MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 17 of 78 View original ↗

  1. ( NORMAL )
    animations ( X,Y ) right


    (ULTRA MODE 7)
    animations ( X,Y ) right


    (MV3D)
    animations ( X,Y ) error
  2. Dread_Nyanak said:
    For the transparency issue with the no plugin, yes it's a problem with alpha fog. Babylon's depth renderer unfortunately doesn't work with objects that have alpha blending, so those objects are ignored when creating the depth map. It's the same reason the sprites lose their shadows when they have bush transparency.

    It'd be nice if I could find a way to tell Babylon to treat these objects as solid when rendering shadows and the depth map but transparent when actually rendering them, but I haven't found a way to do that.
    It's a problem I'm aware of and want to fix. Unfortunately it's not easy to fix.
    Well, while it is not yet fixed... could it be possible to turn alphafog off then? I mean, while it is neat I use the patron plugin more for the dynamic shadows than for it anyway ...although it could be nice for terror inside caves... maybe be able to turn on or off depending on map too like you can disable the plugin in some maps?

    (next thing I am tackling I think will be the QMovement compatibility someone mentioned earlier! I just want to try having it in my game too. just hope it doesn't clash with the z axis thing you are adding...)


    @seaotter how is that being made? that seems like a plugin and not evented... remember that plugins based on screen x and y need to be patched to work with this one.

    Comparing it with UltraMode7 is unfair, they are different things done different ways.
    Mode 7 is the map in a plane with the events popping out, while this one is actually a conversion graphically to 3d.
    I am aware there is more to that, but that is basically what mode7 itself is.
    People can't make buildings in 3d in mode7 like they were trying at the start, although they tried using a bunch of doodads to make the wall pixels, but can do that here. The same way, this plugin can't do things mode7 can without adaption - in this case, plugins based on screen position need some edits to work.
  3. Dread_Nyanak said:
    The plugin comes with two scripts, three.js and MV3D.js. Both need to be loaded, and in that order.
    I guess it should be changed, because it doesn't use three.js.
  4. @Dread_Nyanak can I request comptblity for this plugin? I have a little problem, mv3d cannot read character that i made using SumRndmDde's Character Creator EX. if you don't have time for this / you didn't want it, it's okay. Sorry if i bother. Thank you.
  5. Krystek_My said:
    I guess it should be changed, because it doesn't use three.js.
    yeah, it is an older version that did. she probably forgot to make the change there.

    Zekken said:
    @Dread_Nyanak can I request comptblity for this plugin? I have a little problem, mv3d cannot read character that i made using SumRndmDde's Character Creator EX. if you don't have time for this / you didn't want it, it's okay. Sorry if i bother. Thank you.
    been a while since I touched that... I tried making my project's races based on the player's choices there, ended up thinking it wasn't worth it...
    did you try changing the order? Maybe if you put the CCEx above MV3D?
    (also, shameless plug, in the topic in my signature I remember I tried making a small expansion to CCEx some time ago, you could take a look at it later...)
  6. Waterguy said:
    Well, while it is not yet fixed... could it be possible to turn alphafog off then? I mean, while it is neat I use the patron plugin more for the dynamic shadows than for it anyway ...although it could be nice for terror inside caves... maybe be able to turn on or off depending on map too like you can disable the plugin in some maps?
    You can turn it off already. Being able to change it for each map would be a good idea though.

    @Krystek_My
    Yes, thanks for pointing that out.

    @Zekken
    I want to support Character Creator EX eventually.
  7. Waterguy said:
    been a while since I touched that... I tried making my project's races based on the player's choices there, ended up thinking it wasn't worth it...
    did you try changing the order? Maybe if you put the CCEx above MV3D?
    (also, shameless plug, in the topic in my signature I remember I tried making a small expansion to CCEx some time ago, you could take a look at it later...)
    I have tried to change the plugin order and start a fresh new game, but still error. Yeah I want to see the expansion, thank you.
  8. Zekken said:
    @Dread_Nyanak can I request comptblity for this plugin? I have a little problem, mv3d cannot read character that i made using SumRndmDde's Character Creator EX. if you don't have time for this / you didn't want it, it's okay. Sorry if i bother. Thank you.
    I think Character Creator EX is not supported. Problems with use on Android
  9. palatkorn said:
    I think Character Creator EX is not supported. Problems with use on Android
    Yeah, look like SumRndmDde do not create plugin anymore. But it's okay because I create game for pc.
  10. I think the easy way for corpses is to cut their legs off. Otherwise I think they are exercising.
    iI0LQt.png
    I think the character is dead and it shouldn't be sliced. Face always come to me
    I made the character seem dead. Yes it's dead Don't turn again.
    iIhQav.png
  11. hmm...
    been trying to make QMovement compatibl with this one...
    while I was able to make the controls turn properly, I'm having trouble with the whole collision check part. Not only it ignores the height/depth parts, it is also not moving on things like on top of roofs - something that does make sense, but not that it was shown in the demo it is useful I'd like to keep it...
    I think I may have to rewrite it...
  12. Edit fixed my problem by having a backup.
  13. To everyone waiting for my compatibility patch between this plugin and QMovement... sorry, but I am giving up on it.
    Not because it isn't working. All I still need to do is add height sensing to diagonal - normal 4 directions are not only sensing height properly, they are also changing the directions when you turn the camera as the plugin was supposed to do.
    The real problem is...

    Not sure if it is my pc or what, but this plugin by itself takes a sec, maybe two to start, but fps after that is pretty high, almost 60 all the time. QMovement by itself is the same. But put them together, and I did not get to 10 the whole time I was testing.
    It is too annoying, and I am doing it on my own volution... so I am giving up. Not because it is hard to program, but because it isn't worthy to use.

    I'm still going to make a controls-changing plugin and probably use what I got here for an 8-directions control plugin, but no, this compatibility patch is abandoned.

    @Dread_Nyanak sorry for taking your topic's space...
  14. @Waterguy

    That is a shame as I was hoping to have a proper fix for it. I hope you take your time and make one in the foreseeable future, as it would be a good adition to mv3d plugin.

    I am still hoping my other suggestions are going to be implented in the foreseeable future too.
  15. safermike said:
    @Waterguy

    That is a shame as I was hoping to have a proper fix for it. I hope you take your time and make one in the foreseeable future, as it would be a good adition to mv3d plugin.

    I am still hoping my other suggestions are going to be implented in the foreseeable future too.
    not a matter of taking my time in this one, I think. sorry.

    As I said, both by themselves work great for me, but together they go really slow here.

    And I do not like the idea aiming to make games for those with better computers than me, so I really doubt I will work on it again.

    Not surprising, really. mv3d may have been optimized a lot, I think the word is "kudos"? for Dread_Nyanak, but it is still using 3d in javascript and thus not surprising it takes a bit from the pc - especially since I also use the dynamic shadows. And QMovement due to having pixel collision checks is not exactly light either (also some things it doesn't have working properly, like vehicles, followers and mouse movements, even thoughQPathfinding fixes the mouse one the followers is literaly said to be just put there incomplete with no plans of bugfixing, and there is nothing there about vehicles)

    While I am sorry for those I disappointed, I myself had ideas about how to use them together, I really have no plans of trying again.
  16. I think it's hard to check. Regardless, when facing the camera to the left or to the right, then I can't move on correctly. I think it might be possible to know that the character is facing with the Q button or the E button, so I can switch where it should be.
    I try to create a fixed condition. To determine It should be headed to Upper Right.
    Do you know how I can know where I point the Q and E camera? Where will I be, but the plugs look like? Will be a rotating scene, so I think it is too difficult and really messy
    We can't know if I have to delve into it. I'm probably sleepy and stop saying goodbye. Yes, it's very difficult.
    When the scene began to rotate I can no longer figure out how to walk the right way
    In the example below I was able to determine the same direction but could not know anymore. When the scene began to rotate
    goodbye and it There is still an error. Sometimes it goes strange.
    But I think normal is already good
    Surprisingly, you may try this.
    A beautiful plugin sometimes has to sacrifice something.



    RWtAxz.png
  17. This looks super cool. Tell me, how would I be able to set up the camera (and other settings?) to achive something that looks like your dungeon crawling example in the screenshots? I couldn't find a camera parameter...


    [EDIT; I've been testing this plugin out for about an hour and while it's really cool and works to some extent right away in a plug-n-play manner, there's also some flaws. The biggest "problem" right now being the documentation. It's not very easy to understand and I wish it would be rewritten to be less confusing.

    There seems to be a lot of parameters and options but I'm unsure what half of them does. Two parameters seems to indicate some kind of minimap... not sure what that is though since I've not seen any minimap anywhere. Maybe it's something else than what I think it is, maybe not. I have no idea.

    And that's the problem. I admit I'm not a programmer or very good at math, but I imagine there's a lot of people who aren't. And while I'm sure I could get into this plugin if I spend a couple of days trial-and-erroring my way forward it's a very frustrating process.

    I'm still wondering how to achive the 1st person dungeon look btw. It doesn't seem like something I can just set in a parameter (maybe it should be?), so I guess it's something that would have to be achived by starting a map with an auto-run command and then executing a plugin command (not sure which one) and then deleting said event.

    As things are right now. I'm both impressed and frustrated by this plugin. There's so much opportunity, but it all confuses me so much.]


    ----

    [EDIT 2: Right after I made my first edit I downloaded and took a peak at the demo project. That was 1000 times more helpful than the documentation and I can see that there's a plugin command for the 1st person perspective in some of the maps. So I guess I solved that one. But I'd still want the helpfile/documentation to be more clear as well. I'd offer to help write it but... I don't understand it myself so I'm afraid I can't. But, really cool plugin. The demo project is very nice.]
  18. @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.
  19. @Parallax Panda and @Waterguy
    palatkorn said:
    When the scene began to rotate I can no longer figure out how to walk the right way
    In the example below I was able to determine the same direction but could not know anymore. When the scene began to rotate
    goodbye and it There is still an error. Sometimes it goes strange.
    But I think normal is already good
    Surprisingly, you may try this.

    Waterguy said:
    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...

    This was the problem we wanted to have a fix for, as it would have been great addition to the plugin.
    To make the camere recognise your movement, and while rotating camera, adjust accordingly would been really great.

    There has never been better support plugins then quasi's plugins for the entire duration of mv's existance and having them work with this great plugin would be perfect.

    I also noticed you made an example with reverse movement when camera changes, might be something to do when mv recognise that camera rotated.