Yeah it looks like RPG Maker's encryption method prevents the files from being accessed normally. I have to use Babylon's method to load the textures, and I don't understand it very well so I don't know if I can fix it.
The deployment works fine without the encryption, but if you absolutely need encryption, here's a few other ways to hide your files which don't interfere with the functionality of the app.
If you build with electron instead of RPG Maker's builder (which uses nwjs), then you can use an asar archive.
If you're only building for windows, there's a program I like called Enigma Virtual Box which lets you combine all of your game files into a single exe, although it does seem to increase the startup time a bit.
Note that there's not actually any air-tight way to secure the game files. No matter what you do, somebody who knows what they're doing will find their in. Even with encryption.
MV3D - 3D rendering for RMMV with Babylon.js
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While the ideal solution is making a method that reproduces the decrypting itself, a quick while we don't know how to do it could be to, if the images are encrypted (the check is "Decrypter.hasEncryptedImages"), put the image file in an mv Bitmap and then send the bitmap's "._image.src" as a texture instead of the image directly.
Need to test it, but it should work... -
I can't seem to get it to work, unfortunately. The decrypter creates a blob url and I can't figure out how to make it load properly into Babylon. I've been looking at the docs and it should be possible, but nothing I try is working.
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Right, thanks guys. I too would probably recommend enigma virtual box, although it does increase the chance of memory leaks from what I've heard. Encryption is probably more important to people who are obligated to encrypt files due to various EULAs for asset packs.
I will be testing to see if virtual box works correctly with this plugin... and to see how much extra strain it puts on running a game :D. I'm getting fairly steady 60 fps on a really bad laptop so far. -
I can't change through this command.
Is there a way to change?

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@Dread_Nyanak @Danielcross hmm... now I really want to learn better about the encryptions. I'll try to make myself finish this 1st person touch input I am kinda frozen on due to other reasons, then do an element rate control plugin I was asked for, then try to work on this and the whole control remap I promised earlier.
@palatkorn probably because everything made for the 3d is created during the map's loading, and changing a tileset refreshes the map... a refresh that does not redo the loading, because without this plugin it would have no reason to. It is kinda consuming.
Also, may not be the best idea since so many of the graphics' settings are controlled by tileset notetags...
She could probably add a small change on it to reload the map if the tileset is changed while the map is 3d, but... is it really worth it? At this level of consumption of the computer, unless for things like event locations or temporarily erased, it could be better to color the screen, either full bright, full bright or another color, and change maps to one with the new tileset instead...
The option could be added though, even if just for cases like those I mentioned. -
I use the method of creating parallel maps instead of changing
So I copy the map and repeat, this may be my solution now.
Because my map is 256 * 256 wide, it's hard to change to
All the snow

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@Dread_Nyanak
Right now, If you activate Qmovement plugin you cannot interact with events. Would be great if we can get a fix for this soon. -
@Dread_Nyanak @Waterguy
Virtual box seems to be running fine, although there seems to be more loading screens than normal. Unfortunately, if you have any post-deployment plugins meant to run inside the app folder (such as an error log) that is now inaccessible to players.
Next, first time uploading something boxed with Enigma to Steam. -
Truly amazing job, looks and works wonderful! I tried to set bottom trees textures (under the top of the tree) but it does not work :( Is this implemented?
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@fizzly ...yes?
In the demo, in the Outside tileset's D tab, there is a tile of a square like the leaves labyrinth with a transparent square in the middle. It is mostly used in the forest map.
In the tileset's notetags, that tile is set to be a floating treetop, with the dark tile under it as the bottom of it.
D,0,1:top(A4,6,0),side(A4,6,1),height(0.5),bottom(D,1,1) -
How do I get to your patreon @Dread_Nyanak ?
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Get more from Cutievirus on PatreonHow do I get to your banned.url @Dread_Nyanak ?
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Hm, looks like it does not work for me. I have holes uder the trees...@fizzly ...yes?
In the demo, in the Outside tileset's D tab, there is a tile of a square like the leaves labyrinth with a transparent square in the middle. It is mostly used in the forest map.
In the tileset's notetags, that tile is set to be a floating treetop, with the dark tile under it as the bottom of it.
D,0,1:top(A4,6,0),side(A4,6,1),height(0.5),bottom(D,1,1)
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@Dread_Nyanak
So, I've found a "bug", or at least I'd consider it as such. I've evented a simple system where I check if an event that crashes into the player (event touch) is standing in front of you, behind you to your left or to your right. This is all in 1st person mind you.
It all works until I start strafing. If I strafe into the event it'll read this as if it touches me from the front - until I stop moving. If I finish moving it seems to read the correct direction based on where the camera is facing. I guess this means that you're not actually "direction fixed" while moving sideways (as one would assume), but rather turned to face the right direction at the end of movement? At least this is how it seems to me. I think it would be much better if the player sprite was always set to face the direction of the camera in 1st person as it would make more sense.
I actually have another bug/problem as well. If said event is chasing me (which it is) and the the distance between us is zero (it's standing on the tile right next to me), it'll keep pushing me into the ceiling when I try to run away. This only happens if it's right behind me or right in front of me (right in front of me means I'd be running backwards). If it runs along side me it works fine. -
@fizzly testing myself right now... you are right, I didn't even notice... I am sure it was working in an earlier version, but now looking up from bellow on those with bottom shows the ceiling, and even those without, tho ones in your screenshot (they are supposed to have the bottom of the top since it wasn't set by hand), are empty there, meaning that it probably applies to all bottoms, not just the ones set on the code...
@Parallax Panda that actually makes sense... as directions are changed through the camera's yaw even when not in first person, it is easier to make straffing not change the yaw instead of fixing direction... actually, would direction fix even matter in this case? would it still work like you want without mv3d if the direction was fixed? if not, it would be better to change your checks to check for yaw instead of direction, but if so yeah, Dread_Nyanak would need to add a small "fix" to this (better add it either way, to be honest, but I am saying it for you to keep it until then).
the "push" thing is more of a bug that needs immediate attention to me. so and event colliding with the player when both are moving pushes them up a bit... makes sense it not happening when they are on the side, since the event is walking alongside you for that frame instead of trying to collide. -
I wasn't aware the tile bottoms had stopped working. It was caused by the fix I made to pit culling.
@Parallax Panda
Direction fixing the player while strafing in 1st person seems like a sensible change. I'll add that.
As for the bug where chasing events push you upwards. It seems like this happens when the event has a shorter collision height than the player.
I decided to fix it by ignoring event platforms while they're moving, since moving platforms don't work at the moment anyway.
Moving platforms would be a neat feature to have though, so when I decide to implement them I'll need to find a better solution.
Update 0.4.4.5:
Moving platforms are ignored to avoid pushing the player up.
When moving in 1st person mode, player direction is locked to camera direction.
Tile bottoms are now working properly again.
Also for those asking for a link to my patroon, the forum doesn't allow linking directly to it, or even mentioning its name for some reason. So I have the link on my github page. The link can also be found in the help text in the plugin manager.
GitHub - Electravirus/MV3D: 3D RPG Maker MV Plugin -
guess that means no official elevators then... I'll have to lower and raise both the player and event's zs now...
Eh, was surprised I wouldn't have to before anyway.
@Dread_Nyanak
not pushing, but any plans on my suggestions on screenX and screenY for the future, plus something to give the event's/player's/follower's "height" (on accounting for the sprite, the scale and zoom due to distance from camera")? As I said at the time, I think quite a few plugins will be compatible, or easier to patch them to be, if you add them... -
I wasn't aware the tile bottoms had stopped working. It was caused by the fix I made to pit culling.
@Parallax Panda
Direction fixing the player while strafing in 1st person seems like a sensible change. I'll add that.
As for the bug where chasing events push you upwards. It seems like this happens when the event has a shorter collision height than the player.
I decided to fix it by ignoring event platforms while they're moving, since moving platforms don't work at the moment anyway.
Moving platforms would be a neat feature to have though, so when I decide to implement them I'll need to find a better solution.
Update 0.4.4.5:
Moving platforms are ignored to avoid pushing the player up.
When moving in 1st person mode, player direction is locked to camera direction.
Tile bottoms are now working properly again.
Also for those asking for a link to my patroon, the forum doesn't allow linking directly to it, or even mentioning its name for some reason. So I have the link on my github page. The link can also be found in the help text in the plugin manager.
GitHub - Electravirus/MV3D: 3D RPG Maker MV Plugin
It seems to have broken climbing higher than 1 stair threshold, I can't get on anything from a 0.4->0.8 to 1.2 anymore and climbing the 2nd seems glitchy as it falls through the floor first and teleports onto it after even with a 3rd at 0.99 it does it but setting it to 1.00 or higher it won't step on it just falls through the floor. Also falling onto a platform with like only 0.4 difference falls through slightly and teleports up, doesn't with 0.8 difference though.
guess that means no official elevators then... I'll have to lower and raise both the player and event's zs now...
Eh, was surprised I wouldn't have to before anyway.
@Dread_Nyanak
not pushing, but any plans on my suggestions on screenX and screenY for the future, plus something to give the event's/player's/follower's "height" (on accounting for the sprite, the scale and zoom due to distance from camera")? As I said at the time, I think quite a few plugins will be compatible, or easier to patch them to be, if you add them...
You can still make raising platforms without falling and moving platforms never worked anyway.
Also it does it even with walk off edge off, letting you still fall off those edges but not if you try the direction that doesn't have a platform. -
@glaphen what do you mean "broke climbing higher than the stair threshold"? you couldn't walk to anywhere with a higher height difference than it before, that is exactly what the threshold was supposed to block doing.