Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 60 of 65 View original ↗
  1. I did add an explanation how RGB_COLOR is defined a few lines below.
  2. @bblizzard - Thank you for the amazing contribution to the community. It's working wonderfully.

    Would anyone be able to suggest adjusting the "y" tile offset of how much the airship raises. I briefly poured their the core scripts and couldn't seem to find the value unless I was looking in the wrong place. Essentially I want to adjust how many tiles the airship raises so that when using Ultramode 7 the sprite is "higher" in the frame.

    **Edit** My annotation looks like I'm talking about Z-position for the airship but what I mean is just vertical Y height
  3. I actually answered my own Question. I changed the value to raise the airship in the Core RPG Maker scripts. Specifically rpg_objects.js on Line 8384 - Default is 48 (one tile) I multiplied that by 4 to raise my airship higher.
  4. Thank you! It's working
  5. -REDACTED-
  6. Semolous29 said:
    I get a message saying UltraMode7 is not defined. Why is that?

    Did you properly add it in the RMMV plugins and have you enabled it? Did you make sure to put it as low as possible on your plugin list?
  7. bblizzard said:
    Did you properly add it in the RMMV plugins and have you enabled it? Did you make sure to put it as low as possible on your plugin list?
    -REDACTED-
  8. Can't seem to get this plug in working in my MZ project, your demo works and claims it a has a communitybasic plugin that will make it run. But isn't in the actual plugin folder. It runs fine on the demo so i'm assuming it isn't needed?

    I just don't know why it doesn't work on my project, I tried disabling all plugins to see if there was a conflict but it doesn't do anything.

    Any particular reason why this is? I'm on the latest version of MZ.
  9. Still haven't figured out what's wrong. Any idea what it could be? Seems odd that it works on the demo but doesn't work in my project.
    Is there anyway to make sure rpgmaker mz is only using webgl? I thought it originally used webgl in the first place.
  10. Got it working, foolishly I keep forgetting to use notetags in my maps. I also found the fix you posted for visustella, it works well.

    Thank you for your hard work.
  11. Does anyone else have issues with the VS doodads plugin not correctly anchoring to the map? It keeps scaling up and down depending on the players position.

    I saw a comment mentioning that these worked anchored. So I'm a bit confused as to why they won't anchor down and scale correctly similar to how events work.

    Is this how it's supposed to work?
  12. bblizzard said:
    Did you properly add it in the RMMV plugins and have you enabled it? Did you make sure to put it as low as possible on your plugin list?
    -REDACTED-
  13. Semolous29 said:
    I still have this issue. This is what happens when I try to go to a map with mode 7 enabled
    Put it in a new project without any other plugin.
    If it works, go back to your project and disable one by one of the other plugins until Mode7 works.
    The last disabled plugin is the cause of the problems.
  14. Dev_With_Coffee said:
    Put it in a new project without any other plugin.
    If it works, go back to your project and disable one by one of the other plugins until Mode7 works.
    The last disabled plugin is the cause of the problems.
    -REDACTED-
  15. Open the console with the F8 key (debug) and see the pre-Mode7 errors.

    If it affects even the demo project most likely the NW.js might be out of date.
  16. Dev_With_Coffee said:
    Open the console with the F8 key (debug) and see the pre-Mode7 errors.

    If it affects even the demo project most likely the NW.js might be out of date.
    -REDACTED-
  17. You could at least have put the result inside the CODE tag or in a TXT, so it's hard to analyze...

    But I think I already found the problem:
    Code:
    js/plugins/KMS_3DVehicle.js:150 [KMS_3DVehicle] Load "three.min.js" from local (...)

    This script does not exist in the DEMO version
  18. Dev_With_Coffee said:
    You could at least have put the result inside the CODE tag or in a TXT, so it's hard to analyze...

    But I think I already found the problem:
    Code:
    js/plugins/KMS_3DVehicle.js:150 [KMS_3DVehicle] Load "three.min.js" from local (...)

    This script does not exist in the DEMO version
    -REDACTED-
  19. The KMS_3DVehicle error can only exist if it is enabled. Test in the demo project, not your own.
    :wink:
  20. Dev_With_Coffee said:
    The KMS_3DVehicle error can only exist if it is enabled. Test in the demo project, not your own.
    :wink:
    -REDACTED-