@palatkorn the movement... just ignore the 3d when putting the move routes. Pretend it is the default map.
They are still the same as before the 3d was applied, they just look different because of the camera angle.
The change is not on the event/player going up or down or to the side, the change is that the camera changes your *input*. That means that if the camera angle is inverted then pressing the up button the game will act as if you had pressed down, but internally it will still be down even if in the 3d it will look like up.
I admit I had the same problem when I was first looking at the plugin before noticing this, but now that I do get it...
@Parallax Panda I don't think those things are so much about programming... since I am a programmer and get lost easily in graphics stuff too.
That doesn't seem to be minimap, but "mipmap". notice a p instead of a ni. I...have no idea what that means, really. Render distance is how far from the camera is pre-drawn. Antialiasing is for making things blurry when zooming in and out instead of just making big squares or hiding some. Lights per mesh I think it is because there used to only be able to have 4 light sources in a map... and that's all I know of Options Setting and Graphics... and Map Settings...
Fog is not an actual fog, it is the color to hide things when they are too far away.
Control Pitch with keyboard is moving the camera up and down, rotate camera is turning it left and right, straffing is walking sideways in first person, and stair thresold is how hight a terrain has to be before it is considered too high to just walk up.
Wall and Table Height are the default height wall/ceiling tiles get when put on the map, and table is the same with the counter tiles. Fringe Height is the default height of tiles set as star. Ceiling height is for maps you put a ceiling on, mainly for first person maps. Layering Distance is for when you put two tiles in the same grid position, so they are one just a bit over the other. Animation speed is for water, waterfall...
Regions and Terrain Tags is for putting a code that will affect all tiles under that terrain tag or region. As you can see for the example ones with the plugin,
Character, Object, Tile Event Settings are the default setting for those events (but you can change them with notetags)... I think Character is for normal character sprites, Objects is for sprites with a ! in the name and Tile is for those from the tileset... but cannot say for sure. Boat Ship and Airship are the settings for when using the vehicles, they have the Settings that is the same as the events one, Big that is for when they are double the usual tile size, and the airship has elevation, how high it flies from the ground, and land on bush tiles to block you... well, landing on tiles with the bush effect. Event "above character" height is just as it says, the height for an event set to show above character, just like a tile with star passability's fringe.
And that is all the settings I can guess.
About using first person view, she said here once all you need is to set the camera's height to 0, but pitch to 90 I think is pretty important too. height is the camera's height from the ground, and yaw is the direction you are facing.