Oh, so it is possible to give a tile or event different images for each side, as long as you have the graphics? Which shape and tags would be used for this?
MV3D - 3D rendering for RMMV with Babylon.js
● ARCHIVED · READ-ONLY
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Yes it is the direction
You should choose the option
shape (fence)
It will not rotate
@Dread_Nyanak
That's a very helpful list of short commands.
I've been studying the treasure chest event from the demo as well. I see it's set to "shape(sprite)" which makes it always face the player but while it kinda works, to me, it makes the treasure chest seem alive and I'd say it's not that unlikely the player might think that all treasure chests are mimics, heh.
But I understand that there might not be many better ways to make chests at the moment. Or is there some alternative solution that someone has figured out?
As far as I understand it's not possible to have an object with 4 unique sides to it. And this goes for bookshelves and other square objects as well. -
Okay, so if I use 4 events like that, I can make one treasure chest with unique sides. Right? That’s pretty smart!
It does force some distance between chests and other such “objects” with unquie sides, as events can’t overlap in the map editor, but I guess it’s good enough for a “hack”.
Although, @Dread_Nyanak , if we could get a shape where you could specifically set the texture of each side in a future update that’s would be much easier to work with. Not sure how hard that would be though.
In either case, syncing an animation for “opening” a chest (or something similar) for each side, could be slightly problematic. Possible, I think, but tedious. -
No, no. that was to put the event on the wall.Okay, so if I use 4 events like that, I can make one treasure chest with unique sides. Right? That’s pretty smart!
It does force some distance between chests and other such “objects” with unquie sides, as events can’t overlap in the map editor, but I guess it’s good enough for a “hack”.
Although, @Dread_Nyanak , if we could get a shape where you could specifically set the texture of each side in a future update that’s would be much easier to work with. Not sure how hard that would be though.
In either case, syncing an animation for “opening” a chest (or something similar) for each side, could be slightly problematic. Possible, I think, but tedious.
You... do not need to do anything to make a 4-sided event change side seen when you change the camera. As you can see in the plugin settings, the player themselves are set as "sprite" (but you can change that).
The thing with the chest is that the default mv character set for chests only has one side, the others are it opening, as you can see, the event has "direction fix" turned on. -
@Parallax Panda
You can sort of fake complex shapes right now by combining a bunch of events. I plan on making it easier in the future by adding a way to define custom meshes for events. Right now I'm focused on working on the movement stuff though. -
This is good stuff!
Thank you for developing this.
By the way, for some reason, all my actors, and other events looks like this:
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@WesdrasLink
Others have had this problem too, but I don't know what causes it. It seems to happen on some devices and not others. If you can test it on any other computers does it happen on those too? Can you tell me anything about your system? What operating system, graphics card etc?
Update 0.4:
events can be vertically rotated now.
Fixed pit visibility.
control slope direction with configuration function or shadow pen.
wall shape is alias for fence shape
Characters now have a z property. $gamePlayer.z
Overhauled movement and collision. Now it's possible to create platforms that you can walk both over and under.
Events can be walked on.
Movement rules :
X means you can't walk on the tile
O means you can walk on the tile
☆ means you can walk through the tile
Terrain tag 1 now sets fringe(0) by default .
Previously you could make cross tiles that you could walk through with O passage. Now they need to be star passage.
I also added a pass() function for tiles which can change the tile's passability. This can be used to get star passage on A tiles, or to have different passage rules depending on if 3D is enabled.
Examples: pass(o), pass(x), pass(*) -
Yes, I did it again. For something such as dead people, I think it always faces me. The ark is the same, so I create a new image. And make it look different from The image I created is more than Because no matter what you do The hosts that come out of the single composition, it probably doesn't look any better than this.
@Dread_Nyanak
That's a very helpful list of short commands.
I've been studying the treasure chest event from the demo as well. I see it's set to "shape(sprite)" which makes it always face the player but while it kinda works, to me, it makes the treasure chest seem alive and I'd say it's not that unlikely the player might think that all treasure chests are mimics, heh.
But I understand that there might not be many better ways to make chests at the moment. Or is there some alternative solution that someone has figured out?
As far as I understand it's not possible to have an object with 4 unique sides to it. And this goes for bookshelves and other square objects as well. -
@WesdrasLink
Others have had this problem too, but I don't know what causes it. It seems to happen on some devices and not others. If you can test it on any other computers does it happen on those too? Can you tell me anything about your system? What operating system, graphics card etc?
Update 0.4:
events can be vertically rotated now.
Fixed pit visibility.
control slope direction with configuration function or shadow pen.
wall shape is alias for fence shape
Characters now have a z property. $gamePlayer.z
Overhauled movement and collision. Now it's possible to create platforms that you can walk both over and under.
Events can be walked on.
Movement rules :
X means you can't walk on the tile
O means you can walk on the tile
☆ means you can walk through the tile
Terrain tag 1 now sets fringe(0) by default .
Previously you could make cross tiles that you could walk through with O passage. Now they need to be star passage.
I also added a pass() function for tiles which can change the tile's passability. This can be used to get star passage on A tiles, or to have different passage rules depending on if 3D is enabled.
Examples: pass(o), pass(x), pass(*)
Getting this error while walking randomly.
Also my walls are getting flattened by the star tiles I used as floors for alpha now.
It doesn't seem to be HitboxResize, it seems to happen whenever I walk in the direction of an event even blank or unpassable.
Disabled all yanfly and still happened, disabled half of others and still happened, disabled other half of others and still happened. Doesn't happen in demo though.
In playtest if I hold control to walk through it I get no error even though I should be able to anyway. -
@WesdrasLink
Others have had this problem too, but I don't know what causes it. It seems to happen on some devices and not others. If you can test it on any other computers does it happen on those too? Can you tell me anything about your system? What operating system, graphics card etc?
I see, i can ask some friends to run in they computers.
I have a AMD FX 6350 - Six COre Processor
GPu is a ATI Radeon 3000
Windows 10 -
@glaphen
It was a misnamed variable. Not sure why I wasn't getting the error on my end, but it should be fixed now. -
It fixed it but I can't walk on below character events and also my star tiles on top of walls with only fringe(-2) are making my walls flat, if they are even there. Walls are there since the height changes when walking on them with ctrl. Oh and my above characters seem to be on the floor and can't be moved through and it has through on.@glaphen
It was a misnamed variable. Not sure why I wasn't getting the error on my end, but it should be fixed now. -
Oh yeah, i remembered something.
Before that the slopes were added, the sprites didin't have this problem, that i told before.
EDIT:
And i use the STEAM version. -
@WesdrasLink
That's strange. I've seen other people with the same problem before slopes were added.
This was the first occurrence of the problem I think, back in November.

Some os my friends is having this problem. (they have the most recent version of MV).
@glaphen
For walking on character events, there's a plugin parameter called Walk on Events. You can also turn on an event individually with platform(true). Then you need to walk onto them from a platform of equal height, or if Walk off Edges is turned on from a platform of greater height.
You can also test it by walking into the event with ctrl and then using $gamePlayer.z=2 in the console.
I never even considered testing negative fringe.
I think the problem is I made it so when you have a tile with a lower height than a tile it's on top of, the tile isn't rendered so that pits and stuff don't get covered up. This seems to be making the walls invisible in your case.
I'm going to work on fixing this. It might take a bit. -
@WesdrasLink
That's strange. I've seen other people with the same problem before slopes were added.
This was the first occurrence of the problem I think, back in November.
@glaphen
For walking on character events, there's a plugin parameter called Walk on Events. You can also turn on an event individually with platform(true). Then you need to walk onto them from a platform of equal height, or if Walk off Edges is turned on from a platform of greater height.
You can also test it by walking into the event with ctrl and then using $gamePlayer.z=2 in the console.
I never even considered testing negative fringe.
I think the problem is I made it so when you have a tile with a lower height than a tile it's on top of, the tile isn't rendered so that pits and stuff don't get covered up. This seems to be making the walls invisible in your case.
I'm going to work on fixing this. It might take a bit.
That new plugin parameter is on and I tried retoggling it but still can't walk on them, and as I edited above, above events are also on the ground and can't be moved through even with through on, changing height in parameters doesn't do anything. I only used fringe since it seems to be the only thing that worked for putting below walls, but I could probably switch to using scaled events instead if needed. Tried turning off all plugins in previous order but still can't walk on them, I can in demo again. Wait I turned off the autorun at start of demo so it doesn't erase and I can't walk on it, with plugin parameter on or off. -
Amazing! Would love touch controls!

Author: Dread/Nyanak
Version 0.3.10
A 3D rendering plugin for RPG Maker MV.
Wall tiles (A3 and A4) are transformed into 3D walls, allowing you to easily create 3D maps.
Regions and terrain tags can also be used to control the height of tiles.
The airship will collide with walls if it isn't flying high enough. However you can change how high it flies using plugin commands.
Plugin also supports 3D lighting as well as plugin commands to control the lighting and flashlights. Plugin does not support dynamic shadows, they don't work well with transparent textures in three.js.
You can control the camera distance, pitch, and yaw, and change between perspective and orthographic modes.
You can make 3D dungeon crawlers as well as isometric games if you want. You can even mix multiple styles into the same game, for example have the overworld be 3rd person or isometric, and the dungeons be 1st person dungeon crawlers.
See the screenshots below to see how it looks.
Screenshots
Big 3D castle

A simple hedgemaze example.

Dungeon crawling

Orthographic camera

Flashlight
Download on Github
To install the plugin in a new or existing project, download plugin.zip and extract the files into your project directory.
The plugin comes with two script files, babylon.js and mv3d-babylon.js. Both need to be loaded in that order.
There is also a folder img/MV3D which just contains a few images.
Todo:
- ✔Pan camera with plugin commands
- ✔Demo project (available but not finished)
- ✔Switch rendering to Babylon.js
- ✔Improve performance
- ✔Dynamic shadows (patron only)
- ✔Slopes
- ✔Animations
- Bug squishing
- Support 3rd party plugins
- Non-tile-based movement
- Control camera with mouse / touch
- load 3d models
- VR mode
If you use this plugin please credit me as Dread/Nyanak or Dread_Nyanak.
If you want to share this plugin with others then please link them either to this thread or to my github repository. -
That new update is great! Thanks a lot.
I still am having some problem with setting up my water though. Here's some screenshots in case anyone can help (I can't fint the spoiler tag in the new forum design, sorry about that):

So as you can see, the "normal" grass water kinda works. I've managed to tweak it a bit even but I more or less stole the settings from the demo project. My problem here is that I'm trying to set up other types of water and the inside of everything looks like it's grass water! Why, I can't wrap my head around it.
The screenshots show the tags I use but since they are too long to fit inside one screenshot I'll copy paste them here in their entirety:
This is the settings for the water that works:
A1,0,0:top(A1,24,72,48,48),side(A1,1,1),inside(A1,31,54,31,12),depth(0.3),float(0.1),texture(glow:1)
This is the settings for the water doesn't work and looks like the above:
A1,2,0:top(A1,24,216,48,48),side(A1,1,1),inside(A1,31,198,31,12),depth(0.3),float(0.1)
I'm using the "mud edge water" that I'd say is on "A1 2,0". That settings should be fine. The "top" part (if I understand it correctly) is the actual water here. And the side I'm unsure what it's for. You can't really see the sides of this water, can you?
In any case, the inside settings are changed but even though the values are different I still get the grass tile. Somehow I even get the "glow" from the first water?
Maybe I'm not understanding something? -
@Dread_Nyanak
Wow! Great work so far! I have been using the older version of the plugin so far and did not realise Z axis have been set up. :)
Just to ask if this few things are available in future.
1) Rotation sprite to undergo 8 directions sprite movements. (Eg. When screen rotates, sprite turn diagonal before facing the other direction.)
2) A minimap with NSEW rotation as well. Since it looks 3d-ish with rotation functions, was wondering if there is a possibility of implementing a mini map where if the screen rotates, the map rotates as well.
Of cuz I am hoping speech bubble will be add on as well.
This is just something i thought of while working on my game. Great work so far :) -
@Parallax Panda the side is for when the water is on the side of a raised ground. For example, a waterfall. The inside is for the sides in the water depression.
I am not sure what could be the problem without looking at the image though. Didn't get to use glow yet, but when I was setting the waters some time ago they were changing...
Also didn't test this new update yet. -
Now I can make it walk diagonally. Only you may have to set it. From the control event I have already asked in this post about rotating cameras.
@Dread_Nyanak
Wow! Great work so far! I have been using the older version of the plugin so far and did not realise Z axis have been set up. :)
Just to ask if this few things are available in future.
1) Rotation sprite to undergo 8 directions sprite movements. (Eg. When screen rotates, sprite turn diagonal before facing the other direction.)
2) A minimap with NSEW rotation as well. Since it looks 3d-ish with rotation functions, was wondering if there is a possibility of implementing a mini map where if the screen rotates, the map rotates as well.
Of cuz I am hoping speech bubble will be add on as well.
This is just something i thought of while working on my game. Great work so far :)