MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 37 of 78 View original ↗
  1. @glaphen & @fizzly

    Unfortunately, I think that only Dread herself could solve this.
    This makes it a little uncomfortable when animating the characters.
  2. I think the blink happens because Babylon loads textures asynchronously, so after I change the texture it takes at least 1 frame before the texture will be ready. I never noticed the problem with the shadow though. That's definitely not ideal.
    The easiest solution would probably be for me to hide the character until the texture is ready, that way you don't get the blocky shadow. But that still wouldn't fix the blink.
    The ideal solution I think would be to load the new material separately and not replace the old material until the new texture is ready.
    Also for optimization I probably don't need to change the material when switching to an index in the same sheet.
    I'll see about getting this fixed for the next update.
  3. @Dread_Nyanak

    If at least you can fix the problem with dynamic shadows, that will be a big step, although it is not ideal.
    Fixing the blink problem would be very interesting for those who want to work with ABS, for example, since they have to design a different sprite for each action.

    Another detail: the blink problem also happens when you reach the end of the map, with the loop activated on the map.
  4. ok, the blinking happens in the default mv too. as long as the image file loaded was not already loaded in that map, you run the risk of the sprite having more than a few frames not appearing while loading.
    the problem mv3d has with this is that it loads the sprite every time it changed. right from the image file, instead of the cache.
    because the loaded images come as a Bitmap, but not a normal bitmap file but an exclusive mv class of named "Bitmap". Something that is not compatible by default with babylon.
    of course, the images there can be used, and probably would avoid the invisible frames of already-loaded files as much as mv already does (you can avoid the invisible frames in mv'd default maps using a loadImage a few frames before the image is changed). that would also allow encrypted images to be used, because the current mv3d can't use them yet.
    The problem is... neither me nor dread, when talking about it on the discord server, know how exactly to get the images from the bitmaps yet...
  5. Sounds like a challenge! But I think it would be a necessary addition to the plugin since it fixes two main issues at once. Take your time, sooner or later the answer will come :)
  6. @Dread_Nyanak
    I got another question now.

    Is there anyway to scale current actor sprite? With plugin settings on Character event settings , I could scale my actor. but this also scale every other events aswell.

    Is there a command for your current actor only?
    Event settings you could use scale(0) and it works for events but I am having a hard time for my current actor with same command.

    example actorscale.png

    And lastly Stair treshold.
    Is there a command for single tile only for this? like previous question, not for event but for tile.

    for example bush tile A2,4,0:top(A2,4,0),side(A2,4,0),height(0.30)
    If I change Stair treshold to 0.3, I can walk on this without having problems with colliding.But that changes it for everything, and not just my current tile.

    So is there plugin commands for these 2?
  7. that... is a good idea.
    I was thinking the other day about making characters bigger than normal but scaled down, so they look better when you meet them in first person camera. This would allow me to use them at different sizes/scales. specially if I can set them per actor, and change mid-game, instead of being fixed to only one size...
  8. Pretty much the same idea I have for actors, we need a command inbetween actors.
    <mv3d>

    scale(0.75) - doesnt work for actors, just events.

    </mv3d>
  9. Configuring individual actors is a very good idea. I'll definitely add that to my list of things to add.
  10. @Dread_Nyanak

    So individual actor config dont exist within the plugin in current version then.

    What about stair treshold? How do I set up for individual tile?
  11. @Dread_Nyanak

    I was taking a look at the blink and black squares problem and discovered something new.
    It seems that the problem only occurs if the event that has the graphics changed is in a range of 2 tiles or less from the player's character.
    For some unknown reason, if the event is in a range of 3 or more tiles away, the blink and black square problem does not happen.
    I hope this helps to fix the bug.
  12. @safermike
    Stair threshold is a global value and can't be set per tile. It allows characters to walk between tiles with slight elevation changes, and allowing it to be set per tile isn't really doable with the current programming.
    There are ways you can fake it using events though, like a player touch event that gives the player a move route.
  13. Hello. I really liked your plugin, but there is an error in my game with your plugin. Well, everything is happening normally, but ... the images of the characters are wrong. I don't know if it's my computer, or an error in your plugin.

    (I can't place the image, but ... I think you can understand with the text.)
  14. I think I know what you're talking about. Other people have had the same problem. I wish I knew how to reproduce it.

    Is it something like this?
    View attachment 130205
  15. @Dread_Nyanak

    I see, so neither of those two is currently not in the plugin yet.
  16. Update 0.4.6:
    Fixed loading encrypted images
    Fixed blink bug when changing character index
    Fixed bottom of slope tiles
  17. Dread_Nyanak said:
    I think I know what you're talking about. Other people have had the same problem. I wish I knew how to reproduce it.

    Is it something like this?
    It is this error that is in the photo! I hope there is a way to fix it, because I really want to use your plugin!
  18. Found a sorta bug with Yanfly Save Core, if you try to load any save from the save screen you cannot move, and map doesn't load only parallax and previous map parts, but if you load from SceneManager.push(Scene_Load); which lets you only load, it works fine. The above is with my game, but in mv3d demo I get visible of undefined when loading that way instead, don't know why it doesn't error in mine.
  19. LukaYang said:
    It is this error that is in the photo! I hope there is a way to fix it, because I really want to use your plugin!
    Actually I think it's problem with wrong prepared character file, not the script itself. Or I am wrong?

    @Dread_Nyanak thank you for the fixes!
  20. In regard on the last update.
    My game looks like this:
    rmmv3d.png
    Before this update, the characters was messy., now it's the map that looks this way, an d the sprites is ok.