@Waterguy
yeah the glow isn't that complicated. It just adds a.. glow to the tiles. I added that as an experiment and it should have nothing to do with my problem.
MV3D - 3D rendering for RMMV with Babylon.js
● ARCHIVED · READ-ONLY
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01.
Preset seems to lock WSAD mobile protagonist
Can I set these keys myself?
Otherwise this easily conflicts with many of my other plugins
02. This type of PLUGIN does not work .Not only this one
RMV – Event Text
MV Event Utility – Galv's RPG Maker Scripts & Plugins -
@Parallax Panda if the glow is affecting both, and both are using the same inside, then A1,2,0 is probably for some reason getting the settings of A1,0,0...
could you show us the whole notetag block you are using? including the <mv3d></mv3d> part? As I said, it should not do that, and in an older version I tried setting separate waters too if did not, so something is wrong, either on the notetags or in some of the changes in the plugin since then...
@seaotter
I don't get the 1? are you using a control configuration plugin and is wanting to know how to set it up for making them compatible? a link to the plugin would help, if not that I have no idea what you tried to say.
2- As I said before, these plugins use the event's x and y position to set where to show the messages. Since this plugin changes how things are shown, x and y are different (because when you turn the camera the x and y - and the new z for height - on the screen are the position on the 3d place, not on the screen), besides using a self-made character class instead of the default Sprite_Character, so plugins using that for getting the position will not work.
Basically, if it is graphics for the map and not just a hud chances are it will not work the same as before without being changed for it. -
Can anyone tell me if this is an error on my part? During cutscenes (with movement route) I will make someone walk, however instead of waiting, it will allow you to move around during the cutscene. I have the (Wait) set on the event too...
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does turning off this plugin stops this?Can anyone tell me if this is an error on my part? During cutscenes (with movement route) I will make someone walk, however instead of waiting, it will allow you to move around during the cutscene. I have the (Wait) set on the event too...
because, last I checked, this plugin doesn't mess with things like how events run, only how they are shown, so whatever is causing this is probably something else... -
Turning it off shows that it's not the plugin...does turning off this plugin stops this?
because, last I checked, this plugin doesn't mess with things like how events run, only how they are shown, so whatever is causing this is probably something else...
Alright, that helps. Thanks!
(Actually, it seems like I already see what's wrong, so that's good!) -
@glaphen
Yeah, it looks like I forgot to put above events in the air. That will be fixed soon.
I don't know why you can't walk through them though. I can walk through events with through just fine.
I don't know what you mean about turning off autorun at the start of the demo.
Maybe you can make a sample project that has the bug for me to play with?
@Parallax Panda
A1,1,0, A1,2,0, and A1,3,0 are special tiles. They're layered on top of regular water. In the RTP outdoor tileset A1,2,0 is lilypads. If you want to add a different type of water, A1,4,0, A1,6,0, A1,0,1, A1,2,1, A1,4,1, or A1,6,1 would be the slots to do that in.
@LeeRyuto
I do want to support 8-directional sprites through third party plugins eventually. @Waterguy made a plugin to make Qsprite work, I hope I didn't break that with the latest update.
The minimap is an interesting idea. -
@Dread_Nyanak
Thanks. I realized that I was using the wrong spots on the tilesheet. Man did I confuse myself for a while there. Hehe...
@Waterguy
Sure, I've fixed "some" of my problems through trial-and-error. One of the problems I think were that I placed the water in a spot on the tile sheet that's reserved for "deep" water and "reed". That probably screwed it up because when i moved the tile to a proper "animated water" tile it worked. I got rid of the unwanted glow effect and the other tile's "dirt edges" showed up for the first time.
I still have some problems with the depth though as you can see below:

The brighter (glow effect added) water to the right works just fine (it's the "original" (A1 0,0) water tile and I got that to work before as well. The darker water right in front of the player has no depth however. But as you can see from the tags I've set in the tileset, I did include the "depth(0.3)" tag so I have no idea why this don't work:
<MV3D>
//water
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)
A1,0,4:top(A1,24,216,48,48),side(A1,1,1),inside(A1,415,54,31,12),depth(0.3),float(0.1)
</MV3D>
[EDIT; Also, do I need the "float(0.1)" tag on the water if there's no travelling by boat on it? Is it completely unnecessary?] -
all the new tools are awesome , with all these is posible to create all kind of structures! is awesome thank you a lot ^^!
been doing some testings on the current vers and it seems to work just fine all together , at this point people could make almost everything on the structure visually side of things
on the sad side of things.... Qmovement dont work anymore with the plugin, the colliders for events just...the collider is still there, you cant walk trought his shape if you choice , but the player cant triger the event, thats a huge shame..... theres still the choice to use galv pixel movement and diagonal movement, not as good, but it works ( even if it also mess the directions when the camera moves , and cause lag with some plugins not related here ..for some... really weird reason )
the only huge downside of things with it...is the fact you cant put correct colliders on things, what i mean is, well, if you made a kinda 45 degrees wall with an event, does not make a lot of sense to have a square collider on it, or.... if you create a column, a thin one i mean, like..idk...a traffic sign... also doesnt looks really good to have a huge square collider on it cause you would be kinda anoyyed with a lot of invisible walls.... in the past i used to make polygon colliders created by coordinates with qmovement to compensate, but now taking on mind is messed, i believe the only really important thing missing on the plugin would be the choice to create polygon colliders by events comments or notetags, to can create the correct colliders with walls on diferent degrees.... in qmovement case was kinda like
<collider poly,(0,0),(0,48),(48,48)> (collider poly (x,y),(x,y),(x,y)> the resoult on this one is kinda like a triangle
or a thin column was kinda like <collider poly,(0,0),(0,15),(15,15),(15,0)> and the resoult was a smaller square
so yeah...even if pseudo pixel movement or diagonal movement from galvs cover some of the stuff, the option to create new colliders to work with the posible structures you could create inside the plugin is is still missing
theres still altimit plugin, but that one is tooo old and have quite important bugs there
i would like to say again, congrats, really , at this point with all the options on the plugin the limit on what can be done is defined just by creativity, really awesome update ! -
@k333
er... you are talking about colliders for pixel movement, in a plugin that does not add pixel movement. At least not yet, she has it planned but not yet.
so your request for colliders kinda makes no sense.
you said QMovement colliders stopped working, that is a QMovement issue though, not an mv3d one... did you try putting it bellow this one? QSprite needed to be above it with my compatibility patch (last I tested) but that is because they change how things are shown, not how they work during runtime. -
@Waterguy oh well i mentioned the collider thing just looking at the list of posible features about the non tiled based movement, wanted to leave it just an a idea to take on mind ,i know right now the plugin itself isnt touching things movement related just now, i hope theres a chance to see it in the future
and yup. i was very carefull testing, actually even test on a new copy of the demo project, using only the ones on the demo and the qplus+qmovement , tried to change the positions, but usually to make qmovement work it always need to be first with the 3d plugin below, the colliders... is kinda like, physically exist, the player collider and the events colliders interact, but for some reason even when they could be trigger in the past, now if an event is trigger by player touch or press button on the configuration, they cant be trigger anymore
i can say qsprite and qsprite patch is working 100% fine with this plugin version btw ^^ -
@glaphen
Yeah, it looks like I forgot to put above events in the air. That will be fixed soon.
I don't know why you can't walk through them though. I can walk through events with through just fine.
I don't know what you mean about turning off autorun at the start of the demo.
Maybe you can make a sample project that has the bug for me to play with?
@Parallax Panda
A1,1,0, A1,2,0, and A1,3,0 are special tiles. They're layered on top of regular water. In the RTP outdoor tileset A,2,0 is lilypads. If you want to add a different type of water, A1,4,0, A1,6,0, A1,0,1, A1,2,1, A1,4,1, or A1,6,1 would be the slots to do that in.
@LeeRyuto
I do want to support 8-directional sprites through third party plugins eventually. @Waterguy made a plugin to make Qsprite work, I hope I didn't break that with the latest update.
The minimap is an interesting idea.
All I did was change the event ID 6 to action instead of autorun, I mean that doesn't really matter just creating a blank below characters event or changing anything to one I can't move on regardless of plugin parameters or platform(true), this happens in demo with latest version, I can walk through it with through though regardless of settings. -
Looks good , i will try it soon
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@Parallax Panda
Did you mean A1,4,0? A1,0,4 doesn't exist.
And yeah, float is only used for boats.
@k333
I'm going to try and add proper support for QMovement in a future update.
@glaphen
I think I see what you mean. When I create a below characters event with a tile graphic I can walk on it, but with a blank graphic it blocks me. The blank event has the wrong collision height. I'll fix this next update. -
@Parallax Panda
Did you mean A1,4,0? A1,0,4 doesn't exist.
And yeah, float is only used for boats.
@k333
I'm going to try and add proper support for QMovement in a future update.
@glaphen
I think I see what you mean. When I create a below characters event with a tile graphic I can walk on it, but with a blank graphic it blocks me. The blank event has the wrong collision height. I'll fix this next update.
It's not just blank, any character image does it, though tileset image events don't seem to as you said. But if I turn it into flat shape it works. Either way the plugin parameter and platform doesn't seem to do anything with any settings. Actually testing it, it seems to only do anything if you change the z or height to be higher. Or actually it only works if you manually set the height/z to anything. -
Agreed on the event passage. That and the lack of parallax overlay support are keeping me from switching over from @bblizzard's variation on this (which has been around for much longer but has a number of its own miniscule drawbacks in function and this one works much better for my project). Is there any chance for a update or workaround for parallax overlay support? (I'm using Galv parallax layers, in case that helps with the matter.)
Other than that, you have some nice work that you put into this. As for the issue with "below character" events, setting the "through" flag is a useful workaround in case something breaks again (or if you're still having problems).
Also (and it's not as big a deal for me as I only intend to use the effect on overworld maps) can you look into something that can make furniture stand out more? -
I was testing stuff on the demo and noticed one of the above events I was testing was under the wall, I had this <mv3d:shape(fence),z(1),side(double),shadow(false),alphatest(1)> random setting I copied from the sign and through on, if it flies into a wall with through on it just goes through instead of flying higher like same as character events/below do. I only noticed because I was testing alpha with A4,1-2,4:texture(alpha:0.92) on the cliffs. It does it with whatever above events.
Actually further testing it's because of z value instead of height, even on other below/same it still goes through walls so probably not a bug. -
@BreakerZero bblizard's is actually mode7 though, this one is an actual 3d... as in, camera can go everywhere, even in first person view...
how would a parallax overlay work?
Not on programming... visually.
I'm assuming it is like a cover of leaves on some parts of the map or fog over all the screen, right? what would happen when the camera goes to first person view? Or even just rotates?
As I found this plugin while looking for ways to do a 1st person dungeon crawler, those two are kinda important for me. -
I used Ultra Mode 7 and parallax seems to be the exact same as here. At least without other plugins.
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@glaphen
Yes, if you set them to use flat shape then you can walk over them just like tiles. Do you want characters using below characters to use flat shape by default, or do you just want to be able to walk through them without using through?
And I can stand on them just fine. I don't know what you mean.

This guy is "below characters."
For your event that flew through the wall, z(1) will lock the event to z 1 and ignore ground level. Use height instead if you want it to fly a certain height above ground.
@BreakerZero
I don't really know what the parallax layers plugin does, but I can look into it. I want to work on improving support with other plugins in general.
I'm not sure what you have in mind for making furniture stand out, but I do have plans to add a feature to define custom meshes for events.