MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 29 of 78 View original ↗
  1. Yeah it appear that I messed up the tag. It does seem to work for B, C, D, and E tiles if written correctly: D,4,0:height(0.5),side(D,4,1)

    However, it does not work for A4 tiles which is probably because they're meant to be walls, but since they auto-tile it would be nice if there was a way to write into the tag that they should add x to the height EVEN if placed on a region with a specifed elevation.

    Like it is now. I can make a blocky hedge by using the D tileset but if I want it to look as good as something that's auto-tiled I need to use up a lot more of the tilesheet spaceto make all the corners and stuff.
  2. Parallax Panda said:
    Yeah it appear that I messed up the tag. It does seem to work for B, C, D, and E tiles if written correctly: D,4,0:height(0.5),side(D,4,1)

    However, it does not work for A4 tiles which is probably because they're meant to be walls, but since they auto-tile it would be nice if there was a way to write into the tag that they should add x to the height EVEN if placed on a region with a specifed elevation.

    Like it is now. I can make a blocky hedge by using the D tileset but if I want it to look as good as something that's auto-tiled I need to use up a lot more of the tilesheet spaceto make all the corners and stuff.

    I can sort-of see the use of regions inheriting height for A tile tags, then you wouldn't need 10x the height for each region per 1 height when you can instead make at most 10 copies of the tileset tile with 0.1 heights, 0.2 heights,ect dividing the amount of regions limited to 255 needed.

    Actually I just tested and depth does work to decrease tile height even after region, so you can make copies of A tiles with different depths to avoid making 0.1 regions. Though testing on floors it seems kinda buggy, doesn't always subtract by right amount. NVM it works and you can use negative depth for positive height.
  3. @Dread_Nyanak

    Hm, okay new problem. Either for me (in that I did something wrong again), or maybe with the plugin this time?

    I got the following slope setup but the "n", "w", "s" and "e" settings doesn't seem to work. All slopes are facing north (or west? I'm not sure which is which on the map).

    This is how I set up my slopes in the database. Did I do something wrong or is this the plugin?

    // roof tiles (north)
    D,1,3:slope(1,n),side(A3,0,3)

    // roof tiles (west)
    D,0,4:slope(1,w)side(A3,0,3)

    // roof tiles (east)
    D,2,4:slope(1,e)side(A3,0,3)

    // roof tiles (south)
    D,1,5:slope(1,s)side(A3,0,3)
  4. Parallax Panda said:
    @Dread_Nyanak

    Hm, okay new problem. Either for me (in that I did something wrong again), or maybe with the plugin this time?

    I got the following slope setup but the "n", "w", "s" and "e" settings doesn't seem to work. All slopes are facing north (or west? I'm not sure which is which on the map).

    This is how I set up my slopes in the database. Did I do something wrong or is this the plugin?

    // roof tiles (north)
    D,1,3:slope(1,n),side(A3,0,3)

    // roof tiles (west)
    D,0,4:slope(1,w)side(A3,0,3)

    // roof tiles (east)
    D,2,4:slope(1,e)side(A3,0,3)

    // roof tiles (south)
    D,1,5:slope(1,s)side(A3,0,3)

    I think it's a typo again, you forgot comma after slope setting. But I don't seem to need it in demo, it works in demo any direction with D,4,0:slope(1,e)side(A3,0,3)
  5. @glaphen
    You mean the comma before the "side(A3,0,3)" part right? It's actually a typo I made here on the forums. In the database it's properly typed out like this:

    // roof tiles (north)
    D,1,3:slope(1,n),side(A3,0,3)

    // roof tiles (west)
    D,0,4:slope(1,w),side(A3,0,3)

    // roof tiles (east)
    D,2,4:slope(1,e),side(A3,0,3)

    // roof tiles (south)
    D,1,5:slope(1,s),side(A3,0,3)

    ...and it doesn't seem to work for me.
  6. Parallax Panda said:
    @glaphen
    You mean the comma before the "side(A3,0,3)" part right? It's actually a typo I made here on the forums. In the database it's properly typed out like this:

    // roof tiles (north)
    D,1,3:slope(1,n),side(A3,0,3)

    // roof tiles (west)
    D,0,4:slope(1,w),side(A3,0,3)

    // roof tiles (east)
    D,2,4:slope(1,e),side(A3,0,3)

    // roof tiles (south)
    D,1,5:slope(1,s),side(A3,0,3)

    ...and it doesn't seem to work for me.

    Yeah it works in demo even with typo, so maybe something to do with your regions or terrain tags, I would say shadows but they don't work on D tiles, I tried high height region and it still works, works layered.
  7. Just figured out what was wrong. I was testing in a new project but the .js files were from an older version. I assume the slope directions might have been implemented more recently because as soon as I updated the files it seems to work. Silly me.
  8. @KaYsEr yeah, well, kinda. her method of this is kinda confusing, to be honest.
    if you look on the proper files, the only keys changed are q and w, that are changed to up and rotate left, the other keys being just added things, rotate right for e and directions for a, s and d. And the original functions of q and w are still on page up and page down - in fact, even in the original code they were only called page up and page down. Everything else, same as before.
    But when dealing with actually working on them, she added alternate mappings to them, so if you are in the menu you have the default keymap, on the field a second that changes pageup to rotleft, for example, and left for rotleft on first person. The problem here is that she has to set them per key, instead of doing a system that lets them be used as the other key when at the proper place... a system a normal keymapping plugin can't just replace.
    But that should not be that hard to map over. Let us be honest, she is clearly more focused on... everything else in this plugin, and people are always pointing out more small bugs. Wanting to make this the better she can, such minor things, easy to fix but that are working fine as they are, are going to be put on the side. That is why I am doing these small compatibility patches that should be much simpler than some are being (I'm looking at you, character creator ex events that don't want to update graphics unless you exit the map!). Including, in the future, a remapping one.
    With things like diagonal plugins, like QMovement, is that they change how the keys are read, not just remap them. Because this plugin has to do this too, since pressing left is ok on a camera looking up, but needs to work as a different direction when facing an other one.
    And... man I wish I could contact Khas. He disappeared, it seems? I wanted to at least buy a license to use his plugins in commercial use, nevermind making this compatible with his fog now.
  9. @Waterguy

    Did you try to email Khas? I think he had to focus on school and other work. I actually bought a license before and I am using his fog with this plugin (together with Olivia’s “Bright effects”). But in my opinion, most of these effect plugins made for normal MV don’t always loook right. Which is not a surprise since all those effects are applied to a flat layer and does not affect the actual 3d. Because of this they tend to look a bit... flat.

    What I did with KHAS fog was I set it to “rare” and then changed the MV3D’s white fog to start at 1 and end at whatever faraway distant as needed it to. Blending them like that makes it look a bit better in my opinion.
  10. @Parallax Panda e-mail, twitter, the forums, every way I could find to try and contact him I tried at the time. Unless he changed contacts and I just wasn't able to find the new ones. But I even asked in the forums if anyone knew how I could find him and specifically said it was to pay for the licenses, doubt he would have avoided me if he was in any way still contactable.
  11. Yes Khas said he would “retire” just after his lighting/fog plugin. Worst case scenario you use his plugins and if he comes back you can get the license you need.

    I don’t know if all those MV3D issues are “minor” but to be honest right now it would be unusable in many scenarios, like on a touch device or with a mouse (when in first person view at least) also “accessibility” is a big deal today so the lack of key remapping in the option menu is super serious for some people. But yeah considering the plugin is under construction it’s totally fine to have other priorities, my feedbacks are more “to add on a list” just in case.

    Like.. I just found out that if the plugin is turned OFF by default and you want to only turn some maps in 3D, very often the render is totally broken if you come on that map from another one (simple transfer), it’s fine when setting a starting point on that map but if you transfer from idk for example a 2D map, and the destination is a 3D map with an “autorun event” having the plugin command to turn the 3D ON, most of the time it fails to properly render the scene (sometimes you’ll have a little chunk of what’s supposed to be around you, sometime not a single polygon and only events floating in the void), I found a way to “solve” the problem by WAITING between commands (especially the one to turn 3D ON) like for example 5 frames between each command in the list, to let it “breath” apparently. But even that can sometime fail.

    Lights on events can randomly break as well, one event would have a light and if you copy/paste the exact same event somewhere else.. No light for that one.

    Now that I think about it, it’s true that a compatibility with GALV’s plugins like the one to have sprites on diagonals would look better when the camera rotates because you could see more (8) sides of rotating sprites or when turning around em. (Like in ol’Doom when circling around enemies.)

    Well I hope feedbacks/reports like these can help for future iterations. :)
    Take care and good luck, it’s very promising.
  12. @KaYsEr that ... is to be expected.
    It takes some time for the 3d to be rendered. you can't just expect to go from a 2d map to a 3d on, without turning 3d on first, and expect the 3d to come up without any wait. That would mean the 3d was rendered already even with it turned off, which would be a waste of resources if you never turned it on for that map.
    Which is why it is better to use map notetags to set it with 3d enabled or not. that way the map should be 3d right on entering it.
    About the input, I think she already messed a bit with the touch input, as it seemed to be working on the demo I am using for my CCEx compatibility, but since the beginning it was told that would only be dealt with properly later. It does change how the map is seen after all so calculations wouldn't be the same.
  13. Waterguy said:
    you can't just expect to go from a 2d map to a 3d on, without turning 3d on first, and expect the 3d to come up without any wait
    I know, and the problem isn't about "wait until it appears" (or load), it simply never comes in that situation, the "wait" I'm referring to is an event command.
    But I agree it would be better to be able to directly turn it ON with a map tag, right now that method doesn't seem available (or maybe I missed it) perhaps in a next version. Would be the best way yes, I prefer map-notes (too bad the window for map-notes in MV is so narrow haha) calling that thing from a loaded 2D map seems unreliable.
  14. Ah, it isn't?
    to be honest I don't disable it in the options, I just set it on everything and use the disable note for when I want that map to be 2d.
  15. I’m pretty sure I disable/enable the 3D with a notetag directly in the map settings but I’m at work and can’t look right now.

    @Dread_Nyanak
    I have a suggestion for something you might want to add to that list of features and improvements.

    I have no idea how difficult this would be but, how about a proper (or slightly more proper) skybox? We currently just have a parallax which is serviceable for some maps, but if you tilt the camera up (or in any direction) the parallax follows the screen. Even just turning left/right looks a little bit weird. Less weird than tilting the camera of course, but it’s still noticeable I think. This “issue” is particularly obvious if your parallax has a horizon.

    What about something like his maybe? Allowing us to set several images from the parallax map to each side using map tags?


    Oh, and IF you decide to do something like this, plugin commands to change parts of, or the entire skybox at once, would be nice to have for day/night cycles etc.
  16. Hi, guys!

    The Environment System is done.
    It was all made using mv3d as a base.
    I recorded a video for you!
    A big hug! o/

  17. Update fixed things nice.

    One more thing I'd like to ask, though: is there any possibility of switching off the shadow circle on actors and events that was added recently? (I'm not talking about the shadow effects in the paid version, just the circle under characters and events as it is totally out of place for the purpose of design specification.)

    EDIT: Here's an example of what I'm referring to. It also gives off the appearance that everything's floating around.
    JNSlmV4.png
  18. @CoopNinjask

    Very coo! :kaopride:

    Is this an extension plugin or something you intend to share, or is it something you made for your own project maybe?

    [EDIT; I re-watched the video and saw that I missed that it said it's an evented system at the beginning. Good job doing all that with events.]
  19. BreakerZero said:
    Update fixed things nice.

    One more thing I'd like to ask, though: is there any possibility of switching off the shadow circle on actors and events that was added recently? (I'm not talking about the shadow effects in the paid version, just the circle under characters and events as it is totally out of place for the purpose of design specification.)

    EDIT: Here's an example of what I'm referring to. It also gives off the appearance that everything's floating around.
    JNSlmV4.png

    You can turn it off in plugin parameters for character event settings shadow option, just change it to shadow(0), or turn it off with the event notetags to shadow(0), can also customize it's size with that in general.
  20. ok, so I got the characters to change to use the ccex as texture... now to make the characters and events update when they should. Right now everything only updates when you change maps...
    The problem is that copying it the way SRD did it, the character will be updating all the time, and thus not only will take more from the computer it does it so much it doesn't have time to actually draw them and they become invisible... my ideas to change that work on the player and followers, but not on events...
    but as I said, progress has been made o/