01-22-2014, 05:52 PM
Amazing script!!! ^_ ^ Can be used in commercial projects?
FPLE : First Person Labyrinth Explorer
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01-22-2014, 05:52 PM
Amazing script!!! ^_ ^ Can be used in commercial projects?
03-14-2015, 11:11 AM
Hello.
Can I change wall's height by editing in script, or it was modified in DLL ? Is there any solution to make autotile working ?
03-16-2015, 02:49 PM
it's all in DLL in the render. There's no height to adjust, sorry. To be honest I feel this script is flawed due to not even being able to have events be taller than wall height. However, with that being said, if you check the H-Mode 7 script here in the forum, someon is doing some interesting frst person stuff with it.
Alternatively, the FPLE 2, while not allowing Events to be interacted with normally offers a lot of options for wall height that might be up your alley. ITCH: jayray.itch.io Currently working on Goblin Gulch (MV) Currently working on JayVinci Resurrection Currently working on Bakin ABS (BAKIN)
01-22-2016, 06:41 PM
Hello. Concerning this script, I know it's not possible to edit wall height (although it's possible to change wall distance). However, is there a way to change or adjust the camera height or viewport, so that the perspective is closer to the ground, or even higher that it? This could be used so that, while not changing wall height, it would seem walls were higher (even if it meant the player was lower), or even to simulate going up stairs (assuming it would be possible to have the engine render the ceiling tiles as if they were at ground level, due to a higher viewport).
Thanks in advance.
01-23-2016, 01:21 AM
Yeah. Most anything that renders the labyrinth (wall heights, etc) is controlled solely by a DLL supplied within the demo itself. So... that cannot be changed. However, I did come up with a cheat you may like. You can find it (>HERE<). I cranked out this 'Camera Height' add-on just today.
02-27-2017, 03:55 AM
ALSO!!! Just to let you know, Even though wall heights are set to a certain height, I NOW know you can use something like SephirothSpawn's Event Spawner to spawn events that are wall pieces at certain areas, so basically, if you have an event that mimics a LOWER wall, and want another event to jump to that same position, you can Sephiroth spawn an opposing wall, to build lower than wall height "fake" corners that can mimic multi height, as long as that fake wall appears as something convex form your "eye..."
With the right work, and careful understanding of events X & Y from the PLAYER X & Y, you can FAKE most things like shapes and angles. It takes a lot of work but you can render pictures and fog layers in 3d programs or something, and then apply them to your map. Event A is left of player by 1? angle him out a little bit, by 2? angle him out a bit more. Need a Dominant OVER THE WALL sized piece? Create it in some other image program and make it your own non-moving panorama. So, say Character is at 5,2, and you know he should have a nice shot of the big castlepiece, and it will be slightly off center and take up THIS amount of space. Well you can create a panorama that acts as a skybox for your map that shows that piece as being larger than life in the center of the room. This too will take a lot of work, but if you really want jaw-dropping visuals for your map, it's worth the gring. Remember FOGS and PANORAMAS are by essence going to move and scroll with your character movement, so if you don't want THAT to happen, you might find the node in the script that pans fogs and panoramas and click that off. Then, maybe even get rid of the movement factor so it's less like a Wolfenstein, and more like an Eye of the Beholder style of transition to the other position. Basically, if you don't mind drawing, (or in my case rendering) all the positions on your map to give that immersive experience, you can have a rich world that's full of adventure. (BTW, the fogs and PANORAMAS don't even have to be memory hogs, Panoramas can be JPGS, and FOG can be PNG but set to like 64 colors and a transparency layer, and they still look fine, matching up nicely with the already gritty nature of the FPLE.) ITCH: jayray.itch.io Currently working on Goblin Gulch (MV) Currently working on JayVinci Resurrection Currently working on Bakin ABS (BAKIN)
09-29-2017, 03:47 AM
OPEN SOURCE CODE
FOR THE DLL NOW AVAILABLE
This isn't a conventional bump as no changes have been made to the system, either in the RGSS code nor the DLL. And just as he did for the HMode7 system, finalholylight contacted MGC who had uploaded the dll source code for the system. So like HMode7, the dll's source code is now available in this thread's first post and is now open source. |
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