@glaphen from what I got from @BreakerZero 's message, he wants compatibility with plugins that use parallax overlay, that is, parallax over the map instead of under.
which, while makes sense in normal maps since it is just a layer above the map, and in mode7 mode7 itself is just the normal map in a flat plane that can be angled around, with some things standing up but that's it, so a parallax overlaywould just be a layer over that...
this is 3d. meaning everything pops up, the terrain and etc, and as I mentioned when I said 1st person view is important for me, you can put the camera vertical. You can make the camera turn 180 degrees from normal view.
So... how would a parallax overlay work in this case?
normal parallax here is just a skybox in the background, but a parallax overlay would... cover the player's view no matter where they are? turn around with the camera? become like a second ceiling, under the usual one - or even over if the ceiling has any transparency, in which case its height has to be set?
To be honest, parallax overlay plugins don't expect you to have these options... so it would have to be added by dread_nyanak herself. Or it would probably be better for everyone if she made it herself instead of compatibility patches.
So... yeah, @BreakerZero probably didn't think of all these options, but they need to be considered too.
MV3D - 3D rendering for RMMV with Babylon.js
● ARCHIVED · READ-ONLY
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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.
Ok so since new update, belows just don't let you walk through them anymore unless made flat or through. Anything else will let you walk on top of them but only if you are already at least .1 off the ground from another flat event or height drop and only if they are at 0 height manual change or no change, and only a 48x48 event, can't seem to walk on anything else, I also can't seem to walk on anything from that sprite height onto like a 1.1 flat only a 1.0 flat or less or another 0 anything else. That's how it is supposed to work now right? -
@glaphen well, that is a good point... I really think bellows set as something not flat or through should work just like a ground tile with some height... and height difference bellow the plugin parameter of stair threshold (that is, for height 1 something above 0.9 but bellow 1.1) is passable but anything else blocks walking, so at first glance that is how it should work...
then you mentioned the height...
@Dread_Nyanak, could I suggest an additional notetag for events for setting how high they are supposed to be taken as being? Like, a 48 pixels character makes sense being of height 1, but one that is taller would still be considered height 1 even if they are actually as tall as a 2 as it is right now? -
Here is what I was testing contains map 7 big island and plugins settings, doesn't seem possible to walk on the event 39 water tile on the cliff no matter what, only when you drop on it, -height non flat events count as 0 still and can only be walked on if already on a height change compared to surrounding tiles. Impossible to walk on larger than 48x48 events unless made flat and weird. Also no way to walk on the fences top only without holding ctrl.
Testing more you can walk on larger than 48x48 but only if you fall onto it or are at same height as ground level of it + size, can move crystal near 2 size wall and walk onto it from edge or drop from 3 height, but still impossible to walk on it from elsewhere even with 3.0 stair threshold.
Also I noticed if I do have high stair threshold I can walk through even same as characters without through on, just again not on top unless already on a height difference. -
Update 0.4.1:
Fixed collision height for blank tiles.
"Below Characters" events are flat by default now. (is this a good change?)
Added missing collide and trigger configuration functions that were supposed to be in the last update.
Tweaked buggy stair threshold behavior for event platforms.
Fixed collision testing for triggering below events.
collide(0) can be used to make an event act flat without making it flat.
I still need to fix the negative fringe problem.
@glaphen
You can't walk on the fence tops because they're set to be impassable. O passage or pass(o) should fix that.
I'll download your test map and check it out.
Edit:
Oops now the airship is flat.
Event 39 seems to be fixed.
The problem with the red crystal is the plugin looks for a platform starting at the player's head level. I should change it so if the stair thresh is taller than the player it uses that instead. -
Update 0.4.1:
Fixed collision height for blank tiles.
"Below Characters" events are flat by default now. (is this a good change?)
Added missing collide and trigger configuration functions that were supposed to be in the last update.
Tweaked buggy stair threshold behavior for event platforms.
Fixed collision testing for triggering below events.
collide(0) can be used to make an event act flat without making it flat.
I still need to fix the negative fringe problem.
@glaphen
You can't walk on the fence tops because they're set to be impassable. O passage or pass(o) should fix that.
I'll download your test map and check it out.
Edit:
Oops now the airship is flat.
Event 39 seems to be fixed.
The problem with the red crystal is the plugin looks for a platform starting at the player's head level. I should change it so if the stair thresh is taller than the player it uses that instead.
For below I think it should work like it used to, as something you can walk through/on but without it truly being through. 1 reason being right now it functions pretty much same as same as characters. 2 being that if you set it to move with through on, it will run up walls and anything with height when you want it on ground level. Still didn't download new version.
Only problem I see is stair threshold lets you walk over even same as events as I edited earlier instead of on and you need to be at a different elevation to go on a non flat event. As said below events if changed to any other shape are pretty much same as same as character, only way to walk through is through which would make them scale walls.
As an example this frog from https://forums.rpgmakerweb.com/inde...d-running-horses-now-with-more-dragons.53552/
Looks weird when flat with no standing height, but you can't move through it as sprite unless turned on through, but then it ignores all boundaries, also looks weird since the left right seems to be reversed... -
I am well aware of that @Waterguy as that's exactly what I'm thinking of moving from. And even for actual 3D rendering being the main difference between the two I would still like to have the fog effect in at least some capacity as it's a primary visual component for one of the pivotal scenes that I just started to event.
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What version of MV does this plugin require? I am on 1.5.2
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@Grunwave
I can't remember if it works on 1.5.2 or not. It definitely works on 1.6.2 though.
Update 0.4.2:
"Below Character" events no longer flat by default, but they do have flat collision.
Fixed big Stair Threshold with tall events. -
Only problems I see is same as before with needing to be on a different elevation to go up on top of anything not flat, and in that map I uploaded before if you just switch the lever to same as characters, for some reason you can go up event 39, even though there should be a 1.6 difference with 1.0 stair threshold. Actually testing the elevation for some reason it's more like it needs 1.01 to go up 1.0 so it's not >= for events but works for tiles. And negative non flat event height still goes 1.0.
Found another bug, if an event walks over another platform event, the one below gets launched up abit and back down, but if you set it to high amounts of stair threshold and high height bottom event both get launched to space and take 10+ seconds to land. -
@glaphen
There does seem to be a problem where you can't climb on top of objects with collision height equal to the stair thresh. I'll fix that.
event 40 has a collision height of 1, so the difference between the top of event 40 and event 39 is just 0.6 not 1.6.
The problem with events with negative height happens because negative height is handled a little bit differently so it doesn't interfere with movement. I'll have to add another special case there.
Edit: should be fixed now. -
Found another bug, if an event walks over another platform event, the one below gets launched up abit and back down, but if you set it to high amounts of stair threshold and high height bottom event both get launched to space and take 10+ seconds to land.
Here is map if you want to see it launch into space, seems to interact differently with different settings, but mostly just raises slightly. Also need to change stair threshold to 1.01. Oh and I used the frog. Don't need 1.01 with new version. Also it doesn't do anything on event 39/40 with the fairy/thief walking but still does it just copying those ground events to higher heights, but not if I move it into their path on cliff edge. Testing further it's because of through, but putting them on spot next to it still doesn't launch so it's fine with drops. Uploaded better map, maybe not fine with all drops.
Actually you don't even need high stair threshold, even at .1 it still goes on the events and does it, it also will walk under you if you are in their path lifting you up by 1 tile, it also doesn't seem to do this if they unless the event is the same size. So 48x96 only launch 48x96 and ignore collision for that size and flat at height of 2. But it still does it if it is within stair threshold, better map again.
The same height thing only happens since newest update, didn't do it with .1 with that, still does it within stair threshold. -
@Dread_Nyanak
"Did you mean A1,4,0? A1,0,4 doesn't exist.
And yeah, float is only used for boats."
Thanks, I had my values wrong (again). Also deleted the unnecessary float value and I'd like to think that I'm somewhat done with setting up my water tiles.
So now I'm moving on to trying to place stuff on walls and making a treasure chest I can live with. I'm sure I'll send my crying back to this thread before soon. Hehe -
In what ways can I reduce the height of the star-shaped ceiling?
I want the floor to be lowered.

D,1,3:top(D,1,3),side(D,1,2),height(-0.5),bottom(D,1,0)
I tried it. It does not adjust the side level.
The side shape disappeared when I tried to reduce

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@palatkorn do you mean depth? to make it have a hole inside, like the water?
but maybe that only works if there is something around...
Oh wait, only now I noticed the green bricks above.Do you mean the height above the ground? it is fringe. -
Okay, new questions.
It seems to me that events seems to hoover above the ground (just a bit), even though the graphic fills the 48x48 frame exactly (there are no empty space at the bottom of the sprite).
My settings for my treasure chest is this: <mv3d:shape(fence)> Very simple, nothing special. They obviously look weird if you approach them from any other direction than straight ahead so I decided I'll just have to map around that and put them at the end of narrow dead ends or block of the sides in other ways. It's a minor thing, I can live with it.
But I did notice that my chests seems to hoover a little bit above ground? why is that and is there anything I can do to fix it?

Another thing I was trying to figure out is the lighting.The plugin has lightning settings but is there a way to darken the entire map so that light sources stand out more? Like for example. If you wanted to make a dark cave or something? -
@Parallax Panda
I didn't notice that... is your spritesheet with an ! in the start of the name? spritesheets without it are put a few pixels above ground indefault mv too...
@Dread_Nyanak but in a 3d view that doesn't make as much sense...at least in a z way like it seems to be here...
and to darken a map set its light to something other than white in the map notetags. event notetags are a source of light over that though. -
Yes, I want the lost edge back but I don't know how to.
Can I set the star base height?

D, 1,3: top (D, 1,3), side (D, 1,2), height (0.5), bottom (D, 1,0)
And the second type, height
D, 1,3: top (D, 1,3), side (D, 1,2), height (-0.5), bottom (D, 1,0)
Then the edge is gone
@palatkorn do you mean depth? to make it have a hole inside, like the water?
but maybe that only works if there is something around...
Oh wait, only now I noticed the green bricks above.Do you mean the height above the ground? it is fringe. -
Use height for the thickness and depth for the depression inside.Yes, I want the lost edge back but I don't know how to.
Can I set the star base height?

D, 1,3: top (D, 1,3), side (D, 1,2), height (0.5), bottom (D, 1,0)
And the second type, height
D, 1,3: top (D, 1,3), side (D, 1,2), height (-0.5), bottom (D, 1,0)
Then the edge is gone
Even so not sure if it will work as is, so you can also try putting a transparent block also floating beside those, either transparent tiles or with alpha 0? -
I think it's OK for the stables.

