MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 34 of 78 View original ↗
  1. Waterguy said:
    @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.

    I mean staircases made of events, with 0.4 stair threshold you can walk from a 0.4->0.8->1.2->1.6->2.0, but current update you can't walk higher than 1 you fall through to floor even with walk off edge off.
  2. @Waterguy
    No, elevators should still work fine. Moving up and down doesn't actually count as moving, since I'm using the built-in isMoving function

    The default collision height should already take into account the sprite size and scale.

    Can you remind me what your suggestions were?

    @glaphen
    I was accidentally checking when the player was moving instead of the event. Should be fixed now.
  3. Both problems are fixed.

    New problem going 0 to 1.0 it seems to ignore exact stair threshold, if I go from 0.4->0.8->1.2 I can't step on 1.2 without holding ctrl in test but after I can walk onto 1.6, I can walk on it with 1.19 though.

    It only seems to do it from 0.8 to 1.2, I made it extend up to 3.2 and I can get on it from 2.8.

    I tried changing to 0.3 stair threshold but I couldn't climb 0.3->0.6 and 0.9->1.2. Increased to 3.6 and I couldn't climb 2.1->2.4 only. 3.6->3.9 is another spot. 5.1->5.4. No other spots all the way up to 8.4.

    It seems to do with ground height as well, I was doing all this at height(2) region, but at ground level I could walk 0.3-0.6 but not 0.6->0.9.

    It does it to tiles as well, changing to a 2.6 height tile I can't walk 0.3 platform to 0.3 difference tile, can't walk a 2.3 to 2.6 height tile with 0 event involvement. But naturally all this can be ignored entirely if you set stair threshold to be 0.31.

    Also bug with z still exists player can walk onto any 0.99 difference or less regardless of stair threshold if the event uses z for height, I think rest is fixed. Events using crystal sprite can walk on any z 0.99 or less as well, so probably anything larger than 48x48. I used a huge sprite that is a building and it could walk on even 3.99 z.
  4. @Dread_Nyanak
    You see, most plugins putting an image or the like around a character's position, like those setting a message box over them, use the screenX and screenY's functions. Those two functions show the current position X and Y of the character on the screen in pixels. That doesn't work properly with mv3d, so you'd need to add an alias to them so they calculate properly when it is active.

    Also, a good thing to add would be a function to calculate the current "height" of the characters if not set to flat, and I don't mean height from the ground but visible height of their sprites, taking in account their scale set on the notetags and the zoom due to distance (and if set to something that rotates vertically, the changes made by it too, I think they are fence/wall and cross/xcross?). Some plugins use the event's graphic's height, and I think would be a good idea to have a function on hand for compatibility patches with those.

    Since you plan to make this plugin easier to make compatible with other plugins that deal with the map, I think those three things would save a lot of time on those.
  5. @Dread_Nyanak there is also a bug, from the very beggining, if you go to the forest or house (where there is 1st person camera) then often player goes repeadly right or left (you can stop that), you need to leave (change camera view).

    Ps. Thank you for the bottom texture fix!
  6. Ive been in and out on this topic, just wondering, any chance of including support for using 3d objects, like made in blender, in the future? Just wondering. So far this has been looking really awesome!
  7. @PixelHeart, I think yes, as she said:

    Possible future features:
    • Non-tile-based movement
    • Control camera with mouse / touch
    • load 3d models
  8. Update 0.4.5:
    Fixed strafing bug by clearing input when switching into 1st person mode.
    Added overrides for screenX and screenY to get the correct screen position


    @PixelHeart
    Yes, this is a planned feature.
  9. @Dread_Nyanak


    This by plugin 0.4.5
    Heres a video about how I made some stuff with landscape and objects.

    I have a few problems thought, and suggestions.

    1. If we activate Qmovement, no interactions with event is working. If you just have scenes on map its fine, since auto and parallel process works.

    2. Teleportation through doors seems to make your character drop from ceiling to the ground.
    If you add fade out, wait a second, fade in, you can work around it.

    3. When adding fringe height too slopes, as seen in the video, a weird flat surface is happening.
    I tried disabling the slope with side(0,0,0) or top(0,0,0), it just results in a loading screens.

    Right now we also could use more customization to meshes from textures and more options to events

    Walls/Fence - Can we get a a customization where we can tilt these so they behave like / or \ ?. This can be useful for roofs or other stuff, not reached that point yet.

    Sides meshes - Right now sides mesh cover all 4 directions, but we cannot actually choose what sides on those 4 is rendered or choose to replace them with another texture.
    Example. Front, left and right sides uses same texture, but you want another texture in the back. Because of this we are forced to use events with shape:flat to compensate.

    And lastly objects. Right now every tile is calculated as a square. Every side is a square.
    Could we have implentations that for example a side is calculated as a cylinder, sphere or cone.

    You mentioned adding 3d models later, but until then, extra functions to already avaiaible commands would help alot with mapping. Especially with objects and round edged objects.
  10. @safermike, I love how you made interior of that house. How did you made the toilet? It's not block, not a xcross, not a flat 2d model, it's amazing!

    Edit: also fireplace and the cooker hood? how did you do that?!
  11. @safermike thats a great job , and i totally understand what you mean... thats a great job!, i can guess why you also need qmovement, looking at the thin shelf (0:16) i can see you need those custom colliders, had the same problem on my project too.... she already said she was thinking on made qmovement compatible with the plugin, still in the worse scenario i guess if she decide to work on non tiled movement on the plugin if she made special colliders shapes available in that part qmovement will no longer be 100% necesary

    the tilt / you were talking about, i believe if i understand right you are talking about something she already add into the plugin a while ago, gonna copy paste the part on her plugin help file were she talks about it :

    "The yaw function will rotate the event's mesh horizontally. Rotation applies

    before pitch. Doesn't work with Sprite or Tree shapes.

    0 is south, 90 is east, 180 is north, and 270 is west.

    Example: yaw(45)

    The pitch function will tilt the event's mesh vertically. Doesn't worth with

    Sprite shapes.

    Example: pitch(20)


    The rot function will rotate the event's mesh horizontally. Rotation applies

    after pitch. Doesn't work with Sprite or Tree shapes.

    Example: rot(45)"

    this 3 things will kinda all together will let you rotate a flat shape 360 degress, for ceilings or tree more complicated forms and all that stuff, you can now kinda make all kind of forms using that , specially if you use the The x() and y() functions to offset events , still all the figures you could do are kinda polygonal, to made cylinder, sphere or cone kinda things, you still have the choice to construct them a bit poly, i do that to make sphere-like ceilings on temples and all that stuff, still is one of her to do list to, if its posible, to add 3d shapes, but meanwhile just in case experiment with the things i listed there

    congrats on your map work, it really looks amazing! , i still would think you should rotate some of the figures " taking on mind you are using qmovement and can make poly colliders" would look more organic and natural if you dont put all the things on square 90 degress shapes all the time, a good example would be ,if you look at octopath traveler, even if they tend to construct everything on a lot of square like shapes, they add some tilt things in some places or even on the floor structure to make it look a bit less blocky , as an example i think the fence on 0:58 would improve a lot with a "rot(45)" event with the fence shape !

    also, i see you are using a charset meant to be used on isometric games, i recomend you to use more than one perspective character, cause when you move the camera up-down, the charset does not look that well, in my personal case i made an up view charset, a kinda side view one and a isometric one, that would polish a bit more the resoult ^^

    thats really an awesome job you did on that map ^^! congrats
  12. @k333, if I understand you, it's already possible to make cyliders?!
  13. @fizzly it is posible to made cylinder-like structures, using events, if you offset textures and rotate them, depending on how many events you use you can made less or more poly kinda like cylinders, let me explain with a modified internet picture, a image explain better... well on the two examples below, you can se a "polygon cylinder" made with offsent events, theres a 12 faces one, and a 8 faces one, you can also made even more soft rounded ones the more events u use to made the shape, try to think like the old playstation one graphics, cause to made rounded shapes required more power, they tend to 1- fake the round shapes, or 2- made polygon like rounded shapes, all the shapes on the example below are posible using the rot comand and offset events, and the figures can be as small or big as you decide, all with the current plugin, i know they are not 100% rounded, but as soon as you need cylinders shaped -like things, every single figure here its posible as soon as you take the time to construct them with offset events , rot and pitch:

    btw, @Dread_Nyanak , i dont know how posible would be, but would be nice to add a new event shape, like the x cross and all the other ones, to add a # shape, to fast- made cute looking columns on a sinlge event, and a hexagoon shape, who repeat the flat event 6 time to made the hexagoon like form with a single event, those two would be really useful ! , would simplify a lot to create those recurrent shapes without need to use multiple events o.o!, idk how good it would sound....

    explicacion.png
  14. @k333 thank you so much for easy-to-understand explanation. I agree that would be great to "event shape". So it's actually really time consuming to create cylinder like this...also event, consuming. Well...I think it's better to wait for cylinders I think, and I hope they will be implemented! Boxes, cylinders, spheres, thats all I need...
  15. Woho! New plugin version! And it seems my suggestions were fixed, nice! Will have to check it out on my next day off and see how it works now :)
  16. @fizzly
    All of these objects are done with combining tile manipulation with lots of events.

    Fireplace - 2 tiles and 19 events with z(0.0), x(0.0),y(0.0) and rot(0) plugin commands.
    Cooking fan - 7 events with same plugin commands.
    toilet - 2 tiles and 6 events , same plugin commands.

    Because of no 3d models yet, objects have to have alot of improvisations and mostly a event per side, roof, floor etc. Its alot of visulization but it can be done this way.




    @k333
    I didnt think of using pitch at all, thats exactly what I wanted for tilts.
    For rot, I was under the impression it only went 90 degrees to 360, but using every degree helped alot.

    Ya It gets kinda stiffy with just using 90 degrees shapes, but these gave me some more ideas to work it.

    The charset are ment for isometric, its supposed to be in a yaw 45 on camera once its done, but for I was using camera 0 yaw mostly for animation and events. Its mostly just for now kinda thing.

    ---
    And thx for liking my mapping :)
  17. @safermike
    I'm working on QMovement right now actually. Don't expect it to be working until the next major update 0.5.

    After QMovement is done I'm going to make some changes that should allow building complex shapes with less events.

    And the thing with slopes is probably a bug. It looks like the bottom texture isn't being positioned properly.
  18. This is phenomenal and I'm so glad I found it! Downloaded the demo and was blown away by the sheer potential this has as a tool.
  19. For those who are looking to make a game in 3D, I created a tool that helps the creation of Battlebacks with 3D look with just a few clicks.
    Take a look!
    3D Battlebacks Generator
    A new update of the Environment System also came out to support the use of 3D Battlebacks. (Also updated to version 0.4.5 of MV3D)
    (MV3D) Environment System
    Stay with a video of what battles look like using 3D Battlebacks! :hwink:

  20. So I bought the premium from itch but both settings seem to have problems with alpha tiles, with shadows they don't seem to generate one if the tile has any alpha, I tried changing tileset sheet to alpha instead with alpha(1) but didn't make a difference, either way it makes a shadow from the normal alpha wall inside the alpha wall, I can fix that by extending the alpha to there but they don't generate a shadow either way. Shadow in wall at bottom part
    Shadow In Wall
    ShadowInWall.png

    The alpha fog has the bigger problem with making these see through outlines around the alpha wall even when at 0.1
    Outlines
    Outlines.png
    I thought it was because region was turning bottom invisible but I was using the 0.92 tileset alpha with alpha(1) region for all the images. Here's a comparison of full alpha(1) wall with no fog and alpha(1) with 0.1 fog.
    Alpha
    Alpha(1).png
    NoAlphaFog.png

    I managed to solve the outline by giving the bottoms height(0.001), but too high and it will jitter from combining mesh.