Fog and Overlay
This plugin allows to create overlay that can be used for fogs and other visual effects. They behave very similar to a parallax, but have more freedom on their placement.
Requires the Victor Engine – Basic Module
Learn how to Install Victor Engine Plugins
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One real quick question. Can you place a png image on the screen and use it as an upper parallax layer using this?
Just wanted to check before downloading this, if the answer is yes… then you just saved me so much time lol.
Yes you can. Add a ! on the start of the filename (for example !Upperlayer) and don’t add move or pan values for it.
Awesome plugin, is it possible to set this fog effect below the parallax? That would be most useful.
No. The last layer depth is bellow the tileset, but above the parallax.
But what would be the point of that?
The fog can behave as a parallax, so if you need something to be displayed above the last fog layer, just use another fog.
Okay, how do you use this plugin?
The video does not show at ALL how you use it, it just showcases what you can do with it.
Is it a call script used in an event?
The help file is not too clear either with the examples.
Well it’s actually pretty simple…
The plugin help has a section “Fog Effect (notetag for Maps)”
Assuming the fog files are on the fog folder already, you get the notetag on this section and place on the Map notebox, done.
Yes, just place the notetag on the map notebox and done, nothing else.
You can copy the example notes and just change the filename and values.
Alternatively, you can use the plugin commands, just call the plugin commands with the events and the fog will show. It just a single call and done. Again you can just copy the examples and change the filename.
This is looked awesome, but I think Im doing something wrong:
I did a layer of effects and called it “churcheffects.png” (screenshotted the map and created it with gimp) so the plugin that I wrote is
FogEffect 2 churcheffects 220 0 0 1
But its not the same size as the map and doesnt stick to it, it kinda follows the character, also even if I change the hue and opacity options it stills shows very fade and green, is there a way to fix this?
Thanks in advance ^^
i have created fogs and placed image under the name of darkness
installed BasicModule, TilePriority & FogOverlay
typed this in the map notebox:
move x: 2
move y: 1
not getting any luck with fog effect
any ideas where I fk up?
Hey, I’m searching for a way to do parallax mapping, I tried every pluggin I found, no success, it just doesn’t want to work! Well, for your pluggin it’s a little bit different because it’s actually working on small map, and I was all “Yaaaay” and then I tried on a bigger map an the overlay picture just follow the character… Is there a way to fix this ? :<
Change the fog pan value.
It does not work for me, I tried making a note, or by commands and it did not work for me. I have to insert two “nox” and “lux” images (without quotes) to make the map shadows. I tried the following way:
FogEffect 1 nox 255 100 0 0
And I didnt get any results
For the comment to work the event must be called, otherwise it will not create the fog.
For the notetag, where did you place it?
This is probably a stupid question, but where can I find fog files to use for this mod?
Search on resources forums. The ones I used were from RPG Maker XP.
good plugin ..,
but i dont know how i can increased speed on fog?
i can use this for bird on the sky and so many airship XD
* move x: n : fog horizontal movement (Numeric value, can be negative)
* move y: n : fog vertical movement (Numeric value, can be negative)
Maker version: RPG Maker MV
Script/Plugin: Fog & Overlay
Other Victor Engine Scripts/Plugins: Basic
Error: Every-time I deploy and check off “Export only Used Materials” I get an issue with the game when I play it that says fog image is missing. For some reason its removing the fog folder from unused materials even though I am clearly using it.
That is in no way exclusive to this plugin. All plugins that call for anything not in the database gets the files removed if you use that option, because they have no way of detecting them to see if they are used or not.
There is an odd quirk in your layering order system.
I have an ocean set up using several layers. 4 of those layers are set to a depth of 7 (over the parallax but under all tiles/sprites). 3 are set as layers 7,8 and 9 (the waves) and have their opacity set to 30. Layer 6 is set to 0 opacity at which after a certain point during the in-games day, the opacity would then fade in Layer 6 to 255 to create a sunset or sunrise before being fading out to 0 again.
The problem is that layer 6 is prioritizing itself “over” layers 7, 8 and 9 instead of staying “under” them, ignoring layer priority and obscuring everything under it. I have even tried setting layer 6 to layer 10 but the same problem occurs where it obscures everything underneath it instead of being under them.
Could you please look in to fixing this? I know it’s possible to set layers even lower than -1 in Galv’s Layer Graphics plugin but their plugin does not include an opacity shifter or hue value like yours does.
Also, didn’t include a “hue shifter” so that ruled out another possible solution/idea to create a transition effect from day->sunset->night->sunrise->day. It would also add some variation effects to layers, sort of like having a “multi-shifting dimension” effect (eg = Phantasy Star IV -> https://youtu.be/8lcpGzeAS5E?t=75 or 1:15 in to the video).
I found a way to “compensate” for the primary issue by generating all required layers first in an event before any “changes” are called (such as fading in/out). It seems that MV lacks a true Z-Index factor so if any new layers are generated or a prior one is altered, it will ignore the “order” they were originally set to and simply dump it on top of the others.
To give an example of the issue and the solution…
You have 5 layers, all labelled in order of which is to appear on top of the other and they are set to a depth of 7 (above the parallax but below the tiles). If you decide to change layer 1’s graphic in another event, layer 1 will then appear “above” the other 4 layers, ignoring that it is set as “layer 1” which should remain below layers 2-to-5. This is the “quirk” that MV has due to the lack of a Z-Index function/factor.
The only way to get around this problem is to separate layer 1 in to 2 layers and shift layers 2-5 to 3-6.
While this solution will get around the issue, it also presents a new problem and that’s using more resources than necessary.
The help box in the plugin says I need fog images. Are those included or do I need to find some of my own?
Not inclued, I offer plugins, graphics are up to the user.
Do this happens after you create the game package? Because if you check the box to remove unused files, it will remove all files that are used by plugins with noteboxes.
There is nothing to be done about that, You have to remove unused files manually and don’t use the option to remove manually.
Now if this happens even on test play, then there must be some spelling mistake somewhere.
For some reason I just can’t get it to work.
1. I made a clean new project with Basic Module and Fog And Overlay plugins.
2. Copy pasted the settings from help to the map notetag
3. Made just a solid black png image which is same size as the map and placed it to \img\fogs\
The image does not show up when running the game. Also tried by renaming the image file to NOT match the setting in the map notetag and I’m not getting any errors, but I should be getting one if I’ve understood correctly?
Here’s a screenshot from my settings: http://i65.tinypic.com/i5vwp5.jpg
Nevermind, redownloaded the scripts and it’s working perfectly now. Thank you for your awesome scripts! ❤
Thank you so much!
I’m eternally grateful.