MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 26 of 78 View original ↗
  1. Ok I checked developer tools and I know almost nothing about it, but checking call tree updating platforms does seem to take up too much % so if you have enough events you will probably lag, I mean I don't with 100 but with enough it will lag.
    Test1.pngTest2.png
    So like 50% of the updating is for checking platforms, though of that 15% is Yep-hitbox resize at the bottom of tree. That % would naturally go up with more events, but on a 100x100 map that I haven't finished with 105 events half of the updating is from just checking platforms(and event hitbox size from yanfly). Though if you are lagging with a better computer than me and don't have like 300+ events it's not just plugins fault. Either way it could be optimized and splitting map and events solves it like I originally said, you were jittering even before update.

    If I use 0.3.7 It shows updating characters as only 14%, so 14% vs 35% after update in same map plus Yep-hitbox bugging to a whole 15%.
    Test3.png.
  2. @Kraden96 Octopath Traveler's battles aren't 3d... well, maybe they are, but you don't need a 3d plugin to reproduce them. As you may notice, while battlers are zoomed in and everything no angle is changed at any time so for all effects it is just 2d with proper layering and scaling (that is actually the same in the maps too as far as I can tell).
    Mog's battle backgrounds plugin allows you to have layers of backgrounds. And his camera allows you to zoom on the battle members, if you want to reproduce that part too.
    The other big things you'd need to reproduce OT with this are: a way to change the battlers' scale depending on how high on the battle screen they are, so the party members on top are slightly smaller than when they are on the bottom, and making the floor where they are standing is skewed a bit so it looks more 3d-like (something that the default backgrounds already do a little, as you may notice the more detailed ones the details get closer as you look higher in the image... but you want it even more skewed for a more 3d-like effect).
  3. @Waterguy But you can see why an actual 3D Battle Scene could help produce that depth, those other plugins would have to fake, right? Like you listed ways to reproduce it in a false manner. Using 2D background images in the shape of 3D isn't exactly as good looking as an actual 3D background. Having a plugin scale battlers based on screen position works to create depth, but a 3D space does it better (also with the ability to rotate the camera slightly to add a little bit more dynamic movement).

    You have to be able to see how a 3D Battle Scene would at least be cool, right?
    Like I get you could use a bunch of plugins (or one custom plugin) to get a similar effect, but we can agree that an actual 3D Battle Scene would be unique for RPG MV? That it has it's pros and cons like a faked 3D space?
    It'd probably be easier on your computer to do a 2D'ed 3D, but it's has a nice depth.

    Also, Octopath's Battle Scene's camera does change angles. Go to 0:34 in the video!
    (SPOILER WARNING FOR OCTOPATH TRAVELER)
    Example video:
  4. Uh, don't remember ever noticing that effect. It is very subtle though, so understandable.

    still though,if she does add this I hope it is after the plugin is as complete for the map as she can get it first,
    as it is easy enough to be reproduced in 2d if you don't do those effects.
    maybe it could be done as a side-plugin, but I'd really want the map one first...

    (yes, I know you did not ask it to be done right away :p I just am used to losing focus when a new idea is given and want to prevent her doing the same)
  5. @Waterguy That's completely fair! She should totally focus on perfecting the 3D Map first! :)
    Just an idea to throw on the roadmap for later! :)
  6. Hmm... is anyone else having problem with running out of memory while using this plugin?

    If it’s just because it’s bit more demanding than your average RPG maker game that’s fine. I’m mostly pointing it out in case there is any memory leaks or something.
    I have a pretty old laptop so this might be an non-issue for the plugin itself. Also I’m not a programmer, so I wouldn't know how to identify it if there were something like a leak.
  7. glaphen said:
    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.
    This isn't happening on my end. I created an event with cross shape and collide 0.5, and it works as intended. I can't climb it.
    I also created two cross shape events next to each other and put one at height 0.5. Same thing, can't climb it as intended.
    The only shape with a different default collision height is flat, which as a default collision height of 0 as you would imagine. So sprite shape events shouldn't behave any different as platforms as any other shape (other than flat).

    I'm not surprised if the new version is a bit more cpu intensive. This is something I could work on optimizing. I don't really see any perfomance issues on my end though, but both of my laptops are fairly new so that's not surprising.

    But what would you guys rather I work on next? More bug-fixing and optimization? QMovement support, Character Creator EX, other plugin? Custom-defined meshes and imported 3D models?
  8. For me, i want character creator EX, but perhaps other people want QMovement and bugfix first.
    btw, what plugin does this plugin support until this version?
  9. Dread_Nyanak said:
    This isn't happening on my end. I created an event with cross shape and collide 0.5, and it works as intended. I can't climb it.
    I also created two cross shape events next to each other and put one at height 0.5. Same thing, can't climb it as intended.
    The only shape with a different default collision height is flat, which as a default collision height of 0 as you would imagine. So sprite shape events shouldn't behave any different as platforms as any other shape (other than flat).

    I'm not surprised if the new version is a bit more cpu intensive. This is something I could work on optimizing. I don't really see any perfomance issues on my end though, but both of my laptops are fairly new so that's not surprising.

    But what would you guys rather I work on next? More bug-fixing and optimization? QMovement support, Character Creator EX, other plugin? Custom-defined meshes and imported 3D models?

    I downloaded the demo again and saw it doesn't do it, tested plugin parameters and only difference was Walk off Edge, it only does it when set to true. So if you set it to true you can walk on any events not set to sprite with 1 height difference.

    Personally I only care about bug fixes and optimization as I don't need anything else really.

    Also testing more it only happens to below events, not same as/above and it only works on flats, don't know why it worked before on cross,ect. Even more testing it actually does work on same as/above but only with exactly 1 height. Also it only cares for height/z not collide.
  10. Dread_Nyanak said:
    But what would you guys rather I work on next? More bug-fixing and optimization? QMovement support, Character Creator EX, other plugin? Custom-defined meshes and imported 3D models?

    @Dread_Nyanak QMovement support with Custom-defined meshes and imported 3D models.
    Would be nice to start being able to using objects instead of having them turn towards camera or only showing itself in fence mode.

    I personally looking forward for this implentation.
  11. Dread_Nyanak said:
    But what would you guys rather I work on next? More bug-fixing and optimization? QMovement support, Character Creator EX, other plugin? Custom-defined meshes and imported 3D models?

    i should say Qmovement support! , to can work with custom colliders and have one single good pixel movement plugin really compatible seems quite important,specially for early games development , and q movement grant both, specially for the lot of people who are kinda looking that octopath traveler style of things i seen on some post, so yup im on that qmovement boat ^^! , i believe i can literally make with some creativity...kinda everything just with that compatibility , been really waiting a lot for that thing ^^!
  12. Hi guys!
    Can someone teach me how to change the fog color by common event?
    I'm kind of lost, I've been trying for hours, but I haven't got anything yet. :(
  13. @Dread_Nyanak I think it's best your either work on Bug/Performance or the 3D Models! It'd be cool to get more 3D shapes! :D
  14. @CoopNinjask As far as I can see this plugin has nothing to do with fogs. If I am right please post a thread in the general MV Support forum instead of derailing this thread. If I am wrong, please ignore this post.
  15. @Dread_Nyanak
    I’d say performance optimization and bugfixes should be a priority. This plugin is one of a kind and I want it to run as smooth as possible.

    Secondly I’m very interesting in more 3D shapes, but, since I’m not sure what that would mean I can’t be sure it’s something I’d personally want/need.

    If ”new 3D shapes” would mean stuff like being able to easily specify the texture on each side of a pre-existing selection of simple geometric shapes (squares, triangels, rectangles etc), then that would be awesome and definetelly something I’d vote you should work on next.
    The current selection of shapes for objects is rather limiting and for some types of objects, fits so bad I’d avoid using them all together since the maps would look better without. So, more options would really be a good thing.

    Then again, if you’re thinking of something more complex that would require the user to have knowleadge in 3D design, then I think something like Q movement might be a better feature to add. Because most users here are not artists and can’t even make good looking 2D designs. The number of people in this community who’s skillfull enough that they can jump into blender and whip together decent quality custom models for their games are probably... a handfull? Maybe. It would be a very cool feature of course, but with an entry bar high enough that I only think one or two people would actually make use of it. And that seems like a waste to me.

    Well that’s my 2 cents.

    Optimization, bug fixes and user friendly new features top my list.
  16. Kes said:
    @CoopNinjask As far as I can see this plugin has nothing to do with fogs. If I am right please post a thread in the general MV Support forum instead of derailing this thread. If I am wrong, please ignore this post.

    The fog I refer to is the alpha fog that his 3d script generates.
    You can do some things with fog, as the "manual" itself explains, but I can only do it via map note tags.
    I was wondering if anyone knows a way to do this via common events.
    To be more specific, I would like to know if there is a possibility to change the color of alpha fog by common events.
  17. @Kes there is a "fog", to hide the parts of the map that are not rendered. Not the usual fog in most plugins, but must be what they mean.
    @CoopNinjask pretty sure it is mentioned how to change the fog through plugin commands in the help file/github page.
    @Dread_Nyanak as Parallax Panda said I thing for now bug fixing and performance for the platforms update is better than adding things. Then after that region settings through notetags, 8 directions movement (even though QMovement covers it, you can leave that for later, it is bigger work and not everyone will use it), setting sides of tiles individually, add 3d models (and yes Parallax Panda, pretty sure it is models like blender ones), and then QMovement if you really want it (message me later, I can send you my half-finished one from 0.3.10, could help you a bit? of course, as I said it was kinda heavy for my pc, so... yeah, performance is definitelly better to work on before QMovement for me). Then later you go for the suggested battle version. VR may be added around 3d models.
    Don't worry too much about CCEx compatibility, I'll try to do it myself later today like I did for QSprites. If you don't mind, that is.
  18. Omg that is so cool. People who are using and testing this plugin please post more videos. I love seeing this lol.
  19. @CoopNinjask
    With plugin command
    mv3d fog color #ff0000 5
    The 5 is the amount of seconds it takes for the color to change.

    You can also change the fog distance with
    mv3d fog dist <near> <far> <t>
    Where <near> is the distance the fog starts and <far> is the distance the fog finishes. <t> is time.
    Or to just cange one of these values,
    mv3d fog near <n> <t>
    mv3d fog far <n> <t>

    A full list of plugin commands can be found in the help text.

    The alpha fog in the premium plugin is something different, and just shows the parallax background. It doesn't have a color. You can have both alpha fog and colored fog at the same time though.
    At the moment I think alpha fog can only be set in plugin parameters. It doesn't sound like that's what you're looking for since you're asking about color, but in the next version of the premium plugin I can add plugin commands and stuff for alpha fog.

    @glaphen
    I see what you mean about walk of edges=true letting you walk onto flat colliders with height=1.
    What's happening here is there's a 1 tile gap under the event, so the collision check is saying the player can fit under there and letting the player move. But the platform finder sees there's a platform exactly at the player's head level, and thinks that's where the player is moving to, so the player gets popped on top of it.

    "Below Characters" events are treated as flat even when not actually flat. They have their collider set to 0 by default. The collider can be changed with the collide() command.

    I'm going to work on bug fixes and optimization a bit more. Then after I'm satisfied I'll move on QMovement.
  20. Parallax Panda said:
    ecause most users here are not artists and can’t even make good looking 2D designs. The number of people in this community who’s skillfull enough that they can jump into blender and whip together decent quality custom models for their games are probably... a handfull? Maybe. It would be a very cool feature of course, but with an entry bar high enough that I only think one or two people would actually make use of it. And that seems like a waste to me.

    @Parallax Panda
    This is biased at best. Theres a lot of people right now with skill of blender and how to work with blender. Blender is even used right now for 2d sprites by converting models for use in sprite animation by importing for qsprites and just because people are not commenting on the forums doesnt mean that people dont have the knowhow.
    Its also used right now for paralaxx mapping and can already be used in rpgmaker mv.

    That being said, people have been waiting for years for a chance of using their blender skills with models in something like this.
    And for those who dont, theres alot of videos for this to learn. its easier and much less time consuming then people think.