Yami's Overlay not showing par#.png

Status
Not open for further replies.

Sojobo

Villager
Member
Joined
Dec 31, 2013
Messages
6
Reaction score
0
First Language
English
Primarily Uses
For starters, I have looked at various tutorials. I appear to be doing the same thing they are, however for the life of me I cannot get a simple (fixed) parallax layer to show up.

  • I have the ground layer showing up fine.
  • The map layer is set to all transparent tiles (with O being valid for walking, and X being invalid)
  • There are no shadow or light layers (yet)
  • The par file is stored in the Overlay folder under Graphics as par14.png (014 being the Map ID)
  • Switches 1-4 are not assigned (since I saw someone else on here running into issues for using those switches with Yami's script)
  • It's a simple 640x640 region (not huge)

My only scripts I'm using so far are: Yami's Basic Module, Yami's Overlay Mapping, Yami's Parallax Lock v1.00, and Yami's Move Restrict Region v1.03 (haven't even put that one to use yet) in that order (under materials and above main in the script section)

To be fair I couldn't get the ground14.png image to show as well, so I stuck it in the parallax folder and made it show up that way via RPG Maker's system, and not Yami's script

So what am I doing wrong to not make the 2 basic visual layers not show up with Yami's script (My guess is I'm either overlooking something, or it's a piece of "common" knowlege, that isn't quite as common to a newb as others might think (it took me several tutorials before someone pointed out where to get the MAP ID from), much less just getting the paralax layer to show?

Thanks much in advance!

For references I used both:



(for non ACE) and


(for ACE)
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,359
Reaction score
7,672
First Language
German
Primarily Uses
RMMV
Switches 1-4 are not assigned (since I saw someone else on here running into issues for using those switches with Yami's script)
That is most likely the cause
Those switches ARE REQUIRED to be assigned proberly - whether you use the assigned switches and variables is up to you, but if you do not assign them or if you assign them to switches and variables that have already other functions, then the entire script is broken.


not assigning them is something similiar to saying " I don't know how to use the steering wheel on my car - that's why I removed it and are now driving my car without steering it...
 

Sojobo

Villager
Member
Joined
Dec 31, 2013
Messages
6
Reaction score
0
First Language
English
Primarily Uses
Yami's script apparently assigns them itself and defaults those first 4 switches to "ON", Since I had them in use prior to adding the script, which then set them to "ON" with a new game, mucking up a few other things (I have since moved those switches freeing up 1-4 for Yami's script)

That being the case, turning on switch 3 (the Parallax one which I have named "PARALLAX_SWITCH" after the previous issue of discovering the script was using those first 4 switch) with an autorun (makes the character unable to move on entry) or player touch (player is able to move around after stepping on the event) trigger on the map where the parallax layer is required DOES NOT make par14-1.png appear as it should.

If I need to assign those switches differently somehow, or call them something specific, it would be helpful to know what that is, but I don't think it's the switches as you've suggested based on testing

As it stands right now, per Yami's script Instructions, the first 4 switches are labeled:

    LIGHT_SWITCH = 1        (# Turn on/off light layer)
    SHADOW_SWITCH = 2       (# Turn on/off shadow layer)
    PARALLAX_SWITCH = 3     (# Turn on/off parallax layer)
    GROUND_SWITCH = 4       (# Turn on/off ground layer)
 

Dark_Metamorphosis

What a horrible night to have a curse.
Veteran
Joined
Nov 23, 2012
Messages
2,192
Reaction score
382
First Language
Swedish
Primarily Uses
Just change the switches to something that's not already in use, you don't even have to use an autorun to turn the proper switches on since the script includes a code that will turn on these switches automaticly. Just change the switches to any 4 slots that is free, and you should have no problem.

Edit: Also you said a 'fixed' parallax in your post. You are not naming the file with a [fixed] command are you? Since the filename should only be par14-1.png if you are using Yamis overlay script. The parallaxes for yamis script are already fixed by default. If you need another parallax ontop of that one you will have to use the 'show picture' command and add a [fixed] prefix on the filename. (I use that for light effects and glows for example).
 
Last edited by a moderator:

Sojobo

Villager
Member
Joined
Dec 31, 2013
Messages
6
Reaction score
0
First Language
English
Primarily Uses
I have already changed them so that nothing I have assigned in game will use them... the first 4 switches are currently free for Yami's script to use.

That being the case, even turning the parallax script switch on and off manually doesn't appear to fix the problem
 
Last edited by a moderator:

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,359
Reaction score
7,672
First Language
German
Primarily Uses
RMMV
<deleted part that was added above from others>


However, that is only the switches - what about the next configuration block, the variables?


IIRC, the variables modify the file names to be loaded, which means that if one of the variables is not Zero, the script will not look for a file par14, but for a file par14-x with x the value of the variable.


So they need to be cleared away from other variable functions in the same way as the switches, did you do that as well?
 
Last edited by a moderator:

Dark_Metamorphosis

What a horrible night to have a curse.
Veteran
Joined
Nov 23, 2012
Messages
2,192
Reaction score
382
First Language
Swedish
Primarily Uses
I have already changed them so that nothing I have assigned in game will use them... the first 4 switches are currently free for Yami's script to use.

That being the case, even turning the parallax script switch on and off manually doesn't appear to fix the problem
Then you must have done something wrong elsewhere (or It might be a script compatible issue, try changing the orders of the scripts and see if that helps, or try the scripts 1 by 1 and see if they work individualy). Why do you need Yami's parallax lock for instance? Do you use parallaxes with show picture? However it should not be an issue there, since all Yami's script works with each other. You should have his Core script above every other script though. You could always put up a screenshot of the script order and the overlay folder. 

Edit: And just like Andar says, you will need to include the variable in the filename the '-1' that you wrote after the par14. Its important that those variables are free  (since the default ones are 1-4 as well). If they are in use or if you don't add the correct variable for the picture, it wont work.
 
Last edited by a moderator:

Sojobo

Villager
Member
Joined
Dec 31, 2013
Messages
6
Reaction score
0
First Language
English
Primarily Uses
Well I haven't set/used any variables yet despite naming the parallax file par14-1.png. According the script directions, it automatically defaults them to "1" anyway.

The last part (- Overlay Opacity -) doesn't seem to be checking like it should

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Overlay Switches -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These are switches which are enable overlay layers. Turn them on to show
    # them in your maps.
    #--------------------------------------------------------------------------
    # Default: ON
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    LIGHT_SWITCH = 1        # Turn on/off light layer
    SHADOW_SWITCH = 2       # Turn on/off shadow layer
    PARALLAX_SWITCH = 3     # Turn on/off parallax layer
    GROUND_SWITCH = 4       # Turn on/off ground layer

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Overlay Variables -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # A map can have more than one image per layer, that means you can have a
    # different light/shadow for day and night, or have a different ground when
    # an event occured.
    #--------------------------------------------------------------------------
    # Default: 1
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    LIGHT_VARIABLE = 2      # Switch to another light
    SHADOW_VARIABLE = 2     # Switch to another shadow
    PARALLAX_VARIABLE = 1   # Switch to another parallax
    GROUND_VARIABLE = 1     # Switch to another ground
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Filename Prefix -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This will make this script automatic, it will check if there are layers in
    # overlay folder
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    LIGHT = "light"         # Light layer's filename prefix
    SHADOW = "shadow"       # Shadow layer's filename prefix
    PARALLAX = "par"        # Parallax layer's filename prefix
    GROUND = "ground"       # Ground layer's filename prefix
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Overlay Opacity -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This will make this script automatic, it will check if there are layers in
    # overlay folder
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    GROUND_OPACITY = 255
    PARALLAX_OPACITY = 255
    LIGHT_OPACITY = 128
    SHADOW_OPACITY = 96

I can try putting the scripts in a different order, but the "parallax lock" makes it so the parallax stays in place when the character is moving by "locking" it
 
 
Last edited by a moderator:

Dark_Metamorphosis

What a horrible night to have a curse.
Veteran
Joined
Nov 23, 2012
Messages
2,192
Reaction score
382
First Language
Swedish
Primarily Uses
I can try putting the scripts in a different order, but the "parallax lock" makes it so the parallax stays in place when the character is moving by "locking" it
I cant check how I have set up the variables in my projet, since I cant use my computer at the moment. And like I said before, the parallax lock script will only lock parallaxes that is used in the map editor or used with the 'show picture' event command. The parallaxes that you use with yamis overlay script will be locked by default and doesnt need another script to be locked.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,359
Reaction score
7,672
First Language
German
Primarily Uses
RMMV
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    # - Overlay Variables -


    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    # A map can have more than one image per layer, that means you can have a


    # different light/shadow for day and night, or have a different ground when


    # an event occured.


    #--------------------------------------------------------------------------


    # Default: 1


    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    LIGHT_VARIABLE = 2      # Switch to another light


    SHADOW_VARIABLE = 2     # Switch to another shadow


    PARALLAX_VARIABLE = 1   # Switch to another parallax


    GROUND_VARIABLE = 1     # Switch to another ground
Are variables 1 and 2 unused? If you place any value other than 1 into them, you'll be overriding the default.
So make an event on the map where the overlay doesn't work, and have it display the contents of variable 1 and 2.
 

Sojobo

Villager
Member
Joined
Dec 31, 2013
Messages
6
Reaction score
0
First Language
English
Primarily Uses
Nevermind... I got it working... the Comp Sci person in me put a "014" (since the Map ID says 014) instead of just "14" in the par file name. I got it to show up though. Thanks for the help guys and sorry for the trouble >_<

This can be closed now
 
Last edited by a moderator:

Zerphoon

Veteran
Veteran
Joined
Jul 30, 2012
Messages
31
Reaction score
4
First Language
English
Primarily Uses
I'm having the same problem :[ I am using other scripts tho as well which if I saw correctly work with the overlay script.. :[[ what did you do to fix it?

EDIT:

The only thing thats not happening is Yami's Overlay is not making my overlay map show up the parralax is locked but the other items do not appear :[
 
Last edited by a moderator:

Sojobo

Villager
Member
Joined
Dec 31, 2013
Messages
6
Reaction score
0
First Language
English
Primarily Uses
I just double-checked the filename when copying all the settings to show what I had set up. Literally it was an erroneous "0" in front of the ID Number in the file name.
 

After I removed the Parallax Lock script and Collision script, Yami's Overlay script seemed to be working fine for both the ground and parallax layers...
 

Dark_Metamorphosis

What a horrible night to have a curse.
Veteran
Joined
Nov 23, 2012
Messages
2,192
Reaction score
382
First Language
Swedish
Primarily Uses
I just double-checked the filename when copying all the settings to show what I had set up. Literally it was an erroneous "0" in front of the ID Number in the file name.

After I removed the Parallax Lock script and Collision script, Yami's Overlay script seemed to be working fine for both the ground and parallax layers...
Hehe usually the simpliest error that makes everything goes UUUGH! Glad it worked out for you though! :D

I'm pretty sure that you will be able to use the parallax lock and the collision script along with the overlay one. I just wanted to share that if you are not gonna use 2 parallax images at the same time you will not have to use the parallax lock since the layers that you use for the overlay script will be locked without it. Just so you know :)
 
Last edited by a moderator:

Zerphoon

Veteran
Veteran
Joined
Jul 30, 2012
Messages
31
Reaction score
4
First Language
English
Primarily Uses
I just tried again I double check everything the only thing showing up is the "light3-1.jpg" everything else wont load up :[ so I atleast know the script is working but something keeping the image files from showing up... I have them saved as "ground3-1.png" and "par3-1.png" any ideas?
 

Dark_Metamorphosis

What a horrible night to have a curse.
Veteran
Joined
Nov 23, 2012
Messages
2,192
Reaction score
382
First Language
Swedish
Primarily Uses
I just tried again I double check everything the only thing showing up is the "light3-1.jpg" everything else wont load up :[ so I atleast know the script is working but something keeping the image files from showing up... I have them saved as "ground3-1.png" and "par3-1.png" any ideas?
Scroll up in this post and try out everything that we covered here, and it should work.

Also (This might be a silly silly question) but do you make the overlay the same size as the project map?
 

Zerphoon

Veteran
Veteran
Joined
Jul 30, 2012
Messages
31
Reaction score
4
First Language
English
Primarily Uses
Scroll up in this post and try out everything that we covered here, and it should work.

Also (This might be a silly silly question) but do you make the overlay the same size as the project map?
 Yeah it's the same size, I've been looking up and down the post, I named switches, and variable, I tried with a lock script and without a lock script. I have the yami core engine above the yami overlay mapping I have both of them at the top of materials I have the images saved as they should ( I believe any way) the folder they are in is named "Overlay" and is located inside graphics as should be. So I'm at a loss :[ I'll go back to looking though the post again though.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.


Zerphoon, please start your own support request instead of hijacking someone else's. Your problem is not the same (since you have tried the suggestions and it has not been fixed), and the original OP's problem is now resolved.


When you do start your own thread, provide links to the scripts you're using so people can quickly look them up. Also show us how you've set up the customizable section of your script, and state if any of those switches or variables are used for anything else. Also use Debug (F9) to ensure the switches/variables used by the script ARE set to the values you expect them to be. Play from a new game, not a saved game, as that often causes new scripts to fail.


This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c

Forum statistics

Threads
105,857
Messages
1,017,015
Members
137,563
Latest member
MinyakaAeon
Top