forcebreaker 0 Report post Posted May 2, 2012 Im looking for a tutorial on Parallax Mapping in VXACE, ive found alot of them (including a script thats needed for it to work) for VX but the script wont work with VXACE, will it? Anyway, i need help with this on VXACE. I link to one would be much appreciated. Thanks. :) Share this post Link to post Share on other sites
kellessdee 48 Report post Posted May 2, 2012 Wait, are you sure you would need a script for parallax mapping to work? I though you just made the map as an image, then make it a panorama and import it. Then set the map's background to the panorama and make the map the same size as the image. I could be wrong though, I've never done it before. Post the script, so I (or someone else) can take a look. It may be easy to port, or, it might even be compatible. Share this post Link to post Share on other sites
amerkevicius 0 Report post Posted May 2, 2012 There are scripts already available, mainly on the VX Ace site. You'll probably need to register to view these, but that's the norm of most communities. http://www.rpgmakervxace.net/topic/258-overlay-mapping/ http://www.rpgmakervxace.net/topic/437-vic...fixed-parallax/ http://rmrk.net/index.php/topic,44635.0.html http://www.rpgmakervxace.net/topic/511-aee...parallax-layer/ http://www.rpgmakervxace.net/topic/676-dmo..._8605#entry8605 http://www.rpgmakervxace.net/topic/669-map..._8571#entry8571 http://yanflychannel.wordpress.com/rmvxa/utility-scripts/parallax-lock/ And if you are looking for tutorials: http://www.rpgrevolu...showtopic=51490 http://www.rpgrevolu...showtopic=52445 http://www.rpgmakerv...showtopic=36589 Share this post Link to post Share on other sites
forcebreaker 0 Report post Posted May 2, 2012 actually, i just had an idea....but im not sure it will work. Anyway,... @amerkevicius- Thank you for all the links :D @Kallessdee- I will be sure to post anything i find. :D ttyl Share this post Link to post Share on other sites
Kevin.ds 28 Report post Posted May 18, 2012 (edited) Iam using this , and it works like a charm #============================================================================== # # ▼ Yami Script Ace - Overlay Mapping # -- Last Updated: 2011.12.29 # -- Level: Easy # -- Requires: n/a # -- Credit: Hanzo Kimura for Original Script # #============================================================================== $imported = {} if $imported.nil? $imported["YSA-OverlayMapping"] = true #============================================================================== # ▼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2011.12.29 - Bugfix for transfer. # 2011.12.10 - Started and Finished Script. # #============================================================================== # ▼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script based on Hanzo Kimura's idea. This will automatically load map's # overlay by map ID, and a map can have more than one image per layer, so you # don't have to create two or more map just for day/night or when an event occur. # #============================================================================== # ▼ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Create a folder in Graphics and name it Overlay. # Put all of your overlay into Graphics/Overlay. # Your overlay file will have the name: "Filename Prefix" + Map-ID + "-" + Number # which "Filename Prefix" is the one you will config below # Map-ID is your map's ID # Number is 1, 2, 3, ... using for Overlay Variables. # # Example: Graphics/Overlay/ground2-1.png # Which means this will be ground layer, for map 2, variable = 1 # # Light/Shadow must be .jpg # Parallax/Ground must be .png # #============================================================================== module YSA module OVERLAY #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - 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 end #OVERLAY end # YSA #============================================================================== # ▼ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #============================================================================== #============================================================================== # ■ Cache #============================================================================== module Cache #-------------------------------------------------------------------------- # new method: overlay #-------------------------------------------------------------------------- def self.overlay(filename) load_bitmap("Graphics/Overlay/", filename) end end # Cache #============================================================================== # ■ DataManager #============================================================================== module DataManager #-------------------------------------------------------------------------- # alias method: setup_new_game #-------------------------------------------------------------------------- class <<self; alias ovm_setup_new_game setup_new_game; end def self.setup_new_game ovm_setup_new_game setup_overlay_mapping end #-------------------------------------------------------------------------- # new method: setup_overlay_mapping #-------------------------------------------------------------------------- def self.setup_overlay_mapping # Control switches $game_switches[YSA::OVERLAY::LIGHT_SWITCH] = true $game_switches[YSA::OVERLAY::SHADOW_SWITCH] = true $game_switches[YSA::OVERLAY::GROUND_SWITCH] = true $game_switches[YSA::OVERLAY::PARALLAX_SWITCH] = true # Control variables $game_variables[YSA::OVERLAY::LIGHT_VARIABLE] = 1 $game_variables[YSA::OVERLAY::SHADOW_VARIABLE] = 1 $game_variables[YSA::OVERLAY::GROUND_VARIABLE] = 1 $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE] = 1 end end # DataManager #============================================================================== # ■ Spriteset_Map #============================================================================== class Spriteset_Map #-------------------------------------------------------------------------- # alias method: initialize #-------------------------------------------------------------------------- alias overlay_initialize initialize def initialize overlay_initialize create_overlay_map update end #-------------------------------------------------------------------------- # new method: check_file #-------------------------------------------------------------------------- def check_file(type) filename = "Graphics/Overlay/" filename += YSA::OVERLAY::GROUND if type == "ground" filename += YSA::OVERLAY::LIGHT if type == "light" filename += YSA::OVERLAY::SHADOW if type == "shadow" filename += YSA::OVERLAY::PARALLAX if type == "par" filename += $game_map.map_id.to_s filename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE].to_s if type == "ground" filename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE].to_s if type == "light" filename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE].to_s if type == "shadow" filename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s if type == "par" filename += ".jpg" if type == "light" || type == "shadow" filename += ".png" if type == "par" || type == "ground" return FileTest.exist?(filename) end #-------------------------------------------------------------------------- # new method: create_overlay_map #-------------------------------------------------------------------------- def create_overlay_map w = Graphics.width h = Graphics.height @current_light = 0 @current_shadow = 0 @current_par = 0 @current_ground = 0 # Ground Layer @ground = Sprite.new(@viewport1) @ground.z = 1 @ground.opacity = YSA::OVERLAY::GROUND_OPACITY # Light Layer @light_viewport = Viewport.new(0, 0, w, h) @light_viewport.z = 10 @light = Sprite.new(@light_viewport) @light.opacity = YSA::OVERLAY::LIGHT_OPACITY @light.blend_type = 1 # Shadow Layer @shadow_viewport = Viewport.new(0, 0, w, h) @shadow_viewport.z = 9 @shadow = Sprite.new(@shadow_viewport) @shadow.opacity = YSA::OVERLAY::SHADOW_OPACITY @shadow.blend_type = 2 # Parallax Layer @par_viewport = Viewport.new(0, 0, w, h) @par_viewport.z = 8 @par = Sprite.new(@par_viewport) @par.opacity = YSA::OVERLAY::PARALLAX_OPACITY end #-------------------------------------------------------------------------- # alias method: dispose_parallax #-------------------------------------------------------------------------- alias overlay_dispose_parallax dispose_parallax def dispose_parallax overlay_dispose_parallax dispose_overlay_map end #-------------------------------------------------------------------------- # new method: dispose_overlay_map #-------------------------------------------------------------------------- def dispose_overlay_map @ground.dispose @shadow_viewport.dispose @light_viewport.dispose @light.dispose @shadow.dispose @par_viewport.dispose @par.dispose end #-------------------------------------------------------------------------- # alias method: update_parallax #-------------------------------------------------------------------------- alias overlay_update_parallax update_parallax def update_parallax overlay_update_parallax # Parallax if @ground != nil if check_file("ground") @ground.visible = $game_switches[YSA::OVERLAY::GROUND_SWITCH] if @ground.visible != $game_switches[YSA::OVERLAY::GROUND_SWITCH] @ground.ox = $game_map.display_x * 32 if @ground.ox != $game_map.display_x * 32 @ground.oy = $game_map.display_y * 32 if @ground.oy != $game_map.display_y * 32 @ground.tone = $game_map.screen.tone if @current_ground != $game_variables[YSA::OVERLAY::GROUND_VARIABLE] filename = YSA::OVERLAY::GROUND filename += $game_map.map_id.to_s filename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE].to_s @ground.bitmap = Cache.overlay(filename) @current_ground = $game_variables[YSA::OVERLAY::GROUND_VARIABLE] end else @ground.visible = false end end # Light if @light != nil && @light_viewport != nil if check_file("light") @light.visible = $game_switches[YSA::OVERLAY::LIGHT_SWITCH] if @light.visible != $game_switches[YSA::OVERLAY::LIGHT_SWITCH] @light.ox = $game_map.display_x * 32 if @light.ox != $game_map.display_x * 32 @light.oy = $game_map.display_y * 32 if @light.oy != $game_map.display_y * 32 @light.tone = $game_map.screen.tone @light_viewport.ox = $game_map.screen.shake @light_viewport.color = $game_map.screen.flash_color if @current_light != $game_variables[YSA::OVERLAY::LIGHT_VARIABLE] filename = YSA::OVERLAY::LIGHT filename += $game_map.map_id.to_s filename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE].to_s @light.bitmap = Cache.overlay(filename) @current_light = $game_variables[YSA::OVERLAY::LIGHT_VARIABLE] end else @light.visible = false end end # Shadow if @shadow != nil && @shadow_viewport != nil if check_file("shadow") @shadow.visible = $game_switches[YSA::OVERLAY::SHADOW_SWITCH] if @shadow.visible != $game_switches[YSA::OVERLAY::SHADOW_SWITCH] @shadow.ox = $game_map.display_x * 32 if @shadow.ox != $game_map.display_x * 32 @shadow.oy = $game_map.display_y * 32 if @shadow.oy != $game_map.display_y * 32 @shadow.tone = $game_map.screen.tone @shadow_viewport.ox = $game_map.screen.shake @shadow_viewport.color = $game_map.screen.flash_color if @current_shadow != $game_variables[YSA::OVERLAY::SHADOW_VARIABLE] filename = YSA::OVERLAY::SHADOW filename += $game_map.map_id.to_s filename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE].to_s @shadow.bitmap = Cache.overlay(filename) @current_shadow = $game_variables[YSA::OVERLAY::SHADOW_VARIABLE] end else @shadow.visible = false end end # Parallax if @par != nil && @par_viewport != nil if check_file("par") @par.visible = $game_switches[YSA::OVERLAY::PARALLAX_SWITCH] if @par.visible != $game_switches[YSA::OVERLAY::PARALLAX_SWITCH] @par.ox = $game_map.display_x * 32 if @par.ox != $game_map.display_x * 32 @par.oy = $game_map.display_y * 32 if @par.oy != $game_map.display_y * 32 @par.tone = $game_map.screen.tone @par_viewport.ox = $game_map.screen.shake @par_viewport.color = $game_map.screen.flash_color if @current_par != $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE] filename = YSA::OVERLAY::PARALLAX filename += $game_map.map_id.to_s filename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s @par.bitmap = Cache.overlay(filename) @current_par = $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE] end else @par.visible = false end end end end # Spriteset_Map #============================================================================== # ■ Scene_Map #============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # alias method: post_transfer #-------------------------------------------------------------------------- alias overlay_post_transfer post_transfer def post_transfer @spriteset.dispose_overlay_map @spriteset.create_overlay_map @spriteset.update overlay_post_transfer end end # Scene_Map #============================================================================== # # ▼ End of File # #============================================================================== Edited May 18, 2012 by Kevin.ds Share this post Link to post Share on other sites
forcebreaker 0 Report post Posted May 18, 2012 @Kevin.ds - Dude! Thank you! Share this post Link to post Share on other sites