Ultra Mode 7

bblizzard

Veteran
Veteran
Joined
Nov 6, 2017
Messages
386
Reaction score
385
First Language
Croatian
Primarily Uses
RMMV
@Arend Galenkamp Since the sprites are still rendered in 2D space, even with a depth buffer turned on, they would be rendered over the tilemap. So nope, no clipping would happen, it would still render over the tilemap. You can actually quickly try how it would look though. You just need to change the anchor.y to 0 in Sprite_Character. Or set scale.y to -1, though this will invert all sprites.
 

Chef

yeet
Veteran
Joined
Oct 13, 2017
Messages
286
Reaction score
135
First Language
Dutch
Primarily Uses
RMMV
Setting anchor.y to 0 did the job. Now the question is, how do we change the value to 0 but only for certain events?

anchor.y = 0

anchor.y = 0
 

Jonforum

Veteran
Veteran
Joined
Mar 28, 2016
Messages
1,623
Reaction score
1,440
First Language
French
Primarily Uses
RMMV
i do it on my side.
You need to store sprite in a parent container
Container = > allow custom position and pivot
and sprite child => custom anchor.
So maybe create i kind of getter to access to the sprite anchor via the container.

Many cool thing can be done with 2.5D and 2D sprites only , it give a kind of unique art game and game play
[/QUOTE]
 

bblizzard

Veteran
Veteran
Joined
Nov 6, 2017
Messages
386
Reaction score
385
First Language
Croatian
Primarily Uses
RMMV
@Arend Galenkamp I guess you could ask someone to create a small plugin that allows changing of the anchor.y value via event notes. xD
 

Oscar92player

Veteran
Veteran
Joined
Jul 26, 2012
Messages
516
Reaction score
233
First Language
Spanish
Primarily Uses
RMMV
Hi, @bblizzard, I was wondering something about the plugin.

Is there a way to apply the "TILEMAP_PIXELATED" parameter through plugin command, script call, or map notebox?

It is because I would like to apply the antialiasing for one map, but using the default pixelated effect on others, directly into the game, instead of the fixed parameter set to "true" or "false" inside the plugin for all maps.

Thanks in advance!
 

bblizzard

Veteran
Veteran
Joined
Nov 6, 2017
Messages
386
Reaction score
385
First Language
Croatian
Primarily Uses
RMMV
@Oscar92player It should be possible. Decide which will be your default and most used mode. Then make sure call one of these two lines as a script call.

This is for turning pixelation on:
Code:
PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;
This is for turning pixelation off:
Code:
PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.LINEAR;
Make sure to change it before you enter the map and change it back before you exit the map. If you have saving enabled on that map, you probably want to run the command continuously, because this change isn't saved anywhere in a save file. Also, changing it while you are on a map will probably not work, because this value is read when the tilemap is created IIRC. So it will apply the new setting the moment it is recreated (which could also happen if you just open and then close the menu). This is why you have to change this value before you enter or exit a map.
 

Oscar92player

Veteran
Veteran
Joined
Jul 26, 2012
Messages
516
Reaction score
233
First Language
Spanish
Primarily Uses
RMMV
@Oscar92player It should be possible. Decide which will be your default and most used mode. Then make sure call one of these two lines as a script call.

This is for turning pixelation on:
Code:
PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;
This is for turning pixelation off:
Code:
PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.LINEAR;
Make sure to change it before you enter the map and change it back before you exit the map. If you have saving enabled on that map, you probably want to run the command continuously, because this change isn't saved anywhere in a save file. Also, changing it while you are on a map will probably not work, because this value is read when the tilemap is created IIRC. So it will apply the new setting the moment it is recreated (which could also happen if you just open and then close the menu). This is why you have to change this value before you enter or exit a map.
Well, I've tried that, but it is not working, I'm afraid. The map has the NEAREST mode activated even if I try to put it off with your script call. I did it the same way you told me, first the script call, and then the event command to transport the character to the other map. Maybe I'm doing something wrong...

Is not very important, just trying to make the Mode 7 more confortable for sight by adding the LINEAR mode.

In any case, thanks for the help!
 

bblizzard

Veteran
Veteran
Joined
Nov 6, 2017
Messages
386
Reaction score
385
First Language
Croatian
Primarily Uses
RMMV
Hm, maybe try it like this:
Code:
(function() {
    PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.LINEAR;
}();
JavaScript is finicky sometimes with this stuff.
 

Chef

yeet
Veteran
Joined
Oct 13, 2017
Messages
286
Reaction score
135
First Language
Dutch
Primarily Uses
RMMV
@bblizzard Could you please add this link to the first post?: https://forums.rpgmakerweb.com/index.php?threads/character-anchors.105599/
It's Shaz's Character Anchors plugin allowing for vertical "flat" Events like a bed. Only problem I came across is that the underside isn't "locked" to the ground (it moves apart from the ground) but that will probably require the full 3D script you were talking about earlier to fix that :/
 

Oscar92player

Veteran
Veteran
Joined
Jul 26, 2012
Messages
516
Reaction score
233
First Language
Spanish
Primarily Uses
RMMV
Hm, maybe try it like this:
Code:
(function() {
    PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.LINEAR;
}();
JavaScript is finicky sometimes with this stuff.
Mmm... nope, I'm afraid this one gives me a crash and an error report from the game:
upload_2019-2-15_0-51-12.png
 

Jonforum

Veteran
Veteran
Joined
Mar 28, 2016
Messages
1,623
Reaction score
1,440
First Language
French
Primarily Uses
RMMV
Well, I've tried that, but it is not working, I'm afraid. The map has the NEAREST mode activated even if I try to put it off with your script call. I did it the same way you told me, first the script call, and then the event command to transport the character to the other map. Maybe I'm doing something wrong...

Is not very important, just trying to make the Mode 7 more confortable for sight by adding the LINEAR mode.

In any case, thanks for the help!
http://pixijs.download/dev/docs/PIXI.settings.html
The renderer scale mode need to set from PIXI.setting, before create the renderer.
If i remember rmmv not use pixi app, but the renderer are created in the global var GRAFIC.
Try search in GRAFIC.renderer....

butt.. by default it alrealy LINEAR !
 

Oscar92player

Veteran
Veteran
Joined
Jul 26, 2012
Messages
516
Reaction score
233
First Language
Spanish
Primarily Uses
RMMV
http://pixijs.download/dev/docs/PIXI.settings.html
The renderer scale mode need to set from PIXI.setting, before create the renderer.
If i remember rmmv not use pixi app, but the renderer are created in the global var GRAFIC.
Try search in GRAFIC.renderer....

butt.. by default it alrealy LINEAR !
Let's say I'm not kind of a programmer, and I don't know which commands I need to use in order to change the MODE of PIXI... :rswt

Sorry, but I need some guidance here because my knowledge about programming is very VERY limited if it is not set to be customized on the plugin parameters inside RPG Maker MV...
 

Chef

yeet
Veteran
Joined
Oct 13, 2017
Messages
286
Reaction score
135
First Language
Dutch
Primarily Uses
RMMV
Is it possible to check for the Pitch value in a conditional branch? I want to change the Pitch but I have different angles on different maps (64 and 45) and I want to change both back and forth to 10 with the press of a button. I use button common events and have the pitch degree normally set to 64 and only to 45 when it's needed (set via the map properties).

And that being said, it also needs to stay at 10 degrees when a map is changed and then know when to go back to 64 or 45. If a conditional branch could somehow read the value from the map property and turn a switch off when it only says <UltraMode7> it would be a piece of cake.

Edit: Nvm figured it out already:
Code:
if ('UltraMode7Pitch45' in $dataMap.meta){
$gameVariables.setValue(146, 45);
};
1. This piece of code in a parralel common event.
2. Another common event which is connected to button common events has a conditional branch: if variable 146 has value 45 then Script:UM7.animatePitch(45,30)
3. Put <UltraMode7Pitch45> in the map's notes.

2nd Edit:
 
Last edited:

bblizzard

Veteran
Veteran
Joined
Nov 6, 2017
Messages
386
Reaction score
385
First Language
Croatian
Primarily Uses
RMMV
@Oscar92player Sorry, my bad. xD Should be this:
Code:
(function() {
   PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.LINEAR;
})();
@Arend Galenkamp Added the link. The change of anchoring also moves the point that's bound to the map. The top should actually move in alignment with the map if you set anchor.y to 0.
 

teeobi

Veteran
Veteran
Joined
Feb 12, 2019
Messages
59
Reaction score
6
First Language
Indonesian
Primarily Uses
Other
This a plugin for rpgmaker??
i do it on my side.
You need to store sprite in a parent container
Container = > allow custom position and pivot
and sprite child => custom anchor.
So maybe create i kind of getter to access to the sprite anchor via the container.

Many cool thing can be done with 2.5D and 2D sprites only , it give a kind of unique art game and game play
[/QUOTE]
 

Oscar92player

Veteran
Veteran
Joined
Jul 26, 2012
Messages
516
Reaction score
233
First Language
Spanish
Primarily Uses
RMMV
@Oscar92player Sorry, my bad. xD Should be this:
Code:
(function() {
   PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.LINEAR;
})();
@Arend Galenkamp Added the link. The change of anchoring also moves the point that's bound to the map. The top should actually move in alignment with the map if you set anchor.y to 0.
Well, the crash and the error report disappears, but the LINEAR mode it's still not working.
 

bblizzard

Veteran
Veteran
Joined
Nov 6, 2017
Messages
386
Reaction score
385
First Language
Croatian
Primarily Uses
RMMV
That's so weird, it makes no sense. o_O

EDIT: The TileRenderer is a singleton instance and doesn't recreate the textures afterwards so the change isn't applied through the script call. I'll add a script call that you can use to change it during runtime.

EDIT: 1.3.8 is up.
 
Last edited:

Oscar92player

Veteran
Veteran
Joined
Jul 26, 2012
Messages
516
Reaction score
233
First Language
Spanish
Primarily Uses
RMMV
That's so weird, it makes no sense. o_O

EDIT: The TileRenderer is a singleton instance and doesn't recreate the textures afterwards so the change isn't applied through the script call. I'll add a script call that you can use to change it during runtime.

EDIT: 1.3.8 is up.
Thanks! Now it's working correctly!
 

seaotter

Veteran
Veteran
Joined
Mar 2, 2019
Messages
209
Reaction score
43
First Language
Chinese
Primarily Uses
RMMZ
BUG REPORT

At html5 server....

01. Microsoft Edge is ok
02. FireFox is ok
03. Chrome error

2019/03/04 update
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 3)

Latest Threads

Latest Posts

Latest Profile Posts

This is relevant so much I can't even!
Frostorm wrote on Featherbrain's profile.
Hey, so what species are your raptors? Any of these?
... so here's my main characters running around inside "Headspace", a place people use as a safe place away from anxious/panic related thinking.
Stream will be live shortly! I will be doing some music tonight! Feel free to drop by!
Made transition effects for going inside or outside using zoom, pixi filter, and a shutter effect

Forum statistics

Threads
105,998
Messages
1,018,218
Members
137,777
Latest member
Bripah
Top