MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 13 of 78 View original ↗
  1. Hello, I tried to adjust, but is there any way I can make the city display correctly?
    iAvPc0.png
  2. How to apply apache lisence 2.0?
  3. Update:
    When not using a parallax background, clear color is set to be the same as fog color.
    Fixed multiple stairs in a row.

    @LeeRyuto
    To rotate the camera for cutscenes, you will use plugin commands.
    mv3d yaw 45 1
    The first number is the degree of rotation, and the second number is the time (seconds) it takes to rotate.

    To rotate the camera up and down, there's a setting in the parameters to let the player pitch the camera with pageup and pagedown.
    You can also use plugin commands.
    mv3d pitch 60 1

    The closest thing I have to a tutorial is the help text, which describes all the configuration functions and lists all the plugin commands. It can be found in the plugin manager and on the github page.

    Currently the only way to make trees more than 2 tiles tall is to use events.
    You can either move the tree texture onto a character page, or stack multiple events on top of each other using <mv3d: pos(1,1)> to change their location. You can also use <mv3d:scale(1,2)> to make the tree events taller, but that will stretch them.

    @palatkorn
    The city tiles look half-decent with shape(cross)
    I assume you're using terrain tag 1, which uses the xcross shape by default. You can configure the terrain tags in the plugin parameters.
    l9fv8YP.png

    @Zekken
    I don't know what you mean. This plugin doesn't use apache license.
  4. Is there such a thing as a Z-coordinate for the game map in this plugin?
    For example, this simple system here uses X and Y coordinates to check for collision.
    genius.gif

    However, I can see triggering an event on the wrong Z a potential issue with this. Granted, it's easy to circumvent it with regions, terrain, or a manual height check etc. when climbing stairs, and it's also easy to design maps around this so it's not an issue. However, it'd still be something useful!

    Also, making tiles for this is so much easier than making regular 2D tiles. Anything looks good if you add a little bit of polish with height and colors and whatnot lol
    In addition, isometric characters are naturally easier to make too, because you only need to make 2 directions... if you're an artist, this plugin not only looks luxuriously good but it also helps you cut down your budget immensely, too, lol.

    I can see commercial games made with this being much cheaper to fund, in terms of tiles and characters, than by going with vanilla MV >v>) (if you're replacing every asset) and even MV RTP gets such a cool look within it... And then there's all the other RTPs and asset packs eehehe
  5. Do Dynamic Shadows allow to block the light source with tiles and events to create a kind of fog of war or field of view (player would then be the light source)?
  6. @JosephSeraph
    To get a character's z height with script you can use character.mv3d_sprite.z. Right now z is calculated based on the tile you're standing on, so it's sort of a fake z coordinate and is just used for rendering and collision.
    Making it so you can only trigger and collide events at the same z level as is something I'm thinking of adding. Probably along with a triggerHeight function for times when you need triggerHeight(Infinity).

    @Zekken
    I see what you mean now. The license text is already in the source code (babylon.js), so you don't need to worry about it.

    @potoko
    You could probably use the dynamic shadows for something like that. I'm not sure how ideal it would be though. Fog of war would be a good feature to add in the future though. The implementation would be pretty similar to the feature to fade map edges.
    I don't have any plugin commands for the dynamic shadows yet, but you can alter the angle and lighting with scripts.
    mv3d.sunNode.rotation is the direction, and mv3d.sunlight.diffuse is the color.

    Also, coming soon:
    26yycSX.png
  7. Dread_Nyanak said:
    To get a character's z height with script you can use character.mv3d_sprite.z
    Interesting! I'll test it out. Does it account for height changes in event settings?

    Also, exciting news about the balloons! Do you intend to implement Animation playing on events, as well?
  8. Yeah, I'm trying to get animations working right now. They're a little more complicated than the balloons though.

    And it does take the event settings into account. This is the actual position of the sprite.
    To just get the height of the map at a location, you can use getWalkHeight(x,y);
  9. Okay, I've encountered a problem.
  10. @palatkorn
    I can't get that to happen on my end. Maybe there's an error happening that isn't reporting properly? (That happens sometimes with asynchronous code)
    Can you open the console with F8 or F12 and show me if anything appears there?
    It also looks like you have a lot of plugins active, so it's possible it might be conflicting with something there. If you send me a project file with the bug then I might be able to figure out what's causing it.
  11. Fixing was not what I thought at first.
  12. I copied the old map and changed it and made it again. Now my problem is gone.
  13. hfgnfjmgf.png
    kay kay, i have an idea! , i tried to made a dirty sketch to explain myself better, well.... would be good to add an option to fix the y or the x movement of the camera, lemme explain.... by default you can chose to fix the camera looking on the character or an event yes? , well , that way you can put a fixed camera for a more panoramic like looking, yes, but what about a more dinamic panoramic look?...idk if its already posible, i tried to fix the camera on a invisible event who can only walk horizontally and follow the player to made the same effect... but the camera looks glitchy or more...weird.. it work reaaaaally bad, so the idea would be to made a plugin command to decide how the camera would follow the character, i tried to made those red hood things to explain myself better.... if i walk from the right part to the left part of the image, the camera should follow my character left to right, but, if i decide to go up on the street from down to up ( from close to far ) then the camera dont follow the character in that direction, so you see how he gets smaller while leaving the scene... i dont know if i explain myself good, in this example what would i like to made its dont matter how far i go to the map, the front houses are still visible... BUT... while im on the same street as the houses, the camera do follow me horizontally from left to right --- im sorry for my bad english ---
  14. @Dread_Nyanak So I can use the plugin and just have to credit you?

    And what does the lisence file mean in the demo? (MV3D-master/LISENCE)
  15. Zekken said:
    @Dread_Nyanak So I can use the plugin and just have to credit you?

    And what does the lisence file mean in the demo? (MV3D-master/LISENCE)
    MIT License

    Copyright (c) 2019 Dread-chan

    Permission is hereby granted, free of charge, to any person obtaining a copy
    of this software and associated documentation files (the "Software"), to deal
    in the Software without restriction, including without limitation the rights
    to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
    copies of the Software, and to permit persons to whom the Software is
    furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in all
    copies or substantial portions of the Software.
  16. @k333
    What glitchiness are you seeing? I put this script in a parallel process and it's working perfect:
    $gameMap.event(this._eventId)._realX=$gamePlayer._realX;
    Main problem I encountered was if the event goes over a building it will jump up in elevation. This can be fixed by locking its elevation to zero in the note <mv3d:z(0)>.

    @Zekken
    Yes, credit is enough for me.
    MIT and Apache license are both very permissive, so I don't think you need to be worried too much about the licenses. I'm not a lawyer though.
  17. OOOH... the problem was more about the horizonal move on the camera was more about my excecution, i made it in other really really silly way,using the script it works just... soooo...soooo good, thank a lot for the help, now i feel kinda silly ^^
  18. Shortly after that it happened again. I think it's a bug and I Can't find it. Oh, help me
    Even if I turn off all plugins, I still have screen loading symptoms.
  19. I'm testing the perfomance of my project in a old notebook I have with Intel HD Graphics (Its a I5 M480). For some reason, the sprites in 3D Scenes changed for this bugged scheme (this bug occours in the Plugin Demo). In other PCs with new GPUs that trouble don't occours. Any idea what it might be?
    1576690250475.png