It doesn't seem to do anything in game?įor the record, I even tried swapping out my own DDS files with the ones from the feldbergring csp test version, but that didn't work either, so it's probably not a texture file issue. Is there anything else obvious that I've missed? I'm probably missing something stupid. The above was outlined by Ilja in an email to me. Meshes = texture:cobbles1_NM.dds, texture:cobbles2_NM.dds, texture:terrain_NM.dds, texture:walls2_NM.dds, texture:walls3_NM.dds Add the following to the extension track config ini (example from Feldberg).C++/OpenGL,GLSL - GitHub - piellardj/parallax-mapping: Parallax mapping demonstration. ![]() The txNormal texture file must have an alpha channel, which is then used by CSP to control parallax displacement (lighter values = positive displacement/outwards) Parallax mapping demonstration, comparison with normal mapping. The reason why a lot of people from outside the RPG-Maker-Community have problems understanding 'parallax mapping' is because parallax has nothing to do with mapping, and ONLY the RM-Community constructed that phrase.Has anyone else experimented with it? Are there any tracks using the feature? The reason why parallaxes arent made for battle is because the way parallaxes are handled in map vary from how they would be handled in battle. Theres a separate plugin for that called Visual Battle Environment. Just wondering if anyone's managed to get this new CSP feature to work? I've downloaded and tested the Feldbergring example files and can confirm it's working perfectly on that, but despite doing everything correctly (I think), it's not working on my own track. For clarification, the VisuStella MZ Visual Parallxes plugin is NOT made for battle.
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