Discussion in 'JS Plugin Releases (RMMV)' started by cji3bp62000, Jan 24, 2018.
Does this support the glow filter???
Not for now, but it is in the update list.
(Though I think rather than using filter, modify the character sprite with image editor will be easier and faster)
can these filters be used in battle somehow?
Yes. If you use plugin command in battle command list, the filter could show in battle.
Does the RGBSplit filter work?
It works but you have to set the perimeters for it to do anything.
createFilter RGB rgbsplit 2 screen
setFilter RGB 3 3
This is great, I tested for a while and it works again, with all the new functions too, thank you!
Yes, I felt something was off with the ID numbers too.^__^.
I've noticed something about the "BLOOM" filter and I don't know if it's normal, it's about the "Brightness" parameter (that is 1 by default), for example if you want to put a number below 1 (like 0.5) to lower the strength of the effect (because whites can easily be "burnt"), the entire screen is dimmed instead of just the filter. Simply put, it's just like using the "tint" function in MV to lower the luminosity.
I'm not sure it's normal since it's not the way it usually behaves in specialized visual FX software, we often have to play between threshold and brightness together to fine tune the effect, but maybe it’s the way it’s intended to be used here, I don’t know since it’s already possible to get good results with the current state anyway.
Thank you again for this plugin!!
Thank you for answering Beau Lamb's question!
I forgot to thank you for reporting the bugs last time Thank you!
I think the 'brightness' parameter in other vfx processing software is 'bloomScale' in the pixi bloom filter. (both means brightness of effect, possibly)
In the official demo of pixi filter, adjusting the bloomScale parameter changes the bloom effect's strength, and brightness changes the whole screen's brightness as you mentioned; so I think they(pixi staffs) intend to make the effect work like this.
Thanks for the response! This is a fantastic plugin ))
Yes!! You're right, that's it.
I never tried to modify "Scale" because I assumed it would be more about the size of the blur, but it's indeed the strength here. Now it's perfect, we can fine-tune with high precision.
Thank you again, and good luck for future updates! I got an idea of a design taking advantage of the pinch bulge filter, I’ll show you when I’m done eheh.
I was thinking if the glow filter worked, that it could be used to do glowing effects for things like Haste, Slow etc in battle, like its done in Final Fantasy 3(USA). I was doing this by switching sprite sheets but its very clunky and slow to get done.
Due to many requests, I added motion-blur filter and glow filter. no other updates.
please re-download the plugin and the filter-list image to use them. (no need re-downloading if you won't use them)
Looking forward to the usage demo! I only use bulge-pinch as a magic barrier or shield on map ><
working good!. is it possible to animate the glow to fade in and out?
For the opacity of glow, you can't do it,
but you can move inner and outer strength both to 0; this may be close to what you want.
createFilter gl#1 glow 3999
setFilter gl#1 0 0 x x x
moveFilterQ gl#1 4 8 x x x 45
moveFilterQ gl#1 x x x x x 60
moveFilterQ gl#1 0 0 x x x 30
this will create a glow on player, fade in(45f) and wait(60f) and fade out(30f).
I will give this a try, thanks!
Forgive me if this is a stupid question, but would I be able to use this plugin to create an old gameboy screen effect?
So that the screen only consists of 4 shades of green?
I suppose the most close filter to do this is Adjustment filter.
You can test Adjustment filter at here online.
Is this what you want?
you can change each parameter to see if your ideal effect could be made by this.
how do I target an actor with an effect in battle? glow seems to work on the map but not battle unless im doing it wrong
Hello @cji3bp62000 , how are you doing there
I ran into a bug today with your plugin, can you check it?
this is the plugin i created for "DisplacementFilter"
How i called it in game:
Run into this bug: Cannot read "Renderable"
Maybe I'm asking something completely different, but is it possible to apply a mask to the filters?
Separate names with a comma.