MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 45 of 78 View original ↗
  1. @Karbonic
    Babylon does support skeletal animations, so it should be possible. Animations are definitely something I want to include when I add 3D model importing.
    I'm not sure about the implementation details though. I have a lot of research to do.



  2. Hi guys!
    I made a beta test and i bringing the 0.5.1.4 version bugs.
    Here goes:

    1) Weird shadow's white square (0:10 in the video): When you do a transfer map, a weird white square appears in place of the shadow's file. The problem doesn't happen if you stay in the same map.

    2) Character sprites bugs still happening (0:30 in the video):
    a) When you make a sprite change, it reads the wrong sprite index for 1 frame, what seems weird in the animation.
    Example: Gun reload animation in my video, in which the index of the other weapon is being read, instead of the current weapon.
    b) The blink bug still happening in some ocasions. I realize that this has been corrected on a few occasions, but not completely.
    c) The entire sprite sheet bug is not completely fixed. I managed to do it happens only once, but i can't perform it again because i don't get how i managed to do this; because of this, i don't included that in the video, sorry. On the other hand, this has been corrected in most cases.

    3) The flashlight is cut off when directed at a looping point on the map (1:23 in the video):
    I included that in the video this time, so watch it and you will understand better.


    These are the bugs i found in this version. I hope it helps with the bug fixes work.
    Thanks for all the efforts to make it bug free.
    A big hug! :cutesmile:
  3. Sir, i have an issue with the lamp function. Are we need to set event in wall mode?
  4. @CoopNinjask
    The bug where it flashes the wrong index for one frame, I hadn't noticed that because so far I'd been testing changing the name and index individually. I hadn't tried changing them together. Thanks for pointing that out.

    @rearda22
    In the latest version it turned out there was a bug preventing event lights setup in the note from working. Try downloading this new version. If you still have trouble, let me know.
    Also please don't call me sir.

    Update 0.5.1.5:
    Lights across looping edge should work now
    Fixed bug where event position wasn't being updated properly across loop (because they were out of render distance)
    Prevent shadow material from being disposed
    Fix bug preventing note tag event lights from working
    Fix wrong index for 1 frame when changing name and index at same time
  5. Dread_Nyanak said:
    @CoopNinjask
    The bug where it flashes the wrong index for one frame, I hadn't noticed that because so far I'd been testing changing the name and index individually. I hadn't tried changing them together. Thanks for pointing that out.

    @rearda22
    In the latest version it turned out there was a bug preventing event lights setup in the note from working. Try downloading this new version. If you still have trouble, let me know.
    Also please don't call me sir.

    Update 0.5.1.5:
    Lights across looping edge should work now
    Fixed bug where event position wasn't being updated properly across loop (because they were out of render distance)
    Prevent shadow material from being disposed
    Fix bug preventing note tag event lights from working
    Fix wrong index for 1 frame when changing name and index at same time

    Thanks for the fixes!

    This surprised me:
    "Fixed bug where event position wasn't being updated properly across loop (because they were out of render distance)"

    I tought that was intended.
    This fix will help a lot, mainly in the ABS i'm developing.

    I'll do a beta test and give feedback soon. ^^
  6. Hello!, i have seen all the updates and the work with q movement, its awesome what its posible now with the plugin, thanks a lot for all that hard work! i still have to carefully look if i found compatibility bugs yet, but until now, everything seems working just fine!

    i have been playing some retro games to make an analysis on the way they work around limits, and i noticed something usefull on final fantasy X - and X-2

    they do use 3d models in a lot of things, but they also use pictures to fake 3d, the way it works its thanks to how they use the camera

    right now the camera can follow AND move together with the player on the 3dMV plugin, or you can block the y movement or the x movement via script, but i think i found a usefull camera movement i believe is still not posible on the plugin yet? correct me if im wrong...

    the idea would be to fix the camera in a exact point of the map via map notetags, but from that point the camera could follow the player when it moves, that would make posible to use images to fake complex 3d figures on the map without loosing the 3d ilusion and without having to make the game use too many 3d models, a mix between pictures and 3d models working together , theres an example of what im talking about on 28:45 on this video

    im not sure if you can notice it, but the bar on the first floor and the room on the second floor are full plain images faking complex 3d structures, and they do mix that with a few 3d models... eye cant even notice it, thanks to the way the camera works in those two rooms, the camera dont move with the player,its fix on a static point but it does follow the player ( kinda like when you stand on a point of a map and with your eyes you follow something moving)

    do you think it could be a good idea ^^? , not sure if i sound kinda silly
  7. k333 said:
    Hello!, i have seen all the updates and the work with q movement, its awesome what its posible now with the plugin, thanks a lot for all that hard work! i still have to carefully look if i found compatibility bugs yet, but until now, everything seems working just fine!

    i have been playing some retro games to make an analysis on the way they work around limits, and i noticed something usefull on final fantasy X - and X-2

    they do use 3d models in a lot of things, but they also use pictures to fake 3d, the way it works its thanks to how they use the camera

    right now the camera can follow AND move together with the player on the 3dMV plugin, or you can block the y movement or the x movement via script, but i think i found a usefull camera movement i believe is still not posible on the plugin yet? correct me if im wrong...

    the idea would be to fix the camera in a exact point of the map via map notetags, but from that point the camera could follow the player when it moves, that would make posible to use images to fake complex 3d figures on the map without loosing the 3d ilusion and without having to make the game use too many 3d models, a mix between pictures and 3d models working together , theres an example of what im talking about on 28:45 on this video

    im not sure if you can notice it, but the bar on the first floor and the room on the second floor are full plain images faking complex 3d structures, and they do mix that with a few 3d models... eye cant even notice it, thanks to the way the camera works in those two rooms, the camera dont move with the player,its fix on a static point but it does follow the player ( kinda like when you stand on a point of a map and with your eyes you follow something moving)

    do you think it could be a good idea ^^? , not sure if i sound kinda silly


    For the camera you can use the camera plugin command on a blank event and just move the event/camera as you want.

    mv3d camera target @t <t>
  8. glaphen said:
    For the camera you can use the camera plugin command on a blank event and just move the event/camera as you want.

    mv3d camera target @t <t>

    oh i know the camera target thing....i would kinda... mimmic that yeah?, making the camera target the event #x ,make a parallel proces stores the player x y and z positions ....and make conditions so the camera rotate taking on mind the character x y and z position, , i guess it should involve somekind of scripting nope? ... its kinda really complicated, not quite user friendly to be honest , do you have an idea how the script part should be write in that case? so the camera rotate following the player from that event position without moving the event ?

    oh and i do know the plugins comand to rotate the camera, i mean the whole process thing ... like i said is not that straightforward , it need to be done with conditional branches and a parallel process alltogether, and even knowing kinda how should it be, i still cant figure exactly the way to make it work, still think if it were a direct camera tag option would save a lot of time and be a lot more user friendly o.o
  9. k333 said:
    oh i know the camera target thing....i would kinda... mimmic that yeah?, making the camera target the event #x ,make a parallel proces stores the player x y and z positions ....and make conditions so the camera rotate taking on mind the character x y and z position, , i guess it should involve somekind of scripting nope? ... its kinda really complicated, not quite user friendly to be honest , do you have an idea how the script part should be write in that case? so the camera rotate following the player from that event position without moving the event ?

    oh and i do know the plugins comand to rotate the camera, i mean the whole process thing ... like i said is not that straightforward , it need to be done with conditional branches and a parallel process alltogether, and even knowing kinda how should it be, i still cant figure exactly the way to make it work, still think if it were a direct camera tag option would save a lot of time and be a lot more user friendly o.o

    Yeah you would need to check the players x y or z and if $gamePlayer.x = x do then do what you want the camera to do with the plugin commands, or move event for every map. I don't really see how you could automate it really, pretty sure that game isn't completely automated, it would need to check the location depending on the map to tell the camera what to do.
  10. Dread_Nyanak said:
    @CoopNinjask
    The bug where it flashes the wrong index for one frame, I hadn't noticed that because so far I'd been testing changing the name and index individually. I hadn't tried changing them together. Thanks for pointing that out.

    @rearda22
    In the latest version it turned out there was a bug preventing event lights setup in the note from working. Try downloading this new version. If you still have trouble, let me know.
    Also please don't call me sir.

    Update 0.5.1.5:
    Lights across looping edge should work now
    Fixed bug where event position wasn't being updated properly across loop (because they were out of render distance)
    Prevent shadow material from being disposed
    Fix bug preventing note tag event lights from working
    Fix wrong index for 1 frame when changing name and index at same time
    Thanks sir, now the lamp function is work like a charm. But it seems i still can't use the flashlight function for event.
  11. [embedded media]


    @Dread_Nyanak
    It's almost perfect. You fixed most bugs, but there are still a few left.
    Here goes:

    1) Character Sprites bugs have not been fixed completely:
    While it was fixed almost completely, there is a specific situation in which it keeps happening.
    There must be some specific exception in the code where the fixes you made did not apply.
    a) Entire sprite sheet for 1 frame problem is still happening (00:03, 00:14 and 00:17 in the video): I rarely manage to do this bug happens, but sometimes i did. This is more likely to happen as soon as the game loads.
    b) Wrong sprite index for 1 frame (00:08 in the video): I managed to do this happens in the same conditions that the bug above, rarely.

    2) Strange behavior in parallaxes using DhoomParallaxUtils (00:30 in the video):
    At certain coordinates on the map, the parallaxes seems to reset their position or reload the file, causing a weird parallax effect.
    I tested it in previous versions and it doesn't happen in version 0.4.8 and earlier.
    This bug started to happen from version 0.5 onwards, but I only discovered this bug now.
    This doesn't happen with normal parallaxes, but I need to use DhoomParallaxUtils to make smooth transitions between the day phases in the Environment System.
    I included the tests with versions 0.4.8 and 0.5.1 in the video for comparison, besides of 0.5.1.5.

    I think this time, you will manage to make it totally bug free.
  12. if the first two only happen right when the map is loaded, maybe adding a couple frames without any image so they can load would be enough of a fix? as long as the player wouldn't be able to tell...
  13. Waterguy said:
    if the first two only happen right when the map is loaded, maybe adding a couple frames without any image so they can load would be enough of a fix? as long as the player wouldn't be able to tell...

    You get this wrong.
    The bug occurs the first time the sprite file is loaded, apparently.
    But I don't know the code, this is just a deduction from me.
    Only Dread can better understand the problem.
  14. Just tried newest version, if anything compared to 4.6 the map load times are way lower than before and didn't have any new lag, but I did find a bug, if you use animations on events with no image the animation plays at the top left 0,0 corner of the map instead of the event, didn't happen in 4.6. Still haven't tried the movement plugins.

    Tried movement plugins, both too laggy for me with a bunch of events in view and both make the map load times even worse than before in 4.6.
  15. @k333
    You're right that there's no easy way to make that camera style in the current version.
    You'd need to calculate the angle between the camera and the player. Calculating the yaw would be pretty easy since you can just treat it as a 2D angle, but the pitch would be more complicated. There's probably some functions in Babylon that can help with this. I should figure it out and add it as a feature some time.

    @rearda22
    Flashlight seems to be working fine on my end. What does your note look like? It should be something like this.
    <mv3d:flashlight(white,2,3,60)>

    @glaphen
    Thanks for the bug. It will be fixed in 0.5.2 because I'm also making some other changes to animations in that version.
  16. Dread_Nyanak said:
    @k333
    You're right that there's no easy way to make that camera style in the current version.
    You'd need to calculate the angle between the camera and the player. Calculating the yaw would be pretty easy since you can just treat it as a 2D angle, but the pitch would be more complicated. There's probably some functions in Babylon that can help with this. I should figure it out and add it as a feature some time.

    @rearda22
    Flashlight seems to be working fine on my end. What does your note look like? It should be something like this.
    <mv3d:flashlight(white,2,3,60)>

    @glaphen
    Thanks for the bug. It will be fixed in 0.5.2 because I'm also making some other changes to animations in that version.
    Oh yes sir it can. Sorry for bother. I just not understand where the direction of the flash light. And i want to ask you about the lamp height and flash light height function. Is seems i can't create a lamp and flash light in higher position. If i do that, the lighting will disappear.
  17. @rearda22
    What height are you trying to set it to? The light only has a certain range so if you set it too high it won't reach the ground. Especially the flashlight, which has a limited angle.
    You could try increasing the flashlight and lamp's range (second number) or the flashlight's angle (last number).


    I've been thinking about the dynamic shadows. I think I've figured out the problem with both of these posts. Faces only cast a shadow if they're facing the light source.

    KirkMarkarian said:
    Works great (mostly) so far - got rid of the holes, but now the shadows are a bit off in other structures! Still, thank you for the reply. It's nice to see some of the issue resolved View attachment 134703:)

    In this case I think the problem is edge culling. If the meshes aren't being rendered at the edge of the map then they won't cast shadows. In an older version culling at the edges of maps was a bit buggy, causing faces to get culled even when edge(false) isn't set. I hope it's better now.


    glaphen said:
    Ehh it was opposite for me, large mountains with large shadows from low sun would cut the shadows that were from out of render range in weird ways.

    30 Render Distance 80/80 sun

    70 Render Distance 80/80 sun


    Because the light is at such a sharp angle, the shadows have to travel a long distance to reach the ground. And because the wall on the player's side of the mountain is facing away from the light source, it won't cast shadows. The shadows in this case are being cast by the top of the mountain, so with a sharp light angle and low render distance the far end of the mountain is too far away to complete the shadow.

    There is an option in Babylon to make the backfaces cast shadows, but in that mode the front faces don't make shadows and that causes its own set of issues.
    mv3d.shadowGenerator.forceBackFacesOnly=true;
    Potentially I could have an option to turn off backface culling for tiles. That might help mitigate shadowing problems, but would make it so you can't see through the tiles when the camera clips into the ground. I should add some sort of camera collision system some time though.
  18. So I updated to the latest version from the 0.4.8 version I was using to see if the recent fixes to sprites and such would allow Irina's DragonBones Sprites plugin to work with MV3D (it doesn't, in case anyone was curious... because I was curious :p) and I came across a change that I'm not sure is a bug, but is definitely a noticeable difference.
    Where the light limitation was concerned before, I found that by using the Glow function I could still achieve the illusion of brightly lit objects. Whatever sprite I applied the glow setting to would appear to be lit, and I was using FallenAngelOlivia's Bright Effects plugins to get a glowing hue around the object with Bloom settings. I designed a whole cave system with bioluminescent flowers and algae, and it worked quite well. However, with 0.5.1.5, the glow doesn't seem to have quite the same effect (in fact, while it certainly has a visible effect, it's not very visible and the difference between a glowing sprite and one that isn't glowing is minute.) Below are example of the flowers and algae set to glow(0.75) in 0.4.8, and the same flora with the same glow setting in 0.5.1.5.

    Update1.png
    Update1-4.png
    Update2.png
    Update2-4.png




    As you can see, the glow doesn't really 'pop' anymore. I'm not sure if the old version was in fact the bug and I just took advantage of it, but if anyone can help me work around the new darker glow I'd appreciate the help. I can just make the flowers mini lamps to get the same glow effect as the before pictures, but I'm not quite sure how to make the algae and waterfalls pop like before without having too many light sources, and taking away the gloomy darkness of the cave. Any help is appreciated ^^;
  19. Event Chase Player Plugin from Yanfly drops the framerate to 10-20 when chasing. Is there any way to fix this? Need it for on-map encounters!