Post by Rodak on Apr 21, 2005 8:29:41 GMT -5
I'm so proud of this one I posted it on both of the boards I frequent for RPG Maker 2 stuff. So if you saw it at the Pavilion, there is nothing new here.
If this practise is frowned upon just let me know and it will never happen again!
Here it is:
Wow.
I may have done something that will benefit darn near everybody who has struggled with the Visual Effects Editor and it's lack of coordinates!
Did you ever play with the 3-D Text effect? I noticed that, at the default setting, each character takes up 1 block precisely! So I made a string of text that was simply "1234567890" (actually, being a TRUE geek, the string was "1234567890ABCDEF" because I can think in hexadecimal and most of the game is set up this way... most computer stuff in general is set up this way... more on that later).
I then went in to the editor and viewed i. Being careful to not touch the D-Pad I zoomed in on it and raised it so that it was level with the ground instead of halfway down (anyone know why it defaults to "half buried"?).
Then I exited and copied the text (highlight the element, not it's placing, and press X, then select "copy"). I then pasted it three times.
Next I went to the second element (the first one I pasted) and raised it so that it was sitting as close to the top of the pile of text below it without touching it (they all looked like one string because they were pasted right on the identical coordinates).
I repeated this for the other two. I now had a grid of coordinates!
This can be used for many things. I set it on a field where I had a giant (350% sized) witch doing her "Special Motion" (pointing), placed her right in front of it, and suddenly I knew exactly where to put an effect so it would line exactly up on her pointed finger!
I tried and failed repeatedly with trial and error prior to this.
But you say you want 16ths? Fine. The text default size (in the set-up) is 20%. No I do not have an explanation for that... but I can exploit it! Set it to 10% and make a single capital X. This is precisely 8/16ths of a frame so you can place it on top of a "normal" string of numbers and get a reference for partial height units. Half it again (to 5%) and you have a 4/16ths reference unit. Half it again (to 2.5%) and you have a 2/16ths reference unit. And finally, for the most anal-retentive amongst us, Half it again (to 1.25% I knew it had 2 decimal places for a good reason!) and you have a 1/16ths reference unit. Getting back to the hexadecimal reference, if you use "1234567890ABCDEF" just think of "A - F" AS "11 - 16" and you will be well on your way to a Computer Science Degree!
These resized characters can be placed in various combinations to create a reference for any height in any fraction of height units used in the game! Just place them logically! put the biggest ones on bottom and go up in decreasing order. I was able to place things with great accuracy using this technique and I hope it helps somebody out there who may have had the same problems I did until I designed this "Grid" (that's what I called the effect in the database).
When I make new effects I copy and paste this, then move the grid around as needed, and delete the grid elements as I go along, completely deleting them from the finished effect (which I then rename).
The elements also work great for counting distance units away from the center of the effect in any direction. Now you can place a whole camp full of camp fires in the correct places with one effect. That was just the first example I thought of... and since I only did this for the first time last night, expect more developments later!
Peace.
If this practise is frowned upon just let me know and it will never happen again!
Here it is:
Wow.
I may have done something that will benefit darn near everybody who has struggled with the Visual Effects Editor and it's lack of coordinates!
Did you ever play with the 3-D Text effect? I noticed that, at the default setting, each character takes up 1 block precisely! So I made a string of text that was simply "1234567890" (actually, being a TRUE geek, the string was "1234567890ABCDEF" because I can think in hexadecimal and most of the game is set up this way... most computer stuff in general is set up this way... more on that later).
I then went in to the editor and viewed i. Being careful to not touch the D-Pad I zoomed in on it and raised it so that it was level with the ground instead of halfway down (anyone know why it defaults to "half buried"?).
Then I exited and copied the text (highlight the element, not it's placing, and press X, then select "copy"). I then pasted it three times.
Next I went to the second element (the first one I pasted) and raised it so that it was sitting as close to the top of the pile of text below it without touching it (they all looked like one string because they were pasted right on the identical coordinates).
I repeated this for the other two. I now had a grid of coordinates!
This can be used for many things. I set it on a field where I had a giant (350% sized) witch doing her "Special Motion" (pointing), placed her right in front of it, and suddenly I knew exactly where to put an effect so it would line exactly up on her pointed finger!
I tried and failed repeatedly with trial and error prior to this.
But you say you want 16ths? Fine. The text default size (in the set-up) is 20%. No I do not have an explanation for that... but I can exploit it! Set it to 10% and make a single capital X. This is precisely 8/16ths of a frame so you can place it on top of a "normal" string of numbers and get a reference for partial height units. Half it again (to 5%) and you have a 4/16ths reference unit. Half it again (to 2.5%) and you have a 2/16ths reference unit. And finally, for the most anal-retentive amongst us, Half it again (to 1.25% I knew it had 2 decimal places for a good reason!) and you have a 1/16ths reference unit. Getting back to the hexadecimal reference, if you use "1234567890ABCDEF" just think of "A - F" AS "11 - 16" and you will be well on your way to a Computer Science Degree!
These resized characters can be placed in various combinations to create a reference for any height in any fraction of height units used in the game! Just place them logically! put the biggest ones on bottom and go up in decreasing order. I was able to place things with great accuracy using this technique and I hope it helps somebody out there who may have had the same problems I did until I designed this "Grid" (that's what I called the effect in the database).
When I make new effects I copy and paste this, then move the grid around as needed, and delete the grid elements as I go along, completely deleting them from the finished effect (which I then rename).
The elements also work great for counting distance units away from the center of the effect in any direction. Now you can place a whole camp full of camp fires in the correct places with one effect. That was just the first example I thought of... and since I only did this for the first time last night, expect more developments later!
Peace.