You're done! ^^ EXTRAS: This section deals with simple script calls and comments on how to get those gorgeous light effects: Clouds: Adds light and shadow to your maps. For example it would look halfway good if you stay at 1280x960 (double of 640x480 with yanfly's scripts) or 1088x832 (double of basic resolution). Replace filename with a picture found within your game projects img/. The 'Shade' graphic shown in some of the below examples comes from RMXP. Stretching distorts the game's pictures, which means that you only get a good picture for multiple resolutions (x2, x3 or so). lighting needs that RPG Maker MZ does not. Save it as a PNG after naming it, and put it in your Pictures folder. Step 4: Go to Filter and add a Blur to soften the edges. A good value here would be between 95-100. Step 3: Next, go to Image - Adjustments - Threshhold. Make sure your colours are set to the default black and white. >< Step 1: Open up a new document 256x256. All you need is any version of Photoshop ( version 7 or higher ). All I used was a simple cloud graphic ( I made my own, because RMXP's one is horrible ) and I'll show you how you can create your cloud graphics as well. You willneed Woratana's Multiple Fog script for this little trick to work ( since VX and Ace don't come with Fogs, unfortunately ). LIGHTING EFFECTS: Now, many of you would have noticed the subtle light and shadow on most of the above maps. Depending on how that picture should work, it might need a parallel process to update the display. Then you need to show that picture with a show picture command in the maps where it should be dark. So - if I try to add the passability images in without using the X or O images and flood fill I have to be super careful to only put the x or o passability into the right place, and I have no visual cue as to what is where.Cloudy/stormy weather: -85, -51, -34, 119 Extra Note: Looks great with AK47's realistic rain tutorial. Without scripts, youll need a picture that is black everywhere but where the light is supposed to be. The strangest thing is that sometimes it will remove them if ZI choose the other passability - so if on the O images I use the blank image with passability of x it will "sometimes" remove the O images. The X or O image did not get removed as in the video - they stayed on the image clicked on one of the blanks (doesn't matter which I tried, in whatever order) and tried to flood-fill on top of the X or O imageĪ. Added the X and O images where they should beĦ. ![]() Changed passability of ths 48x48 suare of X and one blanks square to xĥ. Imported the image as an image map into tab EĤ. ![]() Put an X in one 48x48 square, an O in another, left the other two squares blankģ. RPG Maker PC game controls (MV, VX Ace/VX, XP, 2003, 2000) Thread starter ovate Start date Tags controls keyboard rm2k rm2k3 rmmv rmvx rmxp rpg maker rpgmaker vxace ovate tale. What I found when trying to follow that video.Ģ. I think we perhaps misunderstood each other. If your game window size is larger than 544x416 (which is the default), it might be the problem. Originally posted by kittylitterproduction:Archeia then pointed out that you don't need a script because MV comes with the functionality already inbuilt whereupon BTBG complained that it doesn't work for him because he has no tiles without understanding that the tiles are just little images put on the map and have nothing whatsoever to do with what he wants, except maybe act as a visual aid for getting the settings right. If not, you just need to make larger light images, then setup those new light objects using the instructions in the script As for your dark area problem, hmmmm.
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