MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 44 of 78 View original ↗
  1. CoopNinjask said:
    1) The character sprites bugs has back!
    The blink problem is here again and it shows some strange white squares sometimes.
    Besides that, there seems to be a new bug due to the way that MV3D reads character sprites in version 0.5.1. Sometimes a miniature version of the entire sprite file appears, it is very strange.
    There is also a glitch that reads the wrong sprite index at certain times. In the video I recorded, this happens when the character reloads the weapon in the last frame of the animation.
    I activated version 0.4.8 on the same project to see how it would work and that was perfect.

    Yep 0.4.8 characters sprites and qsprite is working , but 0.5 and up we have a few issues with sprite animations, and frame pulling wrong.
  2. safermike said:
    Yep 0.4.8 characters sprites and qsprite is working , but 0.5 and up we have a few issues with sprite animations, and frame pulling wrong.
    Same here!

    (5.1 fixed the issue with MOG Character Poses for me and adding a sprite notetag fixes the flat sprites too).

    However, Everytime I playtest, at least a couple characters are showing tinier/flat. It's always a couple other events. And sometimes the player is invisible too, but only in like 10% of the playtests.

    Screenshot-2020-03-03-at-21-46-30.png

    I do have to say this only happens on the first map the player is on. So in the final game, tis won't be an issue because I have some setup maps with configs etc. before the real first map.
  3. When using Yanfly's "Event Chase Player" plugin, when the event starts chasing the player, the frame rate drops to 10-20 frames a second. It might be an incompatibility. I fairly certain this is new to the newest Update.

    The Plugin Link:
    Event Chase Player (YEP) - Yanfly.moe Wiki
  4. 0.5.1.1 great fix for MOG ABS !
    Thank you.
  5. @CoopNinjask and @gRaViJa

    how it was before



    how it is now
    I had problems with qpsrite and now dread_nyak made it so I could use it properly again.


    this code is normally from YoraeRasante , but edited to work with newer versions, try it.
  6. Kraden96 said:
    When using Yanfly's "Event Chase Player" plugin, when the event starts chasing the player, the frame rate drops to 10-20 frames a second. It might be an incompatibility. I fairly certain this is new to the newest Update.

    The Plugin Link:
    Event Chase Player (YEP) - Yanfly.moe Wiki

    It's not new, pretty sure its been doing it since .4 when the movement system changed, for some reason anything that tries to get destination involving player does it, not sure if event finding event lags and it definitely doesn't when finding direction to its start location, but you can see if you use mouse to move diagonally at long distances it lags as well, new update probably made it worse with new movement compatibility. I editted my event chase player to turn on through while chasing, even if it goes through walls, ect, it doesn't lag at all.
  7. safermike said:
    @CoopNinjask and @gRaViJa

    how it was before



    how it is now
    I had problems with qpsrite and now dread_nyak made it so I could use it properly again.


    this code is normally from YoraeRasante , but edited to work with newer versions, try it.

    Cool, but i don't use Qsprite. The problem I have is with with MOG Chrono Engine, when the player uses the sword, not all frames look perfect. But i have to look more into it before i report the bug.
  8. gRaViJa said:
    Cool, but i don't use Qsprite. The problem I have is with with MOG Chrono Engine, when the player uses the sword, not all frames look perfect. But i have to look more into it before i report the bug.
    i don't use Qsprite. The problem I have is with with MOG Chrono Engine too ~
    when the player uses the sword still have little problem.
  9. When using the mv3d-regions in the map note, It seems that when using a slope of less than 1, the top does not render correctly. Side seems ok. Tileset config notes appear to still work correctly with slope.

    <mv3d-regions>
    203:slope(.5)
    </mv3d-regions>
  10. seaotter said:
    i don't use Qsprite. The problem I have is with with MOG Chrono Engine too ~
    when the player uses the sword still have little problem.
    I guess that makes it an official compatibility bug then :elwink: @Dread_Nyanak
  11. I got this error using 0.5.1:
    1583418150950.png

    In 0.4.8 Version works normal. It's when I use the "Move To" command in YEP_MoveRoute for player movement. When using event movement, the command works normally.
  12. Raphael Lourenço said:
    I got this error using 0.5.1:
    View attachment 136004

    In 0.4.8 Version works normal. It's when I use the "Move To" command in YEP_MoveRoute for player movement. When using event movement, the command works normally.
    Your yep plugin is outdated.
    "Object.Yanfly.Util.displayError", see it there?
    That message is one from older versions of them. From way back actually.
    It is when one of the script calls, plugin commands, lunatic code etc. of a yep plugin would give an error in the console, after an mv update the "error writer" had to be updated too.
    But while it doesn't tell us what the problem is, it does tell that the cause very likely is something with move core you are doing wrong, not from mv3d...
    It could still be, don't get me wrong, but... hard to tell without an updated move route core
  13. safermike said:
    @CoopNinjask and @gRaViJa

    how it was before



    how it is now
    I had problems with qpsrite and now dread_nyak made it so I could use it properly again.


    this code is normally from YoraeRasante , but edited to work with newer versions, try it.


    The problems that i showed in the vídeo are using just normal sprites from RPG Maker.
    I don't use Qsprite or any plugin that modifies how the sprites are handled.
    Maybe she has fixed by a side and made new bugs appears by another side.
    This is very common to happen, with me mainly.
  14. Just started using this plugin last night, I've seen it around but honestly didn't have the mental capacity to even look into setting this monster up but took the dive and I'm glad I did! At this point it felt VERY plug and play, I didnt have to change much to get things going and can definitely see me using it permanently as it answers alot of my visual challenges with relative ease!

    It plays very well with bliz' ultra mode 7 and between the two plugins (and Babylon ofcourse) you should be PROUD to know your work is pushing rpg maker out of the SNES era and into the PS1 golden age where 2d and 3d began its marriage such as star ocean or breath of fire! Hell if done right this could make games comparable to octopath traveler and minecraft.

    Excellent, excellent work, you will be the first patron I've ever supported/crowfunded
  15. Update 0.5.1.4:
    - fixed bug where character graphic briefly becomes entire sprite sheet when switching to an image that hasn't been loaded before. (needed to make sure the bitmap was ready before applying the frame data).
    - fixed problem where scale didn't update properly sometimes when changing images.
    - fixed bug where the top of autotile slopes with non-1 height weren't constructed properly.
    - improved face culling with slopes, and fixed some unusual culling at map edges.


    ChronoEngine still has some issues. Some of the animations don't seem to crop properly in the demo project I have, and I've noticed that occasionally some events will be invisible when I load the game for some reason. I'll have to do some more in-depth testing at some point.
  16. Dread_Nyanak said:
    Update 0.5.1.4:
    - fixed bug where character graphic briefly becomes entire sprite sheet when switching to an image that hasn't been loaded before. (needed to make sure the bitmap was ready before applying the frame data).
    - fixed problem where scale didn't update properly sometimes when changing images.
    - fixed bug where the top of autotile slopes with non-1 height weren't constructed properly.
    - improved face culling with slopes, and fixed some unusual culling at map edges.


    ChronoEngine still has some issues. Some of the animations don't seem to crop properly in the demo project I have, and I've noticed that occasionally some events will be invisible when I load the game for some reason. I'll have to do some more in-depth testing at some point.

    Thank you very much for your efforts on ChronoEngine compatibility.
    Because the author of ChronoEngine no longer works. I can't expect anything from her.
    Only you now ... Come on!
  17. Dread_Nyanak said:
    Update 0.5.1.4:
    - fixed bug where character graphic briefly becomes entire sprite sheet when switching to an image that hasn't been loaded before. (needed to make sure the bitmap was ready before applying the frame data).
    - fixed problem where scale didn't update properly sometimes when changing images.
    - fixed bug where the top of autotile slopes with non-1 height weren't constructed properly.
    - improved face culling with slopes, and fixed some unusual culling at map edges.


    ChronoEngine still has some issues. Some of the animations don't seem to crop properly in the demo project I have, and I've noticed that occasionally some events will be invisible when I load the game for some reason. I'll have to do some more in-depth testing at some point.
    Same here with ChronoEngine :) I also noticed in the battle system, the sprite of a dead enemy sometimes shows the entire spriteset instead of a frame. Also, not yet sure if this is purely a MV3D/ChronoEngine thing, but since v0.5 it seems like enemies don't drop items anymore after defeat. Will check more myself too to get to the exact issue!
  18. @gRaViJa
    The dead enemies with the whole sprite sheet are the item drops. item drops have never worked properly with mv3d. They're displayed in a special way and use icons instead of character sprites. The item drops used to cause the game to crash actually, and right now they cause mv3d to request an asset that isn't used / doesn't exist.
    To get Chrono Engine working completely will require an explicit compatibility patch to be made. This isn't my priority at the moment, but since so many people here use Chrono Engine I'll have to make sure I get that done eventually.

    @seaotter
    I'm not seeing any significant fps drops in recent updates, but then again I might just have a better computer than you.
    The commit in question doesn't change anything that would affect fps though, so I'm not sure what would be causing your low fps.
  19. I know this is only a possible future addition and I don't want to stress you with any extra pressure, but would 3D models imported be able to play animations? I don't know the specific limitations of Babylon.js.