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    Ryaryu
  Fri Feb 27, 2015 2:24 am
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L1 Slime
rey meustrus wrote:
Tileset! I've got an RMXP implementation for you right here. Well...it will probably take some modification, because the viewport code uses other systems I wrote and it is designed for GOSU rather than plain OpenGL. You probably don't want to split the images into individual textures like this, you want to load it as one texture (if you can) and draw with UVs. But you can do this I think. The only part that needs explaining is that `Gosu::Image.load_tiles` creates an array of textures, in this case all 32x32 pixel tiles, row-by-row (so the first row would be tiles 0-7, the next 8-15, etc).

Every time I come back to this I am again disappointed that I did not do the GL calls myself in this way. Oh well. This should help you get started though.

Expand to see the code.


Woa!
Interesting. I'll try to play with it, thanks. One question though, your implementation works in RMVXAce as it is?


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    rey meustrus
  Mon Mar 02, 2015 6:46 pm
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Absolutely not. It is RMXP only and would not work in any RGSS-based project without modification. I don't know enough about VX or VX Ace's Tilemap class to construct a newer version. Mainly because I haven't really used either maker much at all. I've been...lazy, I guess. If you count various time-consuming real life things getting in the way as lazy, which I do because I hate myself.

If you want an immediately RGSS-compatible option, you could also extract it from the Map Image Maker. Just create a new project, close it, replace its Data/Scripts.rxdata file with the MapMaker.rxdata file (renaming it to Scripts.rxdata), and open up the project and the script editor. In RMXP, of course. There are a number of other things in there in which you may be interested as well.

_________________
Image


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    Espilonarge
  Thu Jan 12, 2017 2:11 am
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L1 Slime
Sorry to bump this old topic but I noticed upon downloading the demo that it does not come with the "Shaders" folder or a "fragments.fsh" file mentioned in the first post (something that is kind of "hard" to edit when the file needed doesn't exist). I get the feeling that those two things were a part of the prior GLSL demo from the other thread but just like the link to that demo, the file and folder was "removed/deleted" before this demo went up. Also, because there's no documentation on how to "call" for the shaders (through events or otherwise), it kind of makes it difficult to work out how to utilize GLSL in my own project.

Is there some way to obtain these?


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    Xilef
  Thu Jan 12, 2017 2:40 am
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Location: UK
Espilonarge wrote:
Sorry to bump this old topic but I noticed upon downloading the demo that it does not come with the "Shaders" folder or a "fragments.fsh" file mentioned in the first post (something that is kind of "hard" to edit when the file needed doesn't exist). I get the feeling that those two things were a part of the prior GLSL demo from the other thread but just like the link to that demo, the file and folder was "removed/deleted" before this demo went up. Also, because there's no documentation on how to "call" for the shaders (through events or otherwise), it kind of makes it difficult to work out how to utilize GLSL in my own project.

Is there some way to obtain these?

This experiment is not production ready nor is it supported. Do not use it in your own project (if you are unable to figure out how to use this, then you definitely should not be using it!).

All 3D functionality experimented with here is much easier to implement in RPG Maker MV, if you wish to do 3D graphics in RPG Maker then consider switching to MV.


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    Espilonarge
  Thu Jan 12, 2017 5:15 am
Member

L1 Slime
I was aiming more towards effects like Gaussian Blur and other filters, not the 3D aspect of it.

The reason why I was asking is because I've been trying to find something to odd-load some of the heavy-ended effects that a couple of scripts are doing that is driving CPU usage through the roof (Zeus81's Map Effects being a prime culprit when using Gaussian Blur and such). I also tried to get SweetFX to work with VXAce but because it doesn't use Direct3D or OpenGL, I had to find an alternative, hence why when I ran in to your previous project and this one while searching around, I wanted to at least find some way of implementing at least a basic Gaussian Blur effect that is less likely to cripple the CPU.

To give you an example of what I'm trying to do.

I currently have Zeus81's Map Effects to generate a Guassian Blur with an Opacity of 25% to give sprites and tiles a "soft" edge effect (a form of "fantasy" like bloom). The problem is that if I try to use the functions/effects from MGC's Mode 7 or Woratora's Multiple Layers scripts on any map with those effects enabled, it can cause the FPS to nosedive painfully as it puts too much strain doing a "call" to the CPU to make the snapshots. At the same time, there is a bug with Zeus81's Map Effects affecting Effectus causing events and shadows (engine-generated) to shift 2 pixels in the same direction you're walking which is also why I wanted to try and get your script functions working.

Image


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    Xilef
  Thu Jan 12, 2017 3:18 pm
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Big Dumb Guy

Location: UK
My script functions here are not production ready and have compatibility and security problems. If it's post-processing shaders you're after, then it may be worth finding a scripter (or paying me) to write you a complete script and new processing DLL based on the technique I used here.

I am guessing that you're simply wanting a way to program GPU accelerated post-processing atop the Tilemap?


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