Mode 7 Script Request (VXACE)

Neon Black

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Hi there.  Just wanted to reply as a somewhat old member of the community and a fairly well versed scripter.

This script you're asking as a fairly involved script and extremely difficult to complete.  Ruby does not natively support 3d and what you're pretty much asking for is a script that allows sprites and enviroments to be rendered in 3d.  This is possible using outside extensions, specifically DLLs created to complete this but it will still take a good amount of time.  (Of course if another scripter knows a good way to do this feel free to correct me.)  Being that it will take such a large amount of work it is highly unlikely that someone would do this for free, especially for someone that just recently turned up in the community.

Regardless of that, this is actually not quite enough to go on to create the script to begin with.  Do you want this to be activated at all times?  Do you want the "tilt" to be tunable?  Do you want to be able to disable this and activate it.  Are there any special types of scripts this would need to work with?  Since this would affect maps, it would be nice to know if you plan to do parallax mapping or are just using normal mapping.

Finally, all-in-all I don't think this script would do what you think it will do.  Adding a 3d perspective by your game does not add anything to the gameplay and actually will probably look bad unless the rest of the environments are rendered in a clever way.  I personally think you'd be better off sticking to just a standard 2d viewpoint.

All this being said, I THINK a mode 7 script and DLL exists on an external website, I just don't remember where.
 

ShinGamix

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if i am not mistaken mode 7 for ace been out a while.
 

FestivePotato

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I've seen 3D rendered ones, but those are for XP, so I know its possible. I want a 3D script because I'm fairly attracted to pixely but 3D graphics, and think it would be good for a sequel to my game. I don't use parallax mapping, and want it to appear when the map tileset is set to exterior.  I only want buildings and things like trees to be rendered, so nothing TOO big. So far, there are no scripts I want it to work with. I think that's about all I need to say (for now).
 

FestivePotato

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It would be great if somebody could convert the script Tsukihime showed me and allow it to activate when the player is in the tileset exterior.
 

Tsukihime

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I don't understand what you want to convert. It is for VX Ace.


You want to use 3D models? Look for a real 3D engine with a proper 3D editor. You're not going to enjoy making 3D environments with a 2D editor.
 
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FestivePotato

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No, I mean like, that script only activates when the player is in an airship. I mean when the player is in a map with the tileset exterior selected.
 

MGC

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The mode 7 Ace script is configurable. You're not forced to use the airship addon.


At the begining of the script, you'll find the constant MODE7_MAPS_ID that contains the list of maps identifiers using mode7 by default.


You can also add [M7] in map names so that they use mode7 (and [Ax] to set the tilt angle, where x is an integer between 0° and 89°).
 

ocernus

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The mode 7 Ace script is configurable. You're not forced to use the airship addon.

At the begining of the script, you'll find the constant MODE7_MAPS_ID that contains the list of maps identifiers using mode7 by default.

You can also add [M7] in map names so that they use mode7 (and [Ax] to set the tilt angle, where x is an integer between 0° and 89°).
Is there any way i could get some advice on setting up mode 7 for an airship section? or direction to instructions?
 

FestivePotato

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The mode 7 Ace script is configurable. You're not forced to use the airship addon.

At the begining of the script, you'll find the constant MODE7_MAPS_ID that contains the list of maps identifiers using mode7 by default.

You can also add [M7] in map names so that they use mode7 (and [Ax] to set the tilt angle, where x is an integer between 0° and 89°).
When I load the game up, it crashes along with an error report for the Mode 7 script. Here's the error: http://imgur.com/kaw9PIk
 

MGC

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Is there any way i could get some advice on setting up mode 7 for an airship section? or direction to instructions?
Could you be more specific, because there is an airship in the demo...

When I load the game up, it crashes along with an error report for the Mode 7 script. Here's the error: http://imgur.com/kaw9PIk
Do you have the file : "MGC_Mode7_Ace_1_6.dll" at the root of your project ?
 

ShinGamix

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@Mr. FestivePotatohead

Isn't there a demo out for mode 7? I think there is.

You should download the demo and then use that as an example and make sure you read the config parts of the script.

Mode7 is a very advanced script system. Try experminting with the demo and make some new maps and events in the demo then when you figure it out in the demo you can use it in your own project.

@MGC

nice to see you around still.
 

Minakill

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I don't know you have idea what i mean but i want 3d models like in Corps Party: Dead Patient.
 

Jono99

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I don't know you have idea what i mean but i want 3d models like in Corps Party: Dead Patient.
To do that, I'd suggest using Layy Meta by MGC http://www.rgss-factory.net/2015/08/27/ace-layy-meta-v2-0/ for making the maps 3D and when it comes to making the characters 3D, the only thing I could suggest is making 3D models of the characters in some sort of 3D animation program eg. Maya, Blender, etc. and using that to make sprite sheets. It's not true 3D (the character's aren't, the maps will be in true 3D), but it'll get the job done. It is how Scott Cawthon does the 3D environments in all of his games after all.
 

Minakill

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To do that, I'd suggest using Layy Meta by MGC http://www.rgss-factory.net/2015/08/27/ace-layy-meta-v2-0/ for making the maps 3D and when it comes to making the characters 3D, the only thing I could suggest is making 3D models of the characters in some sort of 3D animation program eg. Maya, Blender, etc. and using that to make sprite sheets. It's not true 3D (the character's aren't, the maps will be in true 3D), but it'll get the job done. It is how Scott Cawthon does the 3D environments in all of his games after all.
Thanks. It's just sucks for me to export if i don't even know use 3D program. XD
 

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