MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 27 of 78 View original ↗
  1. Eh, I myself tried using blender once and sucked at it. While I could try again, I'd rather draw what I need...
    but I do get the appeal for those that *can* use it.

    Also, @Kraden96 just remembered a reason for 3d battles...
    If you look into the opening post, Dread_Nyanak is planning to add VR support in the future. Would be weird if the map is VR and the battle just... isn't.
  2. @Waterguy
    I had already read it, but it got a little lost.

    ---------------------------------------------------------------------------------------

    @Dread_Nyanak
    Thank you!
    I got confused, I read the help text, but I was putting the command as:
    mv3d fog color <#ff0000> <5>
    I can't believe I got stuck in something so silly! XD
    I didn't understand the alpha fog thing so I thought it was the fog visible at the bottom of the map.

    I'm going to say, you're doing something amazing with this plugin, keep up the good work!
    The look the shadows give the game is beyond the next level. ^^

    ---------------------------------------------------------------------------------------

    I am creating a game clock based day and night system, so get some pictures of how it looks at different stages of the day.

    Day
    Day.jpg

    Afternoon
    Afternoon.jpg

    Night
    Night.jpg
  3. @CoopNinjask
    Wow, That's look nice. how did you do that?
  4. I don't know how well it will turn out, but I'm looking into using this for my next project. That won't be started until 2021 but it's a survival horror game that we were originally going to make in Unreal with a PS1 aesthetic and this fits the bill super well while also being in RPG Maker, which I'm more than knowledgeable on. Seriously, thank you so much for all the work put into this, it looks incredible.
  5. I want to remove this option.
    3D Options
    Can it be permanently disabled?
    Which the user cannot define

    It is not compatible with Plug-in MOG_MenuBackground


    RwKKX9.png
  6. @CoopNinjask
    It looks really good. Though if i might make a suggestion the shadows look a little too dark. You can adjust the ambient light to make them a bit lighter during day.

    @palatkorn
    Create a new plugin loaded after MV3D with this stuff in it.
    Code:
    (function(){
        const _option_command_list = Window_Options.prototype.makeCommandList;
        Window_Options.prototype.makeCommandList = function() {
            _option_command_list.apply(this,arguments);
            for (let i=this._list.length-1;i>=0;--i){
                if(this._list[i].symbol==='mv3d-options'){this._list.splice(i,1);}
            }
        };
    })();

    I'll add a proper option to disable the 3D options submenu in the next update, and also dump the options inside into the regular options area so they're still accessible.
  7. @Dread_Nyanak
    So in the next update we'll be able to both make the 3D options inaccessible to the player as well as have them in the normal options menu if we want them to be accessible? Is that correct?

    (sounds like an improvement to me)
  8. Ok, finally downloaded the 0.4.3 version.
    Some things I already noticed...
    1- apparently "fall off ledges" does not let you fall off slopes? Nevermind, the big slope had direction restriction but the others I fell from fine even if they were not high there

    2- just to make clear, the choice of slopes to show the shadow pen was... not good. The grass ones are most likely going to turn that way already due to the auto direction, and the grey ones, the side ones have directional passage blocking the sides, probably why neither of them turned (seems like blocking one side also blocks the other... makes sense since you are supposed to go up and down it in a striaght line though).
    It does work though - I used the shadow pen on that abandoned piece of slope in the bottom and it changed from pointing up to the left.

    3- The cave's rope doesn't work anymore as it is in the demo. Putting trigger(0,2) in the notetags made it work again though.

    Good additions would be away to set a map's gravity to be different from the rest of the game, instead of just an event (like a map in space, for example, you'd fall slower). Also a plugin command, at least to be able to change the player's but the map's would be nice too. And with that a way to make an event's be in relation to the map's instead of just a set value.
    And a way to make a ledge/platform event be able to fall from or not, even if the setting is turned on, instead of all or nothing.
    I may be wrong but I could find none of those in the github's instructions.
  9. Hi guys, i'm back! ^^

    @Zekken
    It's a bit too complex to explain here.
    I will record a video tutorial and release a demo soon (Without the mv3d p@tr30n script, of course)

    @Dread_Nyanak
    There's a color in your help file [ambient (# 222222)] that I tested and it looks amazing, it looks like a kind of bloom filter on the map. It made all the difference!

    ----------------------------------------------------------------------------

    Well, I came to show you some of my work with your script.
    I am creating a game core using its script that creates a system of nature. The goal is to boost the graphics and make the standard RTP graphics look amazing. That includes:
    - Game Clock
    - Day and night (And Cloudy)
    - Rains
    - Sunlight and Moonlight
    - Camera Routines

    Now the details:
    => Game Clock:
    A standard internal clock system containing: frames, seconds, minutes, hours and days (counting days only, not days of the week)

    => Day and Night: A system with three phases of the day: Day, Afternoon and Night. Depending on the phase of the day, this changes the screen tint, your script fog, shadow pitch, and background panorama.
    This also automatically disables when you enter an interior map. Map IDs are defined by an array.

    => Rainfall: A system with 2 types of weather: Rain and Storm.
    His highlight is that he defines exactly what time of day (Day, Hour, Minute and Second) the rain will start to fall and also when the rain will stop falling, so only when it arrives at that particular time does the rain fall.
    An important addendum is cloudy weather: Every time a rain occurs, up to 6 hours before, the weather changes to cloudy, which changes your script's fog, shadow pitch and background panorama. Cloudy weather takes precedence over the phases of the day, creating three more phases: Cloudy Day, Cloudy Afternoon, and Cloudy Night.
    Another thing is that there may be thunder or not during this rain, and the frequency and strength of thunder varies randomly.

    => Sunlight and Moonlight: Both day and night, the sun will rotate around the map, making a 360º turn, changing the shadow angle in a realistic manner based on the game's internal clock. Every 2 minutes, the shadow moves 1º around the map. The result is that if you get the feel of a real sun (or moon) affecting the light and shadow of the map, the result is amazing.

    => Camera Routines: Instead of setting the camera for each specific map, you can set them as 3 default categories: Interior Map, Exterior Map or Dungeon. And the camera angle will automatically be applied to it without having to configure each one specifically. This can be done by arrays.

    Well, I did all this by common events, because this, is not that simple for other people to use, the best I can do is make my project available for you to try.
    Still, some minor adjustments are still missing and I'll make them before I make them available. I also want to make a video tutorial showing what you can do.
    From the little I saw, your 3d script has absurd potential. I am very excited to create a project with him.

    Finally, I leave some more screenshots for you to get a visual sense of the systems. A big hug!


    Day 2
    Day 2.jpg

    Cloudy Day
    Cloudy Day.jpg

    Afternoon 2
    Afternoon 2.jpg

    Cloudy Afternoon
    Cloudy Afternoon.jpg

    Cloudy Afternoon 2
    Cloudy Afternoon 2.jpg

    Night 2
    Night 2.jpg

    Night 3
    Night 3.jpg

    Cloudy Night
    Cloudy Night.jpg
  10. Dread_Nyanak said:
    rpyT08q.png
    Author: Dread/Nyanak
    Version 0.4.2

    A 3D rendering plugin for RPG Maker MV.

    Wall tiles (A3 and A4) are transformed into 3D walls, allowing you to easily create 3D maps.
    Regions and terrain tags can also be used to control the height of tiles.



    Screenshots
    4P1CUIT.png
    Big 3D castle

    uGE1b0X.png
    A simple hedgemaze example.
    RteKUuw.png

    This plug in looks awesome! The sort of thing I need to check out if/when I get some extra time :)
  11. So, I made a small fix to my last post, you can fall from slopes too if it is set to on but not from those with directional passage. The rest still is valid though.

    Re-tested this qith QMovement, just to check how bad it gets with the slowdown on this version.
    Player can't move if QMovement is under this one. Above they can walk.
    Height being ignored and camera not changing the input when turned are still happening.
    But the main problem for me is the slowdown when used together... the slopes map worked ok but the big island - that is the main test map - suffered a LOT. Thing is, it seems to be more QMovement than the combination now, because when I turned off mv3d the slowdown stayed... Some of the time, others it stayed close to 60fps.
    So I tried again... and it stood around 30.
    I am confused now...
  12. Update 0.4.4
    Altered platform finding function to be less buggy
    Platform finder is called less often
    on maps with 3d disabled, 3d map is no longer constructed and update functions for 3d objects are no longer called.
    fixed bug that prevented fringe tiles with zero height from being walkable
    Added new plugin parameter to change sprite offset
    New parameter to remove 3D options from options menu, keep it as a submenu, or dump all 3D options into regular options menu.
    fixed cave rope in demo project


    If there's any new bugs I've caused because of these changes let me know.

    gravity being a map option sounds like a good idea.
  13. Only problem I see is this stacking staircase I built, seems to ignore 1 height difference or less still on below/same as/above, I don't know if it needs to be fixed really, not sure if it exists in a situation you wouldn't want it. Though I tried turning off the parallel and it still does it even when not stacked so not sure why it happens. Only works with Walk off Edge again. Also isn't 1.0 or less but 0.99.

    Ok I figured out what causes it, z, if you use z you can walk on anything 0.99 or less difference from you. Also events seem to ignore stair threshold for flat events with 0.99 height difference with any of the height possible settings z/height/collide/below/same/above. Though they can't walk any higher than that unless within stair threshold. Not just flat, any event with 0.99 or less. Though it only does it for belows that walk into stuff, not same as/above. Also they only do it with Walk off Edge again.

    Not just player either, any event same/above can also walk on any flat event with z setting 0.99 height difference or less.
  14. The reason your stacked staircase doesn't work without the proper stair threshold is because I have changed how the platform finder works.
    If stair thresh is < the character's height, it will find platforms with z < the top of the character's head.
    Otherwise it will find platforms with z <= the character's z + stair thresh.

    Basically I just reverted to old behavior for small stair threshes to eliminate glitches. Only time you can climb platforms without proper stair thresh anyway is with through on.
  15. Dread_Nyanak said:
    The reason your stacked staircase doesn't work without the proper stair threshold is because I have changed how the platform finder works.
    If stair thresh is < the character's height, it will find platforms with z < the top of the character's head.
    Otherwise it will find platforms with z <= the character's z + stair thresh.

    Basically I just reverted to old behavior for small stair threshes to eliminate glitches. Only time you can climb platforms without proper stair thresh anyway is with through on.

    Not sure what you mean, I can walk on it regardless of stair threshold in demo right now, because z event notetag seems bugged as written above.

    Also one thing I just noticed is if you fall from a high tileset height you can still move in the air, but if you fall off an event you can only wait until you are done falling before you can move. Pretty sure it always did this but I didn't notice. Wait NVM, I just realized I am holding ctrl while moving through map.
  16. @Dread_Nyanak The hot-air balloon vehicle isn't descending to the ground when exiting it, making it unable to re-enter it during my first test of 0.4.4. It also doesn't ascend when you enter it until you move.
  17. @Dread_Nyanak

    I can't find a notetag of plugin command for changing the render distance parameter? If there isn't one, can you add it or does that screw things up?

    I have one map which is the top of a mountain and I want a lot of render distance on that map in particular. But there are other maps where it's not really needed so being able to set a standard render distance in the plugin parameters and then have a tag placed in the map's notebox which overriders it on that specific map would be useful.

    Also... is there some kind of max to wall height? Or the height the player can be at?
  18. I've got something to say about event platforms. I've noticed that if you create a bridge with events that go over a non-passable terrain such as water, you can't walk across parts of the bridge that are over the water tiles. My scenario is a river that has region ID 5 <height(5)> with cliff sides that are region ID 7 <height(7)> on the ends where the bridge starts.

    With the depth settings for the water tiles taken into consideration, I set my notes to <mv3d:height(2.3),platform(true)> for the events to align with the cliffs. Even with platform set to true, I am unable to cross the bridge unless I do one of two things.

    (a): Change the water tiles from X to O in the database.
    (b): In the mv3d-babylon plugin params, create a new region ID that is also set to <height(5)>, but also add <pass(o)>

    My question is: Is there another way to make this work easier? Am I missing something important like another special note to use?

    Method (a) creates a less immersive experience if you were to use the "walk off edge" option within the plugin and don't want to be able to drop down into specific water tiles and walk around on them.
    The overuse of method (b) on intricate maps with multiple height levels may have you creating and using up too many slots for Region IDs and may even run out.

    @Parallax Panda I also wonder about max/min height
  19. Just to make sure, does this program actually utilize true 3D rendering, or is it more based in visual tricks similar to the original Doom games?