ShadowDragon

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in case you want that black as well, set either a black tile (no transparanty) or an event "same as character)
with no transparanty on that spot so it doesn't mirror.

as well for the option available, in the map notetag, you can block some tiles away as well to avoid this.
there might be other ways as well, just be creative and see what fits best :).

100% opacity = no mirror reflection while 0% is fully, just keep that in mind.
as for the mirror with a horiontal and vertical lines, leave those untouched, so it's more dynamic look :)
 

Underserial

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in case you want that black as well, set either a black tile (no transparanty) or an event "same as character)
with no transparanty on that spot so it doesn't mirror.

as well for the option available, in the map notetag, you can block some tiles away as well to avoid this.
there might be other ways as well, just be creative and see what fits best :).

100% opacity = no mirror reflection while 0% is fully, just keep that in mind.
as for the mirror with a horiontal and vertical lines, leave those untouched, so it's more dynamic look :)
Im not getting your point. Sorry =(

Is there the possibilty u show me what u mean?
Normally the window tile fills completly the 48x48 from the tileset.

But the 3 tile window has some transparent space left and right and is not exactly fullfilling the hole tile.

Can u show me how u mean this? Thanks.
 

TSR

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Hello, @Underserial
If your windows doesn't fill the whole 48px tile, then you need to fill it with something by either adding some wall texture around your window tiles, or by making a special wall tile with a hole for the window.
Or you could also simply enlarge a bit the window image...
This is well illustrated in the demo video at the top of this thread.
*See how I did the wall mounted mirror (0:25 to 1:16)
 

Underserial

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Hey there,

i have another question.
Is it possible that u expand the code (like copy and paste if thats possible) and add another mirror option exactly same as the water reflection mirror BUT its based on a other region / terrain id.

So whats the reason behind? If u wanna have a water reflection going down to standing in front of water and having at the same time on a other spot a water reflection when standing "beneath" the water u cannot do this atm.

Heres a picture what i meant.

1614976967957.png
 

TSR

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Hello @Underserial,
I would tend to say that reflections follows the same 'rules' than shadows, their orientation depends on where the light is supposed to be coming from, so all reflections on a map should have the same direction...
That said, it would be easy to add such a feature, so I'll put that on my to do list.
But I'm busy with other stuff right now, so this will have to wait a bit...​

Regards!
 

TSR

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New update!
  • Add the 'region Id' argument to the map notetag so more floor mirror regions with different settings can be added to a map.
  • When a character is transparent, its reflection won't appear in mirrors.
 

Underserial

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  • When a character is transparent, its reflection won't appear in mirrors.
Sorry to ask, is this the feature i was asking for ?
I will try directly to be the tester =)

Edit:
So yes it is now possible =)
 
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Underserial

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Hello! Yes @Underserial, using the map notetag you should now be able to make 2 water areas with different reflection orientation on the same map.
i used the Mapnotes for a second "mirror" because im using mirror (normal mirrors) and window mirrors these look and work a little bit different so this feature helps a lot.
 
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TSR

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Hello all!

New update: TSR_Mirror v1.0.9

  • Previous version could only reflect events if they had an image from a character sheet. Now the plugin will reflect event with tiles sheet images as well.​
  • Provide a map notetag to set a background image for your mirroring areas. Instead of using a parallax for the mirror background, you can now set a custom image on the map at specified x, y and z coordinates. You can use more than one notetag to place as many background image as you need on the map.​
  • The version contains a bunch of methods so the plugin can correctly reflect push/pull and pickup event from my other plugin TSR_MoveEvent. *Place TSR_Mirror bellow TSR_MoveEvent if you use both.

Regards,
TSR :rock-right:
 

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