return the YAW back to 0. Even if i only rotate by 90 degrees it will still do a full 360 and then go to 0degrees.
  16. @GraySorrow The first argument in the animateYaw function is the absolute target value, not a relative change value. So if e.g. you are at 180 and you use 270 for the target, it will rotate by 90. However, you are be able to use any absolute target value, even outside of the range [0,360]. There is no limitation in that regard. If you want relative movement (e.g. turn right by 90°), simply use something like UltraMode7.animateYaw(UltraMode7.getYaw() + 90, FRAMES). I think I used that variant of the command in the demo as well.
  17. bblizzard said:
    @GraySorrow The first argument in the animateYaw function is the absolute target value, not a relative change value. So if e.g. you are at 180 and you use 270 for the target, it will rotate by 90. However, you are be able to use any absolute target value, even outside of the range [0,360]. There is no limitation in that regard. If you want relative movement (e.g. turn right by 90°), simply use something like UltraMode7.animateYaw(UltraMode7.getYaw() + 90, FRAMES). I think I used that variant of the command in the demo as well.
    i see, thanks for the clarification. Ill get to work on trying it properly.
  18. Update to v1.6.0.

    What's new?
    • implemented improved scaling of sprites on map which doesn't get messed up by near and far clipping planes
    • changed some of the default parameters to accommodate the fixed scaling issues
    • added LEGACY_SCALING parameter for backwards compatibility
  19. Wow, this update fixes the jitter I had on events/sprites, now even with a delayed camera plugin it's still acceptable (tried with Galv) and without that kind of camera it's pretty much flawless!

    At first, I realized that the update messed with my custom settings (camera distance/events scale) but when I turn "legacy" to true, my old settings are back and.. I can still enjoy the better "non jittering" scaling anyway it seems.
    Would you recommend that I keep that legacy option "false" and try to find my settings back again?

    Took me a while to adjust the camera, to make sure my MC was at 1:1 according to the camera distance, I had to tweak “BASE_SCALE_Z” and DEFAULT_CAMERA_DISTANCE” to get things right, previously (last version) I had to use a slightly higher number for the camera distance (base_scale value +10 in my case for some reason) but with your new update it seems those 2 parameters can now have the same values if I want to achieve a 1:1 scaling for my MC and stuff at “MC’s camera level”.

    Is there any formula I should have in mind to make sure I have the perfect settings, so far I quickly tweaked those 2 values and it seems alright, but just in case there’s a better way than my “trial and error” method.

    bblizzard said:
    Here's some eyecandy from my own game. :3
    I love the heat filter, wish I could play with it.. This is cruelty!^__^!