MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 14 of 78 View original ↗
  1. @palatkorn
    I think it's a problem with your tileset. I managed to get the map working by changing the tileset and replacing all the tiles on your map with new ones.
    You only have the D image defined, which means a lot of your tiles are pointing to tilesheets that don't exist. Without the plugin RPG Maker handles this fine, but apparently my plugin ends up not loading the map properly, which causes problems.

    I'll have to fix the plugin to be more tolerant of these kinds of errors, but in the mean time I think you can fix it by making sure you have at least B and A5 defined for your tileset. Those are the ones with the transparent tiles.

    @Raphael Lourenço
    Other people have had this problem too. From what you say it sounds like it only happens on old GPUs, which explains why it's never happened to me.
    Unfortunately it will be pretty difficult for me to fix it unless I can find a machine that has the bug to test on :(
  2. It has been fixed by adding tiles.
    Thank you very much
    inXent.png
  3. Hey! First off let me say that this is amazing work! I never even dreamed 3d being possible in this engine!

    Now to the nitty gritty-- I noticed after the update there's an option in plugins for "premium features" for patreons. What are you planning to have under premium?

    Also, is it just me, or is the title screen skipped? I can't seem to get it to work, when I hit play it jumps right into the map at the player start location. EDIT: Nvm I'm a goof

    Thanks advance for any help!
  4. How to get info if there is any new update for your plugin?
  5. i just want to say, i'm dying for a silent hill fangame on mv3d


    btw, Silent Hill has pretty poor combat, just sayin'. You can do pretty similar on RM through eventing.

    I'm looking forward the eventual time when we're able to load 3D models in the game lol
    BTW, do you intend to improve the slopes, still? They're kinda wonky sometimes, with their prediction behaving weirdly (and using directional passability to hard-fix it can be problematic for several reasons)

    I'd screenshot it but it's kinda hard to see. Hope to upload the map on itch.io sometime soon. BTW I tested uploading this on Newgrounds and, to my complete speechlessness, the script managed to run SEAMLESSLY at 60FPS when run on a BROWSER?!

    And it was a pretty large map, too.
    Spoiler
    1576828598426.png

    Now this one has some lag spikes while loading the map, for obvious reasons. Depending on cell size and cell loading threshold, there can be lag spikes in-game for loading new blocks, too. But, regardless of that, it still runs surprisingly smooth for the I N T E N S E amount of events I added to the map.
    Spoiler
    1576828813431.png
    That being said, I wonder if these trees were in the tileset, rather than being events, if it would actually load faster? (not having to load and do collision on all these 100+ events and whatnot.)

    Now that I think of it, there's probably already a way to do that and use a dummy tile to run a bigger tree image from elsewhere in the tileset. But being able to directly load a charset and assign it to the tile, for example, would be interesting. Anyways, I'm going to play around with it, and try to delete tree events and substitute for tree tiles.

    actually, i didn't even think to check the default tree tiles and how you made them...



    i'm still in awe.
  6. Clisth said:
    Now to the nitty gritty-- I noticed after the update there's an option in plugins for "premium features" for patreons. What are you planning to have under premium?
    Last I checked, Dinamic Shadows and Alpha Fog.
    Not sure if they are already on the non-patreons versions too already though, besides the lack of time due to christmas in the store been working on other parts of my project and didn' test the new versions yet.

    [EDIT] So, apparently the new forum turns the word p a t r e o n into "no"? had to add an s in the end
  7. @Clisth
    Right now the premium features are dynamic shadows and alpha fog. The premium features will largely be stuff like that, nice visual improvements. Some features suggested earlier in the thread that I plan on adding as premium features are fading map edges and fog of war.
    Eventually I want to add a VR mode, and that will also be premium.

    @Zekken
    You know when there's a new update because I make a post on this thread talking about. Like this.

    Update: Added support for showing animations and emote bubbles. Also orthographic mode will now use camera distance value to zoom in or out.

    (I've decided to put it in bold from now on so it stands out more.)

    @JosephSeraph
    I could probably add a way to set the direction with a configuration function. Something like slope(1,north). Another idea I had though was to use the shadow pen to encode the directional data, since those shadows aren't shown on the 3D map I can use it for metadata instead.
  8. @Dread_Nyanak was that an actual update, or just an example?

    Also, just a combination of hint and request... while double post is usually frowned upon, unless the rules were changed a new post about an update to the current plugin by the topic's author is allowed. I did myself with my plugins some times.
    most of the time your updates are told on edits to the latest post if it was made by you. the problem is that those edits do not give a "new message" update on watched threads (unless they changed it on the new forum update), so... yeah, we'd have no idea it ever happened until someone else says something or we visit it by ourselves.
  9. Newest version seems to break entering battle with YEP_X_VisualStateFX, tried putting it below MV3D as well.Crash.jpg
  10. glaphen said:
    Newest version seems to break entering battle with YEP_X_VisualStateFX, tried putting it below MV3D as well.
    Can confirm this happens even without YEP_X_VisualStateFX, it happens in the battle in the forest in the demo too
    Spoiler
    1576867239484.png
    All I did was enter the battle and start the turn. It happened as soon as the animation would begin.

    Oh, by the way, in the future, when you update the demo, I suggest changing the notetag in the forest.
    People I talked to seem to think you can't make a map start in the direction the player is transported to at when in first person. Checking the forest map, it seemed to be so... when I entered, the teleport made me look down, but the character was looking up on the map...
    Until I noticed the notetag said "camera(0,90,dist:0,height:0.75)". I removed the "0,90," part and just the dist and height made it both first person and let the player be teleported looking at any direction.
  11. Waterguy said:
    Can confirm this happens even without YEP_X_VisualStateFX, it happens in the battle in the forest in the demo too
    Ahh, I didn't even try to attack without it, but the Visual State Effects crash happens before even reaching the battle screen.
  12. glaphen said:
    Ahh, I didn't even try to attack without it, but the Visual State Effects crash happens before even reaching the battle screen.
    that's because visual state effects start the animations as soon as battle starts.
    so really, it is more because an animation was used in battle than plugin compatibility.

    And @Dread_Nyanak I found the problem!
    The plugin itself is compressed so it is hard to see in it, but on the webpack/srcfolder, in the animations.js file, I can see that you check if the map has the mv3d disabled... but not if it is a battle. meaning that unless the mv3d is disabled in that map it'll try to do things it'd do in the 3d map in the battle too, fail and give an error.

    In line 65, function Sprite_Base.prototype.startAnimation, I'd suggest changing "if(mv3d.mapDisabled){ return; }" to "if($gameParty.inBattle() || mv3d.mapDisabled){ return; }"

    In line 73, function Sprite_Animation.prototype.updateFlashScreen, to change "if(!mv3d.mapDisabled){" to "if(!$gameParty.inBattle() && !mv3d.mapDisabled){"

    And in line 82, function Sprite_Base.prototype.updateAnimationSprites, to change "if(mv3d.mapDisabled||!this._animationSprites.length){ return; }" to "if($gameParty.inBattle() || mv3d.mapDisabled||!this._animationSprites.length){ return; }"

    ...
    ok, so all my changes are just to change the three places related to animations I found that check if the map has 3d disabled to check if the party is in battle first.
    Still think it should fix the problem.
  13. Yeah, it looks like I broke battle animations. Fixed now though.
    Also changed the forest note tag so player isn't turned incorrectly.
    Also fixed a bug where leading commas and multiple bars in a row didn't work in configuration functions.
  14. Is there any way we can turn off the 3d rendering midgame or perhaps turn the rendering off for certain map?
  15. seaotter said:
    View attachment 129291
    Need more than that. How was it got, what have you done to make t happen? What does the console say when it happens?

    Zekken said:
    Is there any way we can turn off the 3d rendering midgame or perhaps turn the rendering off for certain map?
    There is a notetag to turn if off in a map. Since maps that use it have to be made a special way, doing any other way wouldn't be so good.
  16. game_oiXyxDZvAy.png

    A wild mewtwo appeared
  17. I have a question about rotating the camera, aside from using the Q and E buttons.Can I use call script for ?
    I want to create a custom event in which the characters are turned In the specified direction but how can I do?
  18. palatkorn said:
    I have a question about rotating the camera, aside from using the Q and E buttons.Can I use call script for ?
    I want to create a custom event in which the characters are turned In the specified direction but how can I do?
    In the help file AND the github page there are plugin commands you can use.
    for your question the answer would be one of
    mv3d camera pitch <n> <t>
    mv3d camera yaw <n> <t>
    mv3d camera dist <n> <t>
    mv3d camera height <n> <t>

    <n> is the value to change and <t> the number of frames it would take to do it
  19. Waterguy said:
    There is a notetag to turn if off in a map. Since maps that use it have to be made a special way, doing any other way wouldn't be so good.
    How?