@palatkorn so... did one of my ideas work then? which one?
MV3D - 3D rendering for RMMV with Babylon.js
● ARCHIVED · READ-ONLY
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@Waterguy & @Dread_Nyanak
Yes my treasure chest sprite (as seen a few posts above this one) has an "!" before it. Yet it appears what looks like ~1 pixel (or a few) above the ground level when placed with this tag:
<mv3d:shape(fence)> -
Yes, I stick it like a gate and use a fence to prevent it from passing through

@palatkorn so... did one of my ideas work then? which one? -
I still have problem with the "floating" treasure chest sprite as mentioned above. But I'm going to jam in another question for the room before I go to bed.
I have some events with the sprite shape that I want the player to be able to walk through. This butterfly here is a good example. As it is right now, it blocks the way for the player and it's quite annoying. It's just there for visuals and I'd like for the player to be able to just walk through it:

I'm aware that I could turn "ON" the event's "through" setting but as someone said earlier in this thread. That'd make it go though walls and stuff which I might not want it to.
So is there any way to make this event passable both for the player and for other events?
( Just so there's no confusion. It has this notetag: <mv3d:shape(sprite)> ) -
@Parallax Panda hmm... that does soud important...
maybe it doesn't work, but did you try adding pass(*) to the notetag, as if it was atile? -
@Parallax Panda that (!) before the file name causes events to use that spritesheet to shift 6 pixels upward (or downward? I can't remember at the moment) You could try just removing the ! from the filename and see what happens.
Alternatively you can open up the file in an image editing program and shift the spriteset down manually (just make sure you use a 48x48 grid to avoid shifting the graphic outside its boundaries, though I'm sure you know that already)
Anyway, I haven't got around to using this plugin yet but I'm sure I'll be messing with it in the future. It's a huge upgrade from the older 3D FPLE plugin. -
@jkweath actually, it is the opposite.
usually events with graphics without the ! in the name are shifted 4 pixels upwards in the map to look more like they are in it instead of just flat on the tile.So to make something actually position itself in the grid you need to add an ! to the name.
The image edit idea is valid, though. Although based on his words I'd expect the sprites to already be on the bottom of the space allowed, it wouldn't hurt to check. -
@Parallax Panda
The floating chest is probably caused by the Layering Distance. without it flat shape events and sprite shape events with camera facing down will cause z-fighting issues with the floor, and also get covered up by upper layer tiles. However, flat and sprite events are probably the only ones that need it. And the sprite events could probably interpolate the value depending on camera angle. I think I'll make that change next update.
For the butterfly, the way to make events passable is to make them "below characters" or give them collide(0). I assume this isn't working in your case though, because it's flying in the air. These methods just make the collider flat, but they still have a collider. And if it's in the air then it will get in the player's way.
Maybe I could make it so collide(false) will make it ignore collision with other characters altogether. I could do the same thing with collide(0),platform(false).
These should be easy to fix so I'll work on it right now. -
@Waterguy
Thanks for the suggestion but that didn't work unfortunately
@jkweath
I've already tried it. :kaocry: The picture has been edited so there is no empty space at the bottom of the sprite sheet. You should really try out this plugin when you get the chance later though. It's awesome~!
@Dread_Nyanak
Thanks. That would help a lot. Another thing I noticed which might not me such an easy fix is the that when you shake the screen the visual field does not actually shake. What happens is that you expand the view into the black borders on the side. It would look much better if screen shake did not have any black borders on the side but that might be difficult to fix?
[EDIT; Also, another thing that's been bugging me. When there's a battle transition in 1st person the "transition effect" is acting real weird. It kinda looks like the snapshot of the map is flying off into the upper left corner? I'm guessing this is something you might not have touched yet but is there something you can do about it maybe?] -
@Parallax Panda that seems to unfortunately be the default rpg maker transition effect... which sucks if you are trying to make a game with no background so the 1st person view is the default battle background, as the snapshot is moved a bit with black borders in the sides...
So... I made this small plugin, that basically just remove this zoom effect and makes the snapshot be taken at the start of the battle transition instead of during it... I tested it with a few battle transitions plugins I know bellow it, mog's seemed to work fine and kms' spiral too,kms' splash made the background snapshot be slightly affected though, as if crumpled...
but anyway, if your problem was just the transition's zoom this should be enough for you. -
Update 0.4.2.2:
Layering Dist removed for not-flat events and for sprite events depending on camera angle.
collide(false) will disable collision with other characters.
collide(0) combined with platform(false) will disable collision with other characters.
fixed trigger() configuration function so it actually works. -
ok, I'm getting more and more the want to try the new version...
bugs are going to be squashed eventually after being found...
so I'm going to ask the real reason I'm putting off downloading it...
...
be honest. how much of my maps and tilesets will I have to change from the version before platforms to this one? -
The main thing I've changed is the behavior of fringe tiles. Also cross tiles you want to walk through need to be star now instead of circle (this change was made to keep the passage rules more consistent). Unless you're doing something unusual with the configuration you probably won't have to change much.
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How do you walk on top of events with long width? I can do it by making a second transparent image event for the whole path with a custom collide but is that the best way?
Yanfly hitbox resize also works. -
@glaphen
Each event occupies only one tile, even if it looks larger. You'll probably need to break your platform into multiple events.
When I add support for QMovement it will probably be possible, because that plugin lets you set up collision boxes for events. Right now I still have to fix a few bugs though. -
Where to get the newest update? Github?
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@Dread_Nyanak do you want the plugin I was working on for it?
I mean, as I said it worked really slowly for me when I was using both your plugin and QMovement even with it off, and I still didn't finish the height check for diagonal movement, but besides that it was working.
@Zekken yeah, that place always has the last updated version, you just need to download it. It even tells you when the last update was. -
Hello!
I'm testing the last update, and the <mv3d>disable()</mv3d> function don't work anymore. -
This version of the update has deviated the X.Y of the animation.
I request that the previous version of PLUGIN can be returned
Where can I download the previous version of PLUGIN.JS -
@Raphael Lourenço
It will be fixed in the next version.
<mv3d>disable(true)</mv3d> should work in the meantime.
@seaotter
I don't know what you mean. Animations are working fine.
Version 0.3.10 can be downloaded here though. https://raw.githubusercontent.com/D...cc4f294844dc3906a6/js/plugins/mv3d-babylon.js