@Dread_Nyanak
from what I got from his constant posts showing how visual plugins, some of them clearly not very well-known, work outside mv3d and then showing them not working in mv3d without an edit or compatibility patch, I don't think seaotter really get how this plugin works.
I mean, I'm not trying to offend, but one of his complaints earlier was a plugin that shoots animations in the four directions is not being converted automatically into a 3d view and instead the animations are being sent on a 2d line from a point in the screen a player character would be. That plugin would need quite a few edits to work properly here. yet no files or links are given, so he clearly just expected it to work automatically together with this one.
MV3D - 3D rendering for RMMV with Babylon.js
● ARCHIVED · READ-ONLY
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@Dread_Nyanak Maybe it is just me, but how do the shadow pen slope directions work again? Just tried the new updated plugin and some of my slopes direction became haywire. I can key the second parameter but it will mean i need 4 graphical tiles for 4 directional slopes. Is there a better way to do it?
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@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
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> 0.3.10 version
< 0.4.2.2 version
I think should is close 0.4.2.2 maybe is 0.4.2.1 or 0.4.2.0
have you all list I can to download ?
because Animations X,Y error kill me to more, I need mose Animations to Right Version others no need more. -
@seaotter as far as I know, the big change, adding platforms, was right after 0.3.10, and after that it was all getting rid of bugs that came from that update. So if the problem you are having wasn't in a version before the platform, that version was 0.3.10.
I had my plugin up to date until the platforms were added, and it is 0.3.10.
@LeeRyuto good question, I didn't download the new version yet to test the shadow pen but I have been worriedever since slopes were added about if I'd need to add a tile for each stair direction I wanted to use... -
@Waterguy as I remember you create control change plugin for mv3d, is it not done yet?
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@seaotter
Here's all the old versions. https://github.com/Dread-chan/MV3D/commits/master
Click <> to browse the repository at that point in time.
@LeeRyuto
You draw a line on the side of the tile you want the slope to face. I have a few examples on the slope test map.
One thing to note is that shadows are rendered below B and higher tiles, but the shadows are still there. -
@Zekken I have plans for doing it someday, but they are not my priority, to be honest.
I've been more focused on making Pivoo's Particles plugin work paths...
...and in the end the problem was that the version of pixi-particles Pivoo had used wasn't able to do it properly but the new one is.
Now I am trying to edit QAudio to work better with this. You know, change the direction of the sound with the camera too. Add a vertical radius too. Maybe add the option of the audio coming to the camera instead of to the player, and of the camera's focus since you can make it focus in a different place than just the player too.
Maybe after that I'll work on it. It isn't exactly hard to just add the buttons this plugin uses to be changed instead of just the default ones, the harder part is making the menu to do it visually attractive, I am a programmer not a designer.
@Dread_Nyanak cool, seems simple. But, in the case of these for example, would the tile be turned 90 degrees too or just the slope's rising direction that would change?
If just the slope...would it be too hard to put an option on the tileset notes and terrain tags to turn the tile too? So we can, using your image as an example, use the same stairs for any direction of the slope? -
@Waterguy
Regular tiles the whole tile is rotated. Autotiles just the slope. -
ah, just what I wanted, thank you.
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@seaotter
Here's all the old versions. https://github.com/Dread-chan/MV3D/commits/master
Click <> to browse the repository at that point in time.
I GOT IT , Thank you.
@version 0.4
GitHub - Electravirus/MV3D at 4baf580ef2250dcf270a63163c79796a1048e35c useTargetZ bug fix
But I don't know why you last version all error for Animations X,Y,Z again ? -
How well will it run? Does anybody have a video here? That looks really cool. I especially like the one with isometric angle.
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@phamtruong1992 well, didn't test the new versions yet, but the most recent one I did test took a small bit to load the map but after it did it went with almost max fps...
I don't have a video myself but some people did. I found two, one a test by someone I don't know, [embedded media]
The other is a small tutorial on setting up your project for an old version of it, but it is in my native language, so you probably wouldn't understand it :p -
0.3.10. Works well.
0.4 FPS Noticeably decreased
version 0.4.2.2 Slightly better
I think you should check. When using the 256 * 256 size map
In my test Create large map -
0.3.10. Works well.
0.4 FPS drops significantly
I think you should check. When using the 256 * 256 size map
In my test Create large map
I tried 256x256 and had 75 fps, only small dips when loading new cells, same as normal. With way it works I don't think map size would even increase lag much really, update changed movement system so more CPU needed, no way to avoid that. Rather than 256x256 more events would be more laggy than before. Solution is better CPU or cut map into less/less events. -
Update 0.4.3:
disable() works without parameters again
Screen shake now shakes the camera instead of the screen object, eliminating black borders.
Fixed negative fringe problem. Using a negative fringe won't cause tiles to be culled.
Cancelled the space program.
I've fixed the problem with events rocketing into the sky by preventing an event from trying to stand on an event that's standing on it, but it still seems a little glitchy. I might tweak the behavior in the future. -
Update 0.4.3:
disable() works without parameters again
Screen shake now shakes the camera instead of the screen object, eliminating black borders.
Fixed negative fringe problem. Using a negative fringe won't cause tiles to be culled.
Cancelled the space program.
I've fixed the problem with events rocketing into the sky by preventing an event from trying to stand on an event that's standing on it, but it still seems a little glitchy. I might tweak the behavior in the future.
They still seem to be able to move under each other even with 0.1 stair threshold if the same file height/collision but not player anymore. Worst part is same as characters push the thing it walks on up, while below do it like they should in standing on top, but below only seems to stand on top of flats, sprites it just walks through it, cross/fence/tree seems glitchy. Aboves also send the thing they walk into flying up to their own height +1, also they only do it if the same file height, flying crystals won't do it while flying people will, while the rest of interactions happen if stair threshold is met either way. -
New update, nice!
Can someone explain to me what that platform tag does? Or rather, what practical use would it have in mapping? Do you use it for bridges or what? And if so, how do you set it up?
@Waterguy
Thank you for writing that plugin. I'll test it out. -
New update, nice!
Can someone explain to me what that platform tag does? Or rather, what practical use would it have in mapping? Do you use it for bridges or what? And if so, how do you set it up?
@Waterguy
Thank you for writing that plugin. I'll test it out.
Platform makes it so you can stand on the events top if height/collision is within stair threshold, you can use it for bridges or a barrel made with events, like as a platform, but if you use ones with larger than 1 tile width you need Yanfly hitbox resize or invisible events/splitting the event. You can turn it on in plugin parameters Walk on Events or add platform(true) to note. -
@glaphen
Could you show me an example event tag adjusting the height and settings for something that would work? I think that would help me understand better.
Also, is it possible to stand on a platform while it moves? Or will you just fall off/through? -
@glaphen
Could you show me an example event tag adjusting the height and settings for something that would work? I think that would help me understand better.
Also, is it possible to stand on a platform while it moves? Or will you just fall off/through?
Say have stair threshold in plugin parameters set to 0.4, you can make a flat event with height(0.4), now you can walk on top of it with platform(true) or the plugin parameter, put a second one next to it with height(0.8), you can't walk on it, but if you climb on the 0.4 you can walk on top of that next, then you can walk on top of a 1 height wall. You can also fall on them with the Walk off Edge parameter to land on anything with collision.
Here's something I just tried in demo, z seems better than height for this as they keep moving each others heights if set to height, but all I did was change z by +0.4 for each event, and had a parallel move the 2nd set events over to get them on top of each other.
Oh and as for the moving platform it doesn't seem to work, fall through it when it moves.
Second stairs without any tiles.
Also found another bug, you seem to be able to climb all event shapes but sprite with 1 height difference or less even with 0.1 stairs threshold.