I tested it in your demo, and this works perfect with tints and lighting! Im going to test this now and hope it doesnt mess with the overlay paralaxx mapping XD. ![]() I spent 3 hours learning how to use the khas script, only to learn that flashes and tint doesnt work. * Open up the event in the fireplace to see how I setup the commands for the lighting effects there. * On MAP002, which is inside the house, open-up the top-left event to see the commands I placed in there to set the map lighting shade and the torch effect on the Party. * To see the Lighting Effects in action as you play the demo, simply enter the house. * If wanting to use in your own project, copy over the "Lights" folder (within the Graphics folder) and files within it into your own project. Make sure that a picture with the specified filename exists in your Graphics Pictures folder. It's unencrypted so you can open it into your VxAce program and look at how I did things there. R2 Khas Advanced Graphics updated to 1.0.Originally posted by LoneWolfDon:Okay, here's a demo with Victor's Lighting Effects script in action: * Fixed shader problems with opacity and exposure * Fixed lighting/fog being applied to pictures * Added commands to create lights with region tags and terrain tags * Fixed event not turning off light on page switch * Added Pixi.js version checking (requires v3 or later) * Added compatibility with different tile sizes * Added compatibility with zoom controls (zoom in only!) R3 Khas Advanced Graphics updated to 1.1 I implemented a technique similar to deferred shading, which renders all the lights to an off-screen framebuffer, and then I use GLSL Shaders to compose the final scene with correct lighting and fog. You can read more about it and check a benchmark against other lighting system here (click me!).ĭoes this plugin use layers to add this effect? I'll add low, medium and high Graphics options in the future, so that won't be a problem anymore. Fog, however, requires a more modern GPU (because it's procedural). Yes! Lighting is super fast and won't have any performance impact in your game. Is this plugin fast? Is it faster than other MV Lighting plugins? I got this error "TypeError - Cannot set property 'CUSTOM_KHAS' of undefined". Joined Messages 505 Reaction score 164 First Language English Primarily Uses. Using the Show Picture Event command, pictures can be shown during the game at any time. Thread starter NanakiFan Start date Tags vxace Status Not open for further replies. As my top priority is to create something reliable, I had to discard shadows. Pictures are images which can be displayed in an RPG Maker game. It would require a massive edit on Pixi and MV’s engine. Unfortunately, again, Pixi.js doesn’t use depth buffering (this buffer holds an extra dimension data, z in RPG Maker’s case), so this discards the possibility entirely. The other option would be to implement a technique similar to shadow mapping, which was my dream once I heard about MV’s OpenGL capabilities. ![]() If I wanted to render shadows in the same way I did in my previous engine, I would need to edit the Pixi engine, which is not a good thing and could be very unstable (I tried). The biggest barrier was that Pixi is great to render bunnies and other sprites, but it’s terrible to generate geometry, especially dynamic geometry. Thus, I had both the limitations of the MV engine and of the Pixi.js to work with. There’s the MV engine, then Pixi.js and then WebGL. ![]() ![]() However, things in RPG Maker MV are more complex than in its predecessor. With Ultra Lighting I had complete control over the light rendering, with nothing in between the lights and KGL (my library for rendering inspired by OpenGL).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |