Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 62 of 65 View original ↗
  1. @bblizzard Are you still updating this plugin?

    I was wondering if there might be a way to make it compatible with overpass plugins such as ocram's passages plugin.

    I know that the way UM7 draws the main layer and sprites makes it impossible to put tiles above the player BUT would there be a way to do this in a "psuedo" fashion? Like, when the player SHOULD be underneath a tile they just go invisible? I know this wouldn't work for tiles with transparencies but it should mostly work for full tiles, especially if some doodads are placed around the edges of the overpass tile to hide when the sprite goes invisible.
    This is unless there IS some way to make UM7 fully compatible with overpass tiles.

    -Is it possible to display a second, visual only, mode 7 layer? That displays a selected section of the map or another map, something like that?

    Thanks no matter for the greatest plugin!
  2. bblizzard said:
    Good enough for me.

    @Mark_Lecarde Put this code as a plugin right below VisuMZ Core (but above UM7):

    Code:
    Tilemap.Renderer.prototype._createInternalTextures = function() {
        this._destroyInternalTextures();
        for (let i = 0; i < Tilemap.Layer.MAX_GL_TEXTURES; i++) {
            const baseTexture = new PIXI.BaseRenderTexture();
            baseTexture.resize(2048, 2048);
            baseTexture.scaleMode = PIXI.SCALE_MODES.NEAREST;
            this._internalTextures.push(baseTexture);
        }
    };

    Full credit goes to the MZ team! This is DEFAULT MZ CODE! By using this code as a plugin, you are simply undoing the damage / bug that VisuMZ Core did.

    Please keep in mind that using this code will ignore VisuMZ's option for pixelated / linear filter tilemap textures (I don't remember the exact name). But don't worry: UM7 has a separate option for that and was written in a way that doesn't break / override the original code like VisuMZ Core does.

    @Winshifter Oh, I also wanted to address this here:



    That's actually a very interesting point that I wanted to mention. The texture they are using (BaseTexture) is actually a superclass of the proper texture (BaseRenderTexture) that the default MZ code uses. So they have removed functionality, not added it or modified it. I don't think there's a scenario where using BaseRenderTexture over BaseTexture should create any issues for any plugin ever (except for maybe some very badly written code that would have performance issues because of the differences in these 2 types of textures).

    EDIT Oh, also: I accept the apology of the Visustella devs for the inconvenience. I'm not angry. I'm just disappointed because they could be doing better.
    Hello @bblizzard , I know this is old, been looking for a fix and saw you made one.
    So for starters thank you for that, but im getting another issue and that is that the character events don't disappear when i'm far away, it looks like this. Captura de pantalla 2023-08-08 173617.pngCaptura de pantalla 2023-08-08 173633.png
  3. Promgols said:
    Hello @bblizzard , I know this is old, been looking for a fix and saw you made one.
    So for starters thank you for that, but im getting another issue and that is that the character events don't disappear when i'm far away, it looks like this.View attachment 272745View attachment 272746
    i have the same problem.
  4. EthanFox said:
    Thanks for the suggestion!

    Unfortunately this doesn't work for me. When I have QCamera installed (with QPlus, which it needs) the camera doesn't follow the player at all (like I can just walk off the screen); it only works if I disable my analog movement plugin (and potentially use Q's), but that comes with too many technical concerns that I don't want to take on.

    I might have to stick with my present approach. But if bblizzard sees this; it would be really useful to be able to say, in a plugin command:

    FocusMode7Camera player
    FocusMode7Camera 11

    Where the former would cause the camera to snap to, then follow the player (like it does already) and the latter would cause the camera to snap to and follow event 11.
    If your scene isn't too complex you can force the camera around the map using Border parameters:

    - UltraMode7_Border
    - UltraMode7_BorderHorizontal
    - UltraMode7_BorderVertical
    - UltraMode7_BorderLeft
    - UltraMode7_BorderRight
    - UltraMode7_BorderTop
    - UltraMode7_BorderBottom

    I'm not sure if you can animate these though but they can give you some basic control of where the camera is located/allowed in a map. I don't know why these aren't part of the default parameters. Did they used to be? I can't recall but I've used them to keep my camera from going where I didn't want it to a couple of times.
    Also, @Echo607 on youtube has done some amazing mode 7 cutscenes in her games. and I've seen her using a live controlled camera too in mode 7 for a tutorial. So, she might have a solution. SigmaSuccour is pretty pro at mode 7 camera work as well.

    soulcutter said:
    Couldn't you use UltraMode7.animateCameraY(TARGET_VALUE, FRAMES_DURATION) for your bobbing effect? animating the FOV in and out would be a good effect too I think.
  5. ephesus said:
    Far clip z has no effect I'm guessing?
    how do i turn this on ? is it a script call ?
    thanks for your help
  6. paradajz said:
    how do i turn this on ? is it a script call ?
    thanks for your help
    It's a parameter. Which are found by opening the plugin itself in the plugin manager in the editor. That's to set the default at least. You can script call with:
    UltraMode7.setFarClipZ(FAR_CLIP_Z)

    The thing is that Far Clip Z sets the clipping for the tiles too. So they should be disappearing at the same distance if working properly. Question: Are the sprites not getting smaller as you get further away from them? It almost looks like they aren't in your image.

    Do they ever disappear? If you change far clip z way low or high does it effect both tiles and sprites or just one or the other?
  7. ephesus said:
    It's a parameter. Which are found by opening the plugin itself in the plugin manager in the editor. That's to set the default at least. You can script call with:
    UltraMode7.setFarClipZ(FAR_CLIP_Z)

    The thing is that Far Clip Z sets the clipping for the tiles too. So they should be disappearing at the same distance if working properly. Question: Are the sprites not getting smaller as you get further away from them? It almost looks like they aren't in your image.

    Do they ever disappear? If you change far clip z way low or high does it effect both tiles and sprites or just one or the other?
    Thank you The Farclip command helped me the sprites dissapear now ! :D

    for your Question:
    it is really odd i have this from the beginning i thougth this is normal:

    The sprites get bigger when i move away from them and smaller when i get close to them...

    is there a way to set the sprites to remain the same size at all times ?

    Many Thanks!
  8. The red areas are map tile coordinates. For some reason it's a little off.
    The settings for Ultra Mode 7 are only <UltraMode7_Pitch:60<UltraMode7_Yaw:45><UltraMode7_FOV:0>.
  9. I am an RPGMV user looking for tips for doing conjoined events with UM7, i.e., creating a 4-tile structure that requires four conjoined events. Currently, it looks distorted on the map. Some single-tile towns look good, and others look better flat (not in an event, but as part of the map).

    I love the plugin, so I want to make it work.

    Thanks!

    *I added a screenshot of a tower that is four tiles high for what I discussed regarding conjoined events.
  10. Guy_Fightmaster said:
    I am an RPGMV user looking for tips for doing conjoined events with UM7, i.e., creating a 4-tile structure that requires four conjoined events. Currently, it looks distorted on the map. Some single-tile towns look good, and others look better flat (not in an event, but as part of the map).

    I love the plugin, so I want to make it work.

    Thanks!

    *I added a screenshot of a tower that is four tiles high for what I discussed regarding conjoined events.
    Bump
  11. Guy_Fightmaster said:
    Snip
    For this it really depened in what you are willing to do, in this case the best way I have come up with, is making the event as a single tile.

    For example:
    $Walls_Store.png
    Using this "walls" of different sizes I can make something like this...

    2023-12-08 23_54_55-Demonic EXtension Program.png
    2023-12-08 23_55_25-Demonic EXtension Program.png

    Another way of doing tall object will be by using Yanlfy Doodad Plug-In, which is what I use for some of the not interactable furnitures on the map, like the boxes or the shelves. The main issue is that I don't remember if the Doodads plug-in is one of those that is paid for, sorry... but I hope that it helps
  12. emelian65 said:
    For this it really depened in what you are willing to do, in this case the best way I have come up with, is making the event as a single tile.

    For example:
    View attachment 287166
    Using this "walls" of different sizes I can make something like this...

    View attachment 287167
    View attachment 287168

    Another way of doing tall object will be by using Yanlfy Doodad Plug-In, which is what I use for some of the not interactable furnitures on the map, like the boxes or the shelves. The main issue is that I don't remember if the Doodads plug-in is one of those that is paid for, sorry... but I hope that it helps
    I did what you said, and it works fantastic for tower-type structures, but how do you adjust the default pitch for large, flat-city-style events?

    As you can see, it is not visually appealing in its current state.

    I can make them flat without eventing, and they look fine, but that presents a problem, i.e., this stage in the game where I need to replace them with the "damaged" city tiles.
  13. Guy_Fightmaster said:
    *Snip*

    You can create an illusion like the one below, you can see it on the last staue and the building

    2023-12-09 11_10_17-Demonic EXtension Program.png

    First you simply place the normal tiles on map.

    2023-12-09 11_43_37-Demonic EXtension Program - RPG Maker MV.png

    The you create the "top half" with event over the already drawn map:

    2023-12-09 11_15_13-Demonic EXtension Program - RPG Maker MV.png

    It will give it the illusion of a proturing building, if you need to change the image. you can change the top events you can also change the tile map, if you also need to have the bottom half edited.
  14. emelian65 said:
    You can create an illusion like the one below, you can see it on the last staue and the building

    View attachment 287223

    First you simply place the normal tiles on map.

    View attachment 287226

    The you create the "top half" with event over the already drawn map:

    View attachment 287225

    It will give it the illusion of a proturing building, if you need to change the image. you can change the top events you can also change the tile map, if you also need to have the bottom half edited.
    This is perfect, thanks!
  15. emelian65 said:
    You can create an illusion like the one below, you can see it on the last staue and the building

    View attachment 287223

    First you simply place the normal tiles on map.

    View attachment 287226

    The you create the "top half" with event over the already drawn map:

    View attachment 287225

    It will give it the illusion of a proturing building, if you need to change the image. you can change the top events you can also change the tile map, if you also need to have the bottom half edited.

    Dang, this is really cool. :D
  16. I tried using this with VisuStella's plugins and the result is... uh, hard to describe.

    EDIT - If I disable "pixelated tileset", I get a different wrong behavior (See mode7-2.png)
  17. Soatok said:
    I tried using this with VisuStella's plugins and the result is... uh, hard to describe.

    EDIT - If I disable "pixelated tileset", I get a different wrong behavior (See mode7-2.png)
    Ultra Mode 7 [RMMV & RMMZ]
  18. Thanks, I just found the fix.

    ---

    It may be helpful to separate CHARACTERS_SHIFT_Y into two parameters:

    1. CHARACTERS_SHIFT_Y (for tile passage)
    2. CHARACTERS_DISPLAY_Y (for visual shifting)

    When your character isn't a 48x48 block, the offset becomes very noticeable.
  19. Hello, I really like your plugin, however, would be possible for you to make that the Mode 7 is enabled only to specific tiles via these choices:

    A: Tile tags on Tiles Database
    B: Tile regions on map editor
    C: Plugin parameter to either apply Mode 7 to all tiles except specific tag/region, or to not apply it unless specific tag/regions.
    D: Tag/region number to make tile semi-transparent when actor is behind it, and also events that has an specific notetag on it.

    Asking it because, for projects with a fixed view angle it can be perfect to give a pseudo-3D feeling.

    Imagine for example have floor, top of walls and water seen in Mode 7, but not bottom-walls, buildings, trees, mountains, and showing that blue sky with a slight line of fog.... if you don't allow rotate camera, then you get the 3D feeling you want without advanced edition (no parallax or too-complications with regions and tags as with MZ3D).

    Result would be much like this, avoiding complications also with eventing (and saving up memory specially on big maps).

    Most amazing of your plugin is that doesn't have issues with ABSZ (well, only needs a fix for spell sprites which are not being affected by Mode 7), so if you make this implementations, then you'll be crowned :ewink: .