@CoopNinjask looks nice! The dynamic shadows sometime make the forest dungeon hard to see in the daytime, though. Can't wait to see what you're going to try to do with it!
@Dread_Nyanak I second the request for a parallax background skybox and some way to change it in-game...maybe defined through plugin parameters, and changed with a plugin command? Either way, keep up the good work!
MV3D - 3D rendering for RMMV with Babylon.js
● ARCHIVED · READ-ONLY
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@Grunwave did you change any of the settings? Anything before testing it?
Just downloaded the latest demo, and without touching anything in it went to playtest... and perfect 3d... -
A way to implement fall damage with the walk of edges options could be ideal. Maybe a way to set a threshold option where it begins to start taking damage from a fall from at least X blocks high and if you fall Y or more blocks, you die. Any distance between the two can be a percentage between the two values.
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@Grunwave did you change any of the settings? Anything before testing it?
Just downloaded the latest demo, and without touching anything in it went to playtest... and perfect 3d...
Didnt change anything =(
I guess it is the editor being version 1.52 =( -
@Grunwave oh yes, probably.
1.6 is the one that allowed mv to use ES6, a newer version of javascript with new things available to be done. if Dread_Nyanak uses anything that was added only from then onwards you'd be out of luck. Not only that, babylon is an external plugin, not made with rpg maker mv in mind, so it probably uses it too.
@Fyoha while I can see the benefits of the idea, I can see many ways it can be done that a simple parameter would not be enough. Like, turning it on or off is the basic stuff, basing the damage on a status maybe, but at the point you change the damage or height to take it based on skills and equips things get more and more complicated...
Combine it with my earlier suggestions for gravity being changeable depending on the map, plugin commands and the event's gravity being able to be set as a function of the map's gravity instead of a set value (in case it is changed mid-map)...
I'd suggest instead adding a function to check if the player is falling, and another to get the height difference from the ground at the start of the fall. This way, the developer can make their own version of falling damage if they really want. -
@Fyoha
You could probably add fall damage through a parallel process common event that checks $gamePlayer.z and $gamePlayer.mv3d_sprite.falling.
If the player is falling, compare the current z with the previous z to find the distance fallen since the last frame, then add it into a fall distance variable. When the player stops falling, check if fall distance is big enough and if it is apply fall damage. Then clear fall distance. At the end of the common event store current z into a previous z variable for use in the next frame. -
@Dread_Nyanak good idea, but it would really help to actually have that "$gamePlayer.mv3d_sprite.falling" in the help file, if not a function itself for ease of use? now that I think of it just comparing heights would not be good enough because of platforms...
Also, this github issue points a small compatibility problem that... actually I think you should do a fix yourself next update, since while one of the functions was made just for that plugin my idea to fix it (I'm the YoraeRasante commenter) could also be useful for others, and the other two that I mentioned in my answer there are probably used in many others since they are a default mv function that doesn't work properly with the plugin because of the 3d.
And as mentioned before, if you are holding a direction other than up or down (that is, either left or right) when entering a first person map you are kinda stuck walking (or, well, strifing) in that direction any time you are not holding a direction key. Only seems to happen when going to a 3d map though.
That is a thing that kinda needs a fix as soon as possible. -
For the people who were waiting for me to release the demo of the Environment System, I just posted. It's in the RPG Maker MV Tutorials part.
Hope you enjoy! o/
(MV3D) Environment System -
@CoopNinjask couldn't open the link, error message, but just to be sure, you did not put the patron plugin there, right? because if so you should take it out
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@CoopNinjask couldn't open the link, error message, but just to be sure, you did not put the patron plugin there, right? because if so you should take it out
Of course not!
Now that I understand, it looks like the post is waiting for moderation approval.
It will probably be released later. -
I am making a personal game and I have started using this plugin. The truth is that I love it. The result is very interesting being that they are graphics generated from the maker. I leave an image and a link to the instagram of the project if you want more information. Thank you very much Dread / Nyanak!
Instagram: @planetile_
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Just a heads up that I still can't access the link.For the people who were waiting for me to release the demo of the Environment System, I just posted. It's in the RPG Maker MV Tutorials part.
Hope you enjoy! o/
(MV3D) Environment System -
@Gaelah looks nice!
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Hey @Dread_Nyanak what version of Babylon.JS are you using? Because the bablyon js dev team has a new tool for making shaders with nodes. :)
Here is a link to it. https://nme.babylonjs.com/ -
I am making a personal game and I have started using this plugin. The truth is that I love it. The result is very interesting being that they are graphics generated from the maker. I leave an image and a link to the instagram of the project if you want more information. Thank you very much Dread / Nyanak!
Instagram: @planetile_
View attachment 131619
Beautiful graphics, man! -
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@Dread_Nyanak
Is anybody else having trouble deploying their game with this plugin included? It seems to interfere with image encryption especially. Maybe it's been discussed before or I'm missing something. -
I admit never tried deploying...
is there an error message? I'll try deploying myself later to check myself though.
and are you using dragonbones? it was reported that it had problems it had problems with encripting them, if you use it that could be it too... -
I admit never tried deploying...
is there an error message? I'll try deploying myself later to check myself though.
and are you using dragonbones? it was reported that it had problems it had problems with encripting them, if you use it that could be it too...
No error message, just an infinite loading screen. Went into the log and found that the game was unable to load images. Turned MV3D and Babylon off and encryption worked fine.
Not using dragonbones either.
Luckily, I'm not using any images that require encryption, and audio still can be encrypted. -
@Danielcross found the cause of the problem. Unfortunatelly, only @Dread_Nyanak herself can fix it since it involves rewriting everywhere images are loaded from, something a small patch can't do easily and would probably clash with later fixes she does.
You see, she doesn't use loadBitmap to get the images. Fair enough, actually, since the materials are not compatible with mv's version of Bitmap (it is actually a class created just for it, not a real image).
BUT! mv's version of Bitmap has a function that decripts the files when they are loaded. What she uses... does not.