MV3D - 3D rendering for RMMV with Babylon.js

● ARCHIVED · READ-ONLY
Started by Cutievirus 1560 posts Page 15 of 78 View original ↗
  1. Zekken said:
    How?
    How as in "what is the notetag" or "how is mapping different"?

    The notetag is, on the map notebox,
    Code:
    <mv3d>
        disable()
    </mv3d>

    The mapping itself...
    you don't put wall pieces, only ceiling pieces. Walls will be the ceiling pieces being raised.
    You don't put two-tiles-tall B-E tiles by putting one tile above the other in the editor with the upper one being a star. You use the fact the editor allow you to put two tiles on the same space in the upper layer and you put both pieces in the same place, the one supposed to be above second so it is... well, above.
    You can't put things like the default blaxk pits right on the ground, else the ground will cover it. You need to put some transparent tile there and put the pit on that tile.
    And probably more differences I can't remember right now out of my head.
  2. Waterguy said:
    <n> is the value to change and <t> the number of frames it would take to do it
    Small correction, <t> is in seconds.

    To set the yaw to zero over one second:
    mv3d yaw 0 1
    To rotate counterclockwise 45 degrees over one second:
    mv3d yaw +45 1
    To rotate clockwise 45 degrees over one second:
    mv3d yaw +-45 1
  3. Oh... I was sure it was frames, sorry.
  4. Zekken said:
    Is there any way we can turn off the 3d rendering midgame or perhaps turn the rendering off for certain map?
    MV3D - 3D rendering for RMMV with Babylon.js
    Disable per map with map config:
    <mv3d>disable()</mv3d>
    Or disable mid map with plugin command:
    mv3d disable
    mv3d enable

    Note that disabling the plugin mid map probably won't look good. I recommend having separate maps for the 3D parts and 2D parts.
    Or, instead of disabling the plugin you can use the orthographic camera instead.

    Set camera mode in map config:
    <mv3d>camera(mode: orthographic)</mv3d>
    <mv3d>camera(mode: perspective)</mv3d>
    Set camera mode with plugin command:
    mv3d camera mode orthographic
    mv3d camera mode perspective
  5. Just some things I wanted to point out while messing around with 3d models:

    - The map coordinates in Babylon are inverted (had to use negative values to place a model on the map)
    - The Z and Y coordinates in Babylon are switched (Y is height)
    - Models have some problem with lighting, probably some conflict with ambient light although I'm still not sure what the culprit is.
  6. @0zuma
    Yeah, RPG Maker and Babylon use different coordinate systems. In addition to having different up directions they're also inverted. I have some alias properties that use RPG Maker's coordinate system though.

    o.x == o.position.x
    o.y == -o.position.z
    o.z == o.position.y
  7. Can someone tell me, what button are being changed because of this plugin. Cuz I just knew some, just like Q and E to rotate camera. Thank you.
  8. Are there any plans for non-tile-based movement for this plugin? also, is it possible to use textures that are larger than 48x48 so the textures are higher res? (sorry if any of this is written poorly, I'm not good at articulating my thoughts haha)
  9. @Zekken
    WASD to move, Q and E to rotate, and Pageup and pagedown to look up and down.

    @Echuwu
    Non-tile-based movement is a planned feature. And higher res textures will probably be possible in the future. There are plugins to change tile size, but I haven't tested them yet so they might not work properly together.

    Update 0.3.10 (premium):
    Added plugin commands and configuration functions for dynamic shadows.
    Increased bias of the shadow generator to hopefully reduce self-shadowing issues.
    Added option to change how fences and cross tiles interact with directional light.
  10. hmm... @Zekken 's question reminded me that wasd for moving and q and e for left and right shoulder buttons is not the default controls, a default game uses the arrow keys and q and w... aldo page up adn down are the same as q and w...
    that means that you are changing the controls and I did not even notice...

    ...now I wonder how they control on an actual controller with this plugin...

    ...do you mind if in the future I make - and put here - an extension for changing the controls based on Quxios' QInput and QInput+Remap?
    Quxios' Terms of Service say there is no problem as long as there is on the plugin's help or somewhere else visible.
    Of course, this plugin is yours, so if you already has plans for this or something be free to say no.
  11. Waterguy said:
    hmm... @Zekken 's question reminded me that wasd for moving and q and e for left and right shoulder buttons is not the default controls, a default game uses the arrow keys and q and w... aldo page up adn down are the same as q and w...
    that means that you are changing the controls and I did not even notice...

    ...now I wonder how they control on an actual controller with this plugin...

    ...do you mind if in the future I make - and put here - an extension for changing the controls based on Quxios' QInput and QInput+Remap?
    Quxios' Terms of Service say there is no problem as long as there is on the plugin's help or somewhere else visible.
    Of course, this plugin is yours, so if you already has plans for this or something be free to say no.
    I Agree. Is there any way to change the control? Maybe through .json or plugin parameters? Because sometimes, this makes this plugin not compatible with other plugin. And I think that moving with wasd is not nessecary because we can move with arrow key. And it can be done with other plugin such as YEP KeyboardConfig.
  12. @seaotter what does this plugin do? I have no idea how to read japanese, so...
    seeing from the script calls it seems it uses a separate class for some different kind of animation...
    but that wouldn't cause this if properly aliased. try seeing if the error also happens if it is above or bellow mv3d in the plugin manager, if happens in both cases a compatibility patch may be needed...

    also,showing the error in the game screen itself isn't that big a help, it just tells the very, VERY basic of the error. It is like a car stopped working, and it just says "the car is not running anymore" but no idea if it is a motor problem or a fuel or what.

    when an error happens, press f8 or f12 (some editors have a different key, most people can use it with f12 but not f8 but I myself always did with f8), and if not already go to the tab "console". THAT is the error message you should share.
  13. @Waterguy
    You can feel free to write whatever addon plugins you want.

    @Zekken
    I haven't done a lot of testing with other plugins, but I don't think the conflicts should be that bad. If you load the plugin after MV3D, then that plugin's key bindings should be the ones that get used.
    My plugin does add two new keybindings called rotleft and rotright though.

    @seaotter
    It looks like that plugin extends the sprite class. The problem is probably happening in one of the methods I overrided for animation. I've been overriding Sprite_Base when I should be overriding Sprite_Character. I've changed it now, hopefully the conflict should be gone.

  14. ( ZOOM PLUGIN work RIGHT )


    ( ZOOM PLUGIN no work , any things no happen )

    P.S script : this.setScale(150, 150);
  15. i tested the new plugin commmands and new things on the dinamic shadow plugin, this is sooooo good, thank you a lot!

    now looking you are now close to the step of fix bugs and add compatibility with other plugins, i recomend you two plugins to take on mind for that ^^

    Quasi/quxios plugins are like...the perfect plugins to work with your plugin, and indeed some of the most popular ones in terms of movement, still they have two compatibility problems...

    Qmovement ( kinda like the best pixel movement plugin, and to modify Colliders on events and map) its awesome to make colliders with new forms and degrees, and is mne of the most popular plugins for that out there, still have a weird compatibility problem when you use it together with your plugin, it would ignore the height movements restrictions in some directions, specially from down-up , its still posible to fix it adding custom colliders to events and ignore the tileset colliders, but would be better to can just, still work with some of the tileset colliders with it , together with that, if you rotate the camera ( and this happends with this plugin or other plugins based on 8 directional or pixel movements, like galvs one as an example... ) the keys for movement turns all twisted, so if in the original perspective you move up with the ...up or w key, once you rotate the camera you move "up" with the right or D key.... pixel movements and 8 directional plugins are quite important in a lot of cases, adding compatibility to something like this would be really useful and important o.o!

    and the Qsprite plugin ( it adds a lil program to add custom motions to sprites, iddle animations, run animations and 8 directional movements ) , there are sprite plugins to can change this, or even you could do it via events, still the Qsprite plugin is one of the best and more advance and flexible plugins in temrs of character animations , the compatibility issue make to cant use at all the sprites on it

    next to that,theres not a lot of plugins i found problems with it ( i work with around 110 diferent plugins at the same time, looks like a huge amount of them works just fine with the plugin, unless plugins who normally show something on the whole screen as some kind of effect, there is not neccesary nor the light plugins or stuff like yanlfy freedoodads dont have a lot of use now with the way you present the game with your plugin, but if i should say one "kinda" nice plugin who does not work anymore would be moghunters Weather ex plugin ( the one to create custom climates ) they work good on battle, but does not work anymore on map scene.... thats all the information i found about compatibility issues with other popular plugins i know until now, maybe theres other people who know more about the topic ^^

    oh and and i have a question o.o! , its just me or the slopes when you look from below looks transparent/invisible o.o? , is something im doing wrong? , i feel maybe im doing something wrong on the tileset configuration .....maybe but i tried a lot and i kinda dont understand how to made them visible from below , i tried to use them to make some ceiling structures like the one on this pic ( you know, not plain ceilings but more triangle like ones ) , there is something who can explain me...i really feel like im doing something wrong on the tiles configuration ... (btw , to make ceilings with tiles, is posible... but its soooo...soooo hard, thats why i pointed to can made y/vertical rotation (yRot) on events configurations too, to make the whole thing a lil more asy <.< )
  16. Hi, would this plugin be able to create an octopath traveler type effect where the buildings etc is 3d but the camera is fixed and can't be rotated?
    Perhaps with some things like trees being 2d popping up like paper Mario

    Just wondering as I am interested in starting a new project :)
  17. seaotter said:

    ( RIGHT )


    ( ERROR )

    I watched the "error" video four times and fail to see the problem.

    @k333 oh, really? shame... I love quxios' plugins, even if only found out about them earlier this year afte rhe had already left...
    well, the movement keys thing is understandable, really... about the heights issue, did you try changing the order or it and this one?
    and yeah, qsprites is awesome, but what exactly is the compatibility issue? did it give a message or was it just a bug? and again, did you try just changing the plugin order?
  18. like i said, for anyone who is quxios one , as far as i can see the problem only happnes moving from south to north , and buggy and glithcy sometimes on other directions, the solution meanwhile, for my case, is to create events with new colliders with the form of the edges of each big height diference, so the character cant walk over it, as soon as you leave them 5 pixels thick, you would almost dont see the diference, so it can be forced to work, thats the solution for that thing

    (BTW for 3d plugin and qmovement plugins work together, you nedd to put qmovement first, and below the 3d plugin, if you put qmovement below , you would cant move )

    the Q sprite one is the sad one.... the game direcly ignore the sprite... if you put Qsprite below the 3D plugin it would let you play the game but... the character would be stuck looking on a single direction dont matter how you move.... if you put the plugin over the 3d plugin the game crash with this.qSprite is not a function

    ...and its sooo sad! i mean... q sprite is like the best of the best sprite plugins for movement and all (also the fact is compatible with qmovement)

    and yush...sadly i already tried to change as mutch as i can the order of the plugins ..actually that was the way i found to force the plugin to work xp
  19. @k333 ok, I can see the cause of the problem now then... at least, for QSprites.
    you see, the events in the 3d maps are not actually events, they are a new class named "character".And since QSprite is so different, I can assume easily they are a similar case.

    A compatibility patch shouldn't be hard to make though... I'll take a look at it later...

    the problem with qmovement is likely close too, themovement kinda had to be remade a bit for this plugin, with the heights and camera irections and all, and a lot for qmovement because... it is the whole idea behind them... so compatibility problems are a given and it is surprising you even found a few solutions
  20. I made a bug report awhile ago how qsprite and qmovement was working with this plugin and requested a patch fix , glad to see more people are checking this out too.