![]() Most of the artists who are still involved with RPG Maker will be on those sites, and so they are likely to provide the most recent resources and ToS on those sites, and are easier to contact with questions on those sites. I'd say, stick to RMN (), VXAN (), and RMW (). Not to mention, some aren't around anymore, and some don't visit any of the old sites to bother updating anything anymore. However, old habits die hard, and a lot of people still don't. It's perfect for making horror games, all credit goes to the person who made this script. In recent months, there have been pushes to get artists to provide detailed ToS for their work, and I think many of them have started doing that. Here's a tutorial on the Khas Awesome Light Effects Script. Since then, the shift has gone more towards commercial (especially with the recent commercial editions to RMN and the focus of commercial at RMW). Most communities were forums built for non-commercial projects, and it was a common practice to assume that unless otherwise stated, the resources were for non commercial use only, and you'd need to contact the artist (scripter, composer, etc) to negotiate commercial use. R2 Khas Advanced Graphics updated to 1.0.Keep in mind that up until the last two years, RPG Maker was primarily a hobbyist tool, commercial games were few and far in between, and about the only two places you could easily house a commercial game on was Aldorlea or Amaranth. * 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. I may have to change out my light effects now. 4 After fiddlin with the demo, i was really shocked how good this light effects are. Joined Messages 26 Reaction score 5 Primarily Uses. 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 may have to change out my light effects now. 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". As my top priority is to create something reliable, I had to discard shadows. 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). ![]()
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