Avoid blend mode delay upon map load?

Helstern

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Greetings!  I apologize if this question has been addressed before, I did search for a possible solution but didn't find anything that addressed the specific problem.


I have found while testing out a new map that while trying to apply a blend mode to an event, there is always a 1-2 second delay before the blending mode of an image is applied.  Is there any way to prevent this from happening?


Here is an example of what I'm talking about:


blend-01.png


Upon first entering the map, the blend mode hasn't been applied yet.


blend-02.png


1-2 seconds later, the blend mode applies.


blend-03.png


Here are my settings.


I've tried TDDP's Preloader, but that didn't seem to make a difference.


Any assistance would be greatly appreciated!
 

Helstern

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Okay, I spent a lot of time (futility) trying to come up with a solution for this.  I'm still new to RPG Maker, so I'm guessing it handles filtering processes at the very end of the mapload.  But, after spending more time getting better familiar with MV, I found that if I set up an animation for the fire in the database, I could set the additive blend so it effects it's target via the animation settings.  So, with the help of Shaz's Looping Animation script to get rid of the blank frame that is displayed when you put animations on the world map, it cleared it up beautifully.


Hopefully this will help others who might be running into the same problem as myself (I couldn't find anyone discussing the delay online).
 

Engr. Adiktuzmiko

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have you tried using a move route event command instead of using the event's autonomous move route setting? I think the problem is that since you used the event's autonomous move route, it doesn't run until a few frames after the map finishes loading (making it parallel means nothing as it's not an event command). If you use move route command instead together with the parallel trigger, it should run instantly before you can see anything on the map.


Take note though that it's better to have one controlling event that sets the opacity of all your lights in that map which you erase afterwards, because doing it your current way, your lights will all have their own parallel process event running every frame which basically doesn't even need to (since you only need to set the opacity and blend mode once during each load of that map), which then causes stress on your computer. Or just make a new page that has the same graphics and settings but no event commands and trigger set to action and uses self switch a as a condition, then on your page 1, just turn self switch A to on after you set the blend mode
 
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Helstern

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Thank you for your response!

have you tried using a move route event command instead of using the event's autonomous move route setting? I think the problem is that since you used the event's autonomous move route, it doesn't run until a few frames after the map finishes loading (making it parallel means nothing as it's not an event command). If you use move route command instead together with the parallel trigger, it should run instantly before you can see anything on the map.


Ah ha!  It worked just as you suggested!  I had set up the lighting originally based on this tutorial, and they don't mention anything about the blend mode not loading immediately.  I just learned move routes last night when trying to figure out how to close an interior door once it's been activated, so I was able to set this up.  The blend mode activated immediately upon mapload with your method.

Take note though that it's better to have one controlling event that sets the opacity of all your lights in that map which you erase afterwards, because doing it your current way, your lights will all have their own parallel process event running every frame which basically doesn't even need to (since you only need to set the opacity and blend mode once during each load of that map), which then causes stress on your computer. Or just make a new page that has the same graphics and settings but no event commands and trigger set to action and uses self switch a as a condition, then on your page 1, just turn self switch A to on after you set the blend mode


Could this controlling event be set on the door that transfers you to the map?  Or does it need to be activated in some other way?  I was hoping to set it up so that there could be different lighting intensities on a single map from different types of light sources.
 

Engr. Adiktuzmiko

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Well it needs to run on that map, I dont think you can do it from the transfer event since you cannot choose the events from another map via normal ways (you can do it maybe via script). You just make 1 parallel process event in your map then make one move route command per light, choose the proper light event in your move route (you can select which event the move route command acts on at the upper portion of the move route window), change blend mode etc. Do this for all light events in your map, then at the last line add "Erase Event"
 

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