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Re: NSMBWalls.lua - Fake Walls! (IMPORTANT UPDATE) - link fixed
Posted: Tue Aug 13, 2019 12:05 pm
by Halzk
THIS IS THE DEFINITIVE WORKAROUND:
EDIT: you just can get rid of the xRays[k]:ScaleTexture() and overlays[k]:ScaleTexture() lines, but watch out the following step:
Before each ScaleTexture, imagic.Circle{} is assigned to xRays and overlays respectively. Look for "filltype", then change imagic.TEX_FILL for imagic.TEX_PLACE. For example:
CODE: SELECT ALL
xRays[k] = imagic.Circle { radius = r, x = playerCenterX, y = playerCenterY, scene = true, texture = xRayBuffer, filltype = imagic.TEX_PLACE, texoffsetX = (centerOnScreenX - 400)/800, texoffsetY = (centerOnScreenY - 300)/600 }
And now we're done! Now it is exactly zoomed, and the effect works properly!
Don't know if I did something wrong but for me the result is kinda weird

Re: NSMBWalls.lua - Fake Walls! (IMPORTANT UPDATE) - link fixed
Posted: Tue Aug 13, 2019 2:32 pm
by hacheipe399
TheMaeru wrote: ↑Tue Aug 13, 2019 12:05 pm
Don't know if I did something wrong but for me the result is kinda wierd
Maybe you forgot to build the things behind the wall? Remember the layer nsmbwalls should be hidden in the editor, it works like a charm for me:

Re: NSMBWalls.lua - Fake Walls! (IMPORTANT UPDATE) - link fixed
Posted: Tue Aug 13, 2019 5:31 pm
by Halzk
Maybe you forgot to build the things behind the wall? Remember the layer nsmbwalls should be hidden in the editor, it works like a charm for me:
No, it's not that I've checked
Re: NSMBWalls.lua - Fake Walls! (IMPORTANT UPDATE) - link fixed
Posted: Sat Aug 17, 2019 8:49 pm
by MegaDood
I can't get anything other than the dummy block to display as the graphic when using this script. I've checked that my graphics are all PNGs, I don't know where I would look other than my level folder and default graphics folder. Does anyone know how I would fix this?
Re: NSMBWalls.lua - Fake Walls! (IMPORTANT UPDATE) - link fixed
Posted: Sat Aug 31, 2019 6:56 pm
by Daring Tombstone
I get the same effect as the Maeru.
Everything in the circle is slightly blurry looking. You can tell by the orange mushroom on the left. The right side is warped while the left is fine.
I can deal with it though. Just wondering if this is what everyone else gets.
Re: NSMBWalls.lua - Fake Walls! (IMPORTANT UPDATE) - link fixed
Posted: Mon Sep 02, 2019 3:35 pm
by Dannygarbage
hey, im not sure if this has been asked/fixed already so sorry if this is a repost, but im trying to implement this in a level, and it worked but the x ray showed a zoomed out version of the whole camera. i found a way to fix that by changing the scaletexture to 128 and the (2 * r)'s to 2.5, but now the textures are squished a bit and i can't figure out how to make it look like it does in the video. any help would be appreciated! heres images of the problems.

Re: NSMBWalls.lua - Fake Walls! (IMPORTANT UPDATE) - link fixed
Posted: Tue Oct 08, 2019 9:27 pm
by FirestarPlays
Dannygarbage wrote: ↑Mon Sep 02, 2019 3:35 pm
hey, im not sure if this has been asked/fixed already so sorry if this is a repost, but im trying to implement this in a level, and it worked but the x ray showed a zoomed out version of the whole camera. i found a way to fix that by changing the scaletexture to 128 and the (2 * r)'s to 2.5, but now the textures are squished a bit and i can't figure out how to make it look like it does in the video. any help would be appreciated! heres images of the problems.
I'm having the exact same issue!
Re: NSMBWalls.lua - Fake Walls! (IMPORTANT UPDATE) - link fixed
Posted: Thu Oct 10, 2019 1:26 am
by Wiimeiser
Looks like this is in need of a compatibility update...
Re: NSMBWalls.lua - Fake Walls! (IMPORTANT UPDATE) - link fixed
Posted: Thu Oct 10, 2019 2:06 am
by Dannygarbage
big oof
Re: NSMBWalls.lua - Fake Walls! (IMPORTANT UPDATE) - link fixed
Posted: Tue Nov 19, 2019 9:59 pm
by Soronexle
I tried to use the walls in one of my recent levels, but the wall in question still acts like a real wall. What am I missing that needs to be changed?
Re: NSMBWalls.lua - Fake Walls! (IMPORTANT UPDATE) - link fixed
Posted: Tue Nov 19, 2019 11:04 pm
by IAmPlayer
Dark Soron wrote: ↑Tue Nov 19, 2019 9:59 pm
I tried to use the walls in one of my recent levels, but the wall in question still acts like a real wall. What am I missing that needs to be changed?
You need to place/move the blocks that wanted to be the fake walls to the layer named "nsmbwalls".
Re: NSMBWalls.lua - Fake Walls! (IMPORTANT UPDATE) - link fixed
Posted: Wed Nov 20, 2019 6:32 am
by Soronexle
1AmPlayer wrote: ↑Tue Nov 19, 2019 11:04 pm
Dark Soron wrote: ↑Tue Nov 19, 2019 9:59 pm
I tried to use the walls in one of my recent levels, but the wall in question still acts like a real wall. What am I missing that needs to be changed?
You need to place/move the blocks that wanted to be the fake walls to the layer named "nsmbwalls".
I do have the blocks in the "nsmbwalls" layer. I think what i'm missing is the code itself. This is the first time working with a luna.lua file so I'm not sure how to type in the code so that it functions.
And before you mention it, I have been watching the tutorials for it as well.
Re: NSMBWalls.lua - Fake Walls! (Beta 4 Fix)
Posted: Wed Mar 25, 2020 1:24 pm
by Sambo
I just posted a fixed version of this library. Please look at the OP for more info and a download link.
Re: NSMBWalls.lua - Fake Walls! (Beta 4 Fix)
Posted: Wed Mar 25, 2020 3:17 pm
by Maxjacinto2
Sambo wrote: ↑Wed Mar 25, 2020 1:24 pm
I just posted a fixed version of this library. Please look at the OP for more info and a download link.
So, if I am not mistaken, do we just put the text document on our level's file and that is it? If so, it'll be incredibly handy! Props for making this Sambo, an extremely helpful script for many people

Re: NSMBWalls.lua - Fake Walls! (Beta 4 Fix)
Posted: Wed Mar 25, 2020 3:25 pm
by PdizzleParker
Maxjacinto2 wrote: ↑Wed Mar 25, 2020 3:17 pm
Sambo wrote: ↑Wed Mar 25, 2020 1:24 pm
I just posted a fixed version of this library. Please look at the OP for more info and a download link.
So, if I am not mistaken, do we just put the text document on our level's file and that is it? If so, it'll be incredibly handy! Props for making this Sambo, an extremely helpful script for many people
You must also copy and paste this bit of code into your level's luna.lua file.
If your level doesn't have one, make one.
Re: NSMBWalls.lua - Fake Walls! (Beta 4 Fix)
Posted: Wed Mar 25, 2020 4:10 pm
by Maxjacinto2
thegameseum wrote: ↑Wed Mar 25, 2020 3:25 pm
Maxjacinto2 wrote: ↑Wed Mar 25, 2020 3:17 pm
Sambo wrote: ↑Wed Mar 25, 2020 1:24 pm
I just posted a fixed version of this library. Please look at the OP for more info and a download link.
So, if I am not mistaken, do we just put the text document on our level's file and that is it? If so, it'll be incredibly handy! Props for making this Sambo, an extremely helpful script for many people
You must also copy and paste this bit of code into your level's luna.lua file.
If your level doesn't have one, make one.
Oh, got it. Thanks a lot!
Re: NSMBWalls.lua - Fake Walls! (Beta 4 Fix)
Posted: Wed Mar 25, 2020 10:42 pm
by IAmPlayer
This new fix doesn't require the dummy images anymore, am I right?
Re: NSMBWalls.lua - Fake Walls! (Beta 4 Fix)
Posted: Thu Mar 26, 2020 11:03 am
by SpoonyBardOL
Glad to see this updated. I've been running with a thrown-together fix but this proper update works much better. However there is an issue I've come across previously that still exists and now that this is being looked at again I should point it out. The effect doesn't seem to play nice with some of the shaders added in Beta 4:
It seems to adjust to the wavy effect of underwater fine, but it renders over the ocean spray shadow. Not to mention the Lava Lotus spores going behind it, but that at least can be worked around in level design.
Re: NSMBWalls.lua - Fake Walls! (Beta 4 Fix)
Posted: Thu Mar 26, 2020 5:45 pm
by Sambo
1AmPlayer wrote: ↑Wed Mar 25, 2020 10:42 pm
This new fix doesn't require the dummy images anymore, am I right?
That is correct.
SpoonyBardOL wrote:
It seems to adjust to the wavy effect of underwater fine, but it renders over the ocean spray shadow. Not to mention the Lava Lotus spores going behind it, but that at least can be worked around in level design.
Unfortunately, because of how the wave effect works (technically it's called caustics), I can't do anything about this right now. It's possible that it will be fixed in the future, though. There's talk (though nothing official) of possibly adding this to basegame and making it play well with the other built-in effects. If this happens, it won't probably be for some time.
Now, the lava lotus thing could be fixed by lowering the render priority of the fake wall, but it renders above them intentionally, so that NPCs can be hidden behind it. What I would recommend is just doing a custom render to make the spores have a higher priority.
Re: NSMBWalls.lua - Fake Walls! (Beta 4 Fix)
Posted: Thu Mar 26, 2020 5:54 pm
by PdizzleParker
SpoonyBardOL wrote: ↑Thu Mar 26, 2020 11:03 am
Glad to see this updated. I've been running with a thrown-together fix but this proper update works much better. However there is an issue I've come across previously that still exists and now that this is being looked at again I should point it out. The effect doesn't seem to play nice with some of the shaders added in Beta 4:
It seems to adjust to the wavy effect of underwater fine, but it renders over the ocean spray shadow. Not to mention the Lava Lotus spores going behind it, but that at least can be worked around in level design.
For me, what I'd do to make the Volcano Lotus thing look a bit better is to put the entire piece of ground onto the nsmbwalls layer, rather than just the hidden part. That way, the fireballs go behind the whole thing rather than just clipping behind part of it. This is what also the NSMB games do, by the way.