fglayer {path} {z} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha} {watermode} {amplitude} {wavelength} {wavespeed} {bgspeedratio} {quake} {neon}
- This is for setting custom foreground layer in current level.
- {path} is the location relative to data folder where the graphic is
- Just like any image used by OpenBoR, fglayers must use paletted images. In 8 bit colourdepth (default), it must use same palette as ‘background’ (see above). In 16/32 bit, it can use different palette
- Beware though, if bglayers use different palette than background, ‘palette’ command (see below) won’t work
- {z} sets location of the layer. Give positive value to make it closer to screen or negative value to make it farther from screen.
- Other parameters ( {xratio}, {zratio}, {xposition}, {zposition}, {xspacing}, {zspacing}, {xrepeat}, {zrepeat}, {transparency}, {alpha} and {bgspeedratio} ) have same effect like in ‘bglayer’ above.
- {quake} is a boolean setting. 0 (default) will make the layer to not shake when the screen a quake happens. 1 will make it to shake.
- {neon}, unlike panel, IS NOT the path to the file we will use as neon, it is a boolean value:
- 0 disabled (default)
- 1 enabled
- Neon uses ‘pallete cycling’: certain colors slowy change to different colors. To be more specific, colors 128 through 135 in the pallete will be cycled by two steps three times each second. Note: It must be using the global palette (as in, using same palette as background) for Neon to work.
- {watermode}, {amplitude}, {wavelength} and {wavespeed} also works for bglayer and background (but not for frontpanel) – 6391+
#### PLEASE USE BOTH THESE IMAGES AS HUD FOR YOUR PLAYER(S) UNLESS IT'S BONUS STAGE #######
fglayer data/sprites/hud_base.png -1 1 0 3 3 1 1 1 1 1 0 0 0 0 0 0
fglayer data/sprites/hud.png -1 1 0 3 3 1 1 1 1 1 0 0 0 0 0 0
###########################################################################################
#### MAIN BG #########
bglayer data/bgs/ryu/0-0.png 0.4365 0 0 -26 1 1 1 1 1 0 0 0 0 0 0
bglayer data/bgs/ryu/0-1.png 0 0 0 -10 0 0 -1 1 1 0 0 0 0 0 0.83
bglayer data/bgs/ryu/0-2.png 0 0 0 -30 0 0 -1 1 1 0 0 0 0 0 0.653
bglayer data/bgs/ryu/0-3.png 0.17 0 0 73 1 1 1 1 1 0 0 0 0 0 0
panel data/bgs/ryu/0-4-ryu.png
bgspeed 7
order a
direction both
settime 0
notime 1
type 1
BGLAYER
# xratio/zratio - 0.5 same scroll like background; 1 same scroll like panel
# panel type entity - 10 times xratio or zratio speed for background if speed is 5; e.g. speed 5 type panel - move like background
#bglayer 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
# 0 - path
# 1 - xratio
# 2 - zratio
# 3 - xposition
# 4 - zposition
# 5 - xspacing
# 6 - zspacing
# 7 - xrepeat
# 8 - zrepeat
# 9 - transparency
# 10 - alpha
# 11 - watermode (if set to 3, next 3 parameters become beginsize, endsize and perspective; if set to 1, water effect will play)
# 12 - amplitude (if watermode set to 1, not 3) / beginsize (if watermode set to 3, not 1)
# 13 - wavelength (if watermode set to 1, not 3) / endsize (if watermode set to 3, not 1)
# 14 - wavespeed (if watermode set to 1, not 3) / perspective (if watermode set to 3, not 1)
# 15 - bgspeedratio
# 16 - quake
# 17 - neon
# In perspective mode
#~{perspective} defines z depth effect it should have
# 0 = No effect (default)
# 1 = Perspective & tile
# 2 = Perspective & stretch
#~{bgspeedratio} determines the moving ratio of this bglayer relative to main background. Defaults to 0 (no movement).
===========================================================
FGLAYER
# xratio/zratio - 0.5 same scroll like background; 1 same scroll like panel
# panel type entity - 10 times xratio or zratio speed for background if speed is 5; e.g. speed 5 type panel - move like background
#fglayer {path} 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
# 0 - z
# 1 - xratio
# 2 - zratio
# 3 - xposition
# 4 - zposition
# 5 - xspacing
# 6 - zspacing
# 7 - xrepeat
# 8 - zrepeat
# 9 - transparency
# 10 - alpha
# 11 - watermode (if set to 3, next 3 parameters become beginsize, endsize and perspective; if set to 1, water effect will play)
# 12 - amplitude (if watermode set to 1, not 3) / beginsize (if watermode set to 3, not 1)
# 13 - wavelength (if watermode set to 1, not 3) / endsize (if watermode set to 3, not 1)
# 14 - wavespeed (if watermode set to 1, not 3) / perspective (if watermode set to 3, not 1)
# 15 - bgspeedratio
# 16 - quake
# 17 - neon
# In perspective mode
#~{perspective} defines z depth effect it should have
# 0 = No effect (default)
# 1 = Perspective & tile
# 2 = Perspective & stretch
#~{bgspeedratio} determines the moving ratio of this bglayer relative to main background. Defaults to 0 (no movement).
# In perspective mode
#~{perspective} defines z depth effect it should have
# 0 = No effect (default)
# 1 = Perspective & tile
# 2 = Perspective & stretch
#~{bgspeedratio} determines the moving ratio of this bglayer relative to main background. Defaults to 0 (no movement).
background data/BGS/level1/road.gif
panel data/BGS/level1/fense.gif
frontpanel data/bgs/level1/front.png
#fglayer | path | z-1 | xratio-2 | zratio-3 | xposition-4 | zposition-5 | xspacing-6 | zspacing-7 | xrepeat-8 | zrepeat-9 | transparency-10 | alpha-11 | watermode-12 | amplitude-13 | wavelength-14 | wavespeed-15 | bgspeedratio-16 | quake-17 | neon-18
fglayer data/BGS/level1/swalk.gif -1 0 0 0 1 0 0 1 1 0 1 0 0 0 0 0 0 0
fglayer data/BGS/level1/house1.gif -1 0 0 0 1 0 0 1 1 0 1 0 0 0 0 0 0 0
fglayer data/BGS/level1/house2.gif -1 0 0 0 1 0 0 1 1 0 1 0 0 0 0 0 0 0
fglayer data/BGS/level1/garage.gif -1 0 0 0 1 0 0 1 1 0 1 0 0 0 0 0 0 0
fglayer data/BGS/level1/gdoor.gif -1 0 0 0 1 0 0 1 1 0 1 0 0 0 0 0 0 0
fglayer data/BGS/level1/brickwall1.gif -1 0 0 0 1 0 0 1 1 0 1 0 0 0 0 0 0 0
fglayer data/BGS/level1/brickwall2.gif -1 0 0 0 1 0 0 1 1 0 1 0 0 0 0 0 0 0
background data/BGS/level1/road.gif
panel data/BGS/level1/fense.gif
frontpanel data/bgs/level1/front.png
fglayer data/BGS/level1/swalk.gif -1 0 0 0 0 0 0 1 1 1 1 0 0 0 0 0
fglayer data/BGS/level1/brickwall1.gif -1.5 0 0 0 0 0 0 1 1 1 1 0 0 0 0 0
fglayer data/BGS/level1/road.gif -1 0 0 0 0 0 0 1 1 1 1 0 0 0 0 0
yeah hommie dont play that game lolYou have to experiment with the Z, because it's tied to a lot of things, including the Z boundaries for stage. I could dig up the exact math, but honestly it's quicker and easier to just play with it until you find a working value.
You might have to move it a few hundred or more pixels to find the sweet spot and then adjust.
DC
fglayer data/BGS/level1/brickwall1.gif -150 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
fglayer data/BGS/level1/swalk.gif -100 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
fglayer data/BGS/level1/road.gif -100 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
thats an extremely high - number... i only went up to 25 cus i dont have that many layers so that didnt seem logical... but yeah maxman also suggested the higer numbers.. will test in a bit... in the hospital with my son atm. thanksI suggest that you use fglayer instead of none type cause it is easier to set up than the latter.
Try these for now:
Code:fglayer data/BGS/level1/brickwall1.gif -150 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 fglayer data/BGS/level1/swalk.gif -100 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 fglayer data/BGS/level1/road.gif -100 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
ok fixed thanks again brother...I suggest that you use fglayer instead of none type cause it is easier to set up than the latter.
Try these for now:
Code:fglayer data/BGS/level1/brickwall1.gif -150 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 fglayer data/BGS/level1/swalk.gif -100 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 fglayer data/BGS/level1/road.gif -100 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
panel data/BGS/level1/fense.gif
frontpanel data/bgs/level1/front.png
fglayer data/BGS/level1/road.gif -230 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
fglayer data/BGS/level1/swalk.gif -240 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
fglayer data/BGS/level1/house1.gif -244 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
fglayer data/BGS/level1/house2.gif -245 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
fglayer data/BGS/level1/garage.gif -242 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
fglayer data/BGS/level1/gdoor.gif -243 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
fglayer data/BGS/level1/brickwall1.gif -241 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
fglayer data/BGS/level1/brickwall2.gif -246 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
fglayer data/BGS/level1/post.gif -239 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
order a
settime 0
notime 1
shadowcolor 1
fglayer {path} {z} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha} {watermode} {amplitude} {wavelength} {wavespeed} {bgspeedratio} {quake} {neon}
fglayer data/BGS/level1/road.gif -230 0 0 0 200 0 0 1 1 1 0 0 0 0 0 0
fglayer data/BGS/level1/swalk.gif -240 0 0 300 200 0 0 1 1 1 0 0 0 0 0 0
fglayer data/BGS/level1/house1.gif -244 0 0 600 200 0 0 1 1 1 0 0 0 0 0 0
if i dont have to change it why should i? as stated before i made that level intending to use it and or layer it differently since i didnt even know about the fglayer... and no i posted earlier that yeah i did understand the logic, i just didnt understand why the number had to be so high and hence why i was having most of my issues.... the level 1 boss level i had to use x and z and also had to use quake as some characters do shake the screen and is i didnt add that the panels would bounce and look idiotic lol...Why can you not change xposition and zposition after z for each layer? I only see you change z, xrepeat, zrepeat, and transparency there.
Why not try this? Change layer position?
You can change the z value to be the same.
I guess you are confused with the positive and negative values on the z part. Below 0 is negative while above 0 is positive.
EDIT: The Z parameter doesn't have to be "big" numbers. Maybe -10 or 10 however you want. You play around with its position of being behind or front.
music data/music/boss.ogg LOOP 1
panel data/bgs/level1/boss1.png
frontpanel data/bgs/level1/frontb.png
fglayer data/BGS/level1/road.gif -150 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 2
fglayer data/BGS/level1/postb.gif -140 0 0 436 57 0 0 1 1 1 0 0 0 0 0 0 2
Not really. Numbers like -10 will make the layer to be behind the player, but in front of the panel.EDIT: The Z parameter doesn't have to be "big" numbers. Maybe -10 or 10 however you want. You play around with its position of being behind or front.
thas what i thought when i saw my shadows disapear... so i hadd to set them before them... i really like this was of setting up stages with lots of stuff going on.... in your avengers game when i first saw them i was like wtf lol... some crazy shit going on there with just about everything really lol...Not really. Numbers like -10 will make the layer to be behind the player, but in front of the panel.
Keep in mind that this value is affected by the level minz value, so it can change based on that value.
For my stages, I start at -400 for the background elements. See that I use -150 for the fglayer with neon, which will be behind the player but above the panel.
(in V3, there is a bug - which was already fixed on V4 - where if you set a panel with a Neon, the neon is drawn above the players shadow, so I use a transparent fglayer with the neon only).
View attachment 8746