CTR_Engine v2.4(now with DEMO) for 3d or just isometric tilemap

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Started by PesadeloDoEspantalho 67 posts Page 4 of 4 View original ↗
  1. RespectWomen said:
    Will you be releasing the modified doodads?

    No unfortunately I only had a version of test that I modified every time,
    But you just have to play with :

    "sprite3d".position3d.set("position3d.x", "position3d.y", "position3d.z"); [Pixels]

    "sprite3d".pivot3d.set("pivot3d.x", "pivot3d.y", "pivot3d.z"); [Pixels]

    and for rotation 3d : euler.x, euler.y, euler.z; [Radian> 1 degres /180 * Math.PI = 1 radian], [0.5*Math.PI = 90degres, Math.PI = 180degres]

    Caution if your sprite is larger than the tile size the "getDepth()" for "screen.z" function may be altered...
  2. Wait... So you can have 3d dungeon crawler view by playing with rotation parameters? LETS TRY! But how about the roof tile?
  3. /!\ ANNOUNCEMENT /!\

    This summer I will share the compatibility patch with the Quxios plugins, and create a patch of its QMapEditor map editor to make it easier for you to create your 3d or just isometric map, and if I have time I will optimize you will also share my patch to create floors.
    Ps: And maybe a patch for Grid-Free Doodads of Yanfly for isometric object mapping...
  4. Ooh that's great. Will be looking forward to it. Have you found a way to add compatability to khas ultra lighting too? Or have plans to do it? That will be nice.
  5. Is it possible to set parameters to have first person dungeon crawler point of view?
  6. ...Sorry but I've migrating to Unity 3d...
    I went a long way in my research to make 3d lights that I found how to integrate 3d characters (three.js and an script of compatibility for pixi.js but I don't remember where I saw it) and about dungeon crawler with perspective, use 3d camera in projection script of pixi (PIXI.projection.Camera3d()) example here.
    ...RPG Maker is no longer for me but I would make addons of QPlugins when I found a moment, still sorry...
  7. A question and maybe a problem with the demo? Um.. it appears that depth works fine on down/left facing sprites, but not with down/right facing ones? Now.. this was a weird bug fromt he demo at the start.

    Yet, when I hit E, and the screen rotates that 90 degrees clockwise, all the doors and sprites look fine with exactly the right depth.

    * scratches head*

    What I've found is that by changing the initial Horizontal camera to 315 degrees, depth issues APPEAR to be resolved completely.