MV3D - 3D rendering for RMMV with Babylon.js

● ARCHIVED · READ-ONLY
Started by Cutievirus 1560 posts Page 50 of 78 View original ↗
  1. Wizorrd said:
    Do you have plans to possibly make the movement smoother? Maybe I'm an idiot and don't know if it's possible with this or not, but I love moving around in the world, but the moment it goes to first person, the movement is a bit annoying. I don't mean that in a rude way, but rather in the sense that I feel many players would be turned off to playing if they had to move that way.
    what do you mean, you mean the movement being in tiles? That is just the same as normal movement in 2d or in this plugin without first person.
    it is also the same movement of other tile-based dungeon crawlers, even recent ones like Etryan Odyssey and PersonaQ.
    if you want movement separate from tiles, Dread already added compatibility with altimit pixel movement and QMovement. but they are their own plugins for this kind of moving.

    if that is not what you meant... then I don't get what it is.
  2. And I also found that the waterfalls have the most effect when you make the waterfall floor flowing high Your game will slow down considerably.
    Yes, on mobile devices Have a great impact Unlike the normal maps that I make large, FPS does not fall, but when moving to the 5-6-7 level waterfall map, the game actually slows down.

    I use a medium-sized mobile phone to test these two devices.
    Ql8vHJ.jpg

    I think it is too much in the machine specification and what you create. I reduce the falls and the situation. The bad effects have disappeared. You should test many things that are always working.

  3. palatkorn said:
    And I also found that the waterfalls have the most effect when you make the waterfall floor flowing high Your game will slow down considerably.
    Yes, on mobile devices Have a great impact Unlike the normal maps that I make large, FPS does not fall, but when moving to the 5-6-7 level waterfall map, the game actually slows down.

    I use a medium-sized mobile phone to test these two devices.
    Ql8vHJ.jpg

    I think it is too much in the machine specification and what you create. I reduce the falls and the situation. The bad effects have disappeared. You should test many things that are always working.



    I got it!
    Your mobiles are far superior. You have 6GB RAM.
    The standard mobiles in Brazil have just 2GB RAM and the high profiles mobiles have 4GB.
    Not to mention the various parallel processes that my project needs to run its systems.

    Now I'm in doubt.
    I am seriously thinking about releasing the game only for PC.
  4. CoopNinjask said:
    I got it!
    Your mobiles are far superior. You have 6GB RAM.
    The standard mobiles in Brazil have just 2GB RAM and the high profiles mobiles have 4GB.
    Not to mention the various parallel processes that my project needs to run its systems.

    Now I'm in doubt.
    I am seriously thinking about releasing the game only for PC.
    I got it!
    Your mobiles are far superior. You have 6GB RAM.

    ^______________________^

    I have just 2GB RAM too.
  5. YoraeRasante said:
    what do you mean, you mean the movement being in tiles? That is just the same as normal movement in 2d or in this plugin without first person.
    it is also the same movement of other tile-based dungeon crawlers, even recent ones like Etryan Odyssey and PersonaQ.
    if you want movement separate from tiles, Dread already added compatibility with altimit pixel movement and QMovement. but they are their own plugins for this kind of moving.

    if that is not what you meant... then I don't get what it is.


    I'm sorry I wasn't more clear with that. You answered my question. Also I think I was using an older version. I downloaded the newer version today and the movement is actually a lot more responsive, so that was my fault for using an older version. I did want to know however, if it's possible to use the first person mode with a gamepad? I use a wired Xbox 360 controller and it works fine in 3rd person, but in first person the only controls that work are the camera up and down. Maybe there is something I am doing wrong.
  6. Wizorrd said:
    I'm sorry I wasn't more clear with that. You answered my question. Also I think I was using an older version. I downloaded the newer version today and the movement is actually a lot more responsive, so that was my fault for using an older version. I did want to know however, if it's possible to use the first person mode with a gamepad? I use a wired Xbox 360 controller and it works fine in 3rd person, but in first person the only controls that work are the camera up and down. Maybe there is something I am doing wrong.

    Yes, I tested the system Joy seems to be not finished yet.
  7. Found a bug with loading, the tiles are all messed up after loading from a map other than the map you load from, even from title, saving and then instantly loading from same map works though. Pretty sure it didn't do it before the .5 versions.
  8. seaotter said:
    I got it!
    Your mobiles are far superior. You have 6GB RAM.

    ^______________________^

    I have just 2GB RAM too.

    But did you manage to make the MV3D run well on mobile?


    Wizorrd said:
    I'm sorry I wasn't more clear with that. You answered my question. Also I think I was using an older version. I downloaded the newer version today and the movement is actually a lot more responsive, so that was my fault for using an older version. I did want to know however, if it's possible to use the first person mode with a gamepad? I use a wired Xbox 360 controller and it works fine in 3rd person, but in first person the only controls that work are the camera up and down. Maybe there is something I am doing wrong.

    It is possible to make the gamepad work well and I managed to do that in my project.
    I edited a Yanfly plugin, YEP_GamepadConfig.js and adapted it to my project. It works perfectly.
    You will need to have some knowledge of code to edit it, though.

    In the first person, it looks like Dread has included the commands 'rotleft' and 'rotright' when you move left or right, as it rotates the camera while moving.
    You will have to edit the Yanfly plugin and include the 'rotleft' and 'rotright' keys in response to the buttons you choose to rotate the camera.
  9. In the future I'll do some testing with gamepads to try and make it work better out of the box. I also plan on adding mouse lock to use the mouse to turn the camera, like in most 1st person games. This will work great with movement plugins that add omnidirectional movement.

    Update 0.5.3:
    • Camera Collision
    • Zoom plugin command that changes fov
    • Diagonal sprites
    • Tweaked diagonal movement when moving against walls to not cut corners.
    • improved support for Change Tile Size plugin
    • Fixed non-autotile fences
    • Option to disable fence posts
    • edge(clamp) to repeat tiles at the edge of the map.
    • Option to disable back face culling
    • Fov can now be changed in options menu
    • added zoff() configuration function for z offset, and renamed x() and y() to xoff() and yoff(). Change all three at once with offset()
    • Renamed height() configuration plugin for events to elevation(), to have the same name as the related plugin command, and to avoid confusion with the height() tile configuration function.
      x(), y(), and height() will continue to work, but have been deprecated.
    Premium changes:
    • Glow feature can now adjust intensity for each character.
    • Skybox plugin command

    If you use the new zoom plugin command at the same time as dist, you can achieve what's known as a dolly zoom.

    Regarding the changes to configuration plugins, it's bothered me for a while that x() y() and z() were inconsistent. x() and y() were offsets, but z() was absolute position.
    Also height() acted differently for positive values and negative values. For positive values it acted as elevation(), and for negative values it acted as zoff(). Now it's been separated into two functions.
  10. CoopNinjask said:
    But did you manage to make the MV3D run well on mobile?

    no I just let mv3D run at PC, because mobile can't run him at FPS 50-60
  11. Dread_Nyanak said:
    In the future I'll do some testing with gamepads to try and make it work better out of the box. I also plan on adding mouse lock to use the mouse to turn the camera, like in most 1st person games. This will work great with movement plugins that add omnidirectional movement.

    Update 0.5.3:
    • Camera Collision
    • Zoom plugin command that changes fov
    • Diagonal sprites
    • Tweaked diagonal movement when moving against walls to not cut corners.
    • improved support for Change Tile Size plugin
    • Fixed non-autotile fences
    • Option to disable fence posts
    • edge(clamp) to repeat tiles at the edge of the map.
    • Option to disable back face culling
    • Fov can now be changed in options menu
    • added zoff() configuration function for z offset, and renamed x() and y() to xoff() and yoff(). Change all three at once with offset()
    • Renamed height() configuration plugin for events to elevation(), to have the same name as the related plugin command, and to avoid confusion with the height() tile configuration function.
      x(), y(), and height() will continue to work, but have been deprecated.
    Premium changes:
    • Glow feature can now adjust intensity for each character.
    • Skybox plugin command

    If you use the new zoom plugin command at the same time as dist, you can achieve what's known as a dolly zoom.

    Regarding the changes to configuration plugins, it's bothered me for a while that x() y() and z() were inconsistent. x() and y() were offsets, but z() was absolute position.
    Also height() acted differently for positive values and negative values. For positive values it acted as elevation(), and for negative values it acted as zoff(). Now it's been separated into two functions.

    New version seems to have broken tileset images with non English names, or at least Japanese, fails to load them.
    glaphen said:
    Found a bug with loading, the tiles are all messed up after loading from a map other than the map you load from, even from title, saving and then instantly loading from same map works though. Pretty sure it didn't do it before the .5 versions.
  12. I TRY 0.5.3 last version !
    This is a great version at more fast !

    0.5.2
    FPS is 9

    0.5.3
    FPS is 42
    ClipBoard-1.png

    Good Job !!!!!!!!!!!!
  13. Dread_Nyanak said:
    In the future I'll do some testing with gamepads to try and make it work better out of the box. I also plan on adding mouse lock to use the mouse to turn the camera, like in most 1st person games. This will work great with movement plugins that add omnidirectional movement.

    Update 0.5.3:
    • Camera Collision
    • Zoom plugin command that changes fov
    • Diagonal sprites
    • Tweaked diagonal movement when moving against walls to not cut corners.
    • improved support for Change Tile Size plugin
    • Fixed non-autotile fences
    • Option to disable fence posts
    • edge(clamp) to repeat tiles at the edge of the map.
    • Option to disable back face culling
    • Fov can now be changed in options menu
    • added zoff() configuration function for z offset, and renamed x() and y() to xoff() and yoff(). Change all three at once with offset()
    • Renamed height() configuration plugin for events to elevation(), to have the same name as the related plugin command, and to avoid confusion with the height() tile configuration function.
      x(), y(), and height() will continue to work, but have been deprecated.
    Premium changes:
    • Glow feature can now adjust intensity for each character.
    • Skybox plugin command

    If you use the new zoom plugin command at the same time as dist, you can achieve what's known as a dolly zoom.

    Regarding the changes to configuration plugins, it's bothered me for a while that x() y() and z() were inconsistent. x() and y() were offsets, but z() was absolute position.
    Also height() acted differently for positive values and negative values. For positive values it acted as elevation(), and for negative values it acted as zoff(). Now it's been separated into two functions.

    Hi! I tested the new version.
    You have done a amazing job!
    With each new version I feel that you are making a masterpiece.
    Here goes the feedback about it:


    The good:

    - Performance has increased.
    - More control over the menu options is a good call, good job!
    - FOV and Zoom are awesome!
    - Camera Collision is very cool, so the camera is more dynamic.
    - Resolution Scale is very cool too, this give me some ideas.
    - Allowing sprites for diagonal is something that was missing, now we can say that the 8 directions support is complete.
    - You fixed the shadows issues. (I think it was unintentional, so I'll explain it below)



    Bug Fixes:

    - Backface Culling = false has solved the shadows issues, the one in which the shadows of some buildings had spaces between them. (It's just my guess, but I think you fixed it without realizing it.)
    If you keep Backface Culling = false, the shadows issues no longer happen, even if the shadowGenerator bias is the old one: o.shadowGenerator.normalBias = 10 * o.shadowGenerator.bias.
    -
    Due to the above correction, there is no longer a need to keep shadowGenerator bias = 0.
    Revert the value to the old one in the next update of mv3d-patr3on.js to correct self shadowing issues, as you taught us before.


    Ideas:

    - Give us a parameter that lets us define the names of the options in the menu.
    - Give us the symbol names of this options, so we can include this in the third party options plugins (Yanfly Options Core, SumRndmDde Options Upgrade, etc).
    - Teach us the plugin commands for Zoom and FOV, since you forgot to mention it in the help file.
    - Make a plugin command that allows us to turn on/off the Camera Collision at any time in the game, so we can activate this only on some maps, such as inside houses, for example.
    -
    Make a plugin command that allows us to change the Resolution Scale at any time in the game, so we can change the graphics at any time.
    This allows us to create something like a trip to the 8-bits world, like the journey between dimensions of the game The Messenger, for example.


    Bugs:

    - Camera Collision generated bugs with the animations.
    If you use Resolution Scale = 1, some frames of the animations will get larger than normal, as if they were being affected by Camera Collision.
    If you use Resolution Scale < 1, the animations are off target, with the wrong offset.
    Please make animations unaffected by Camera Collision.
    - The bugs that I mentioned earlier in version 0.5.1 persists, like the Character Entire Sheet Bug, for example.


    Doubts:

    What exactly Backface Culling does? (In addition to fixing the shadow issues)


    That's it!
    Keep the good work!
    You're doing amazing job! :cutesmile:
  14. I think it just makes the backside of the tiles not be made, since they aren't visible. to save in performance.
    but since your shadow issues are when it is set to true, they are probably not making shadows anymore either.
  15. seaotter said:
    Plugin conflict:
    MOG_CharacterMotion.js
    RMV – Character Motion float_mode can't float

    FloatingCharacter.js
    RPGMakerMV-1/ at master · krmbn0576/RPGMakerMV-1 Can't float
    These two will never work. Not for incompatibility but because they are useless here.

    They are not actual floating. They are just an y offset in 2d to give the impression of floating, since in 2d there isn't really a height.

    MV3D adds height, adds z. And in the case of floating, adds "elevation", which you can change with the plugin command

    "mv3d @t elevation <n> <t>"

    which does the floating.

    So yeah. These two won't work. But mv3d already has it anyway.

    Oh, by the way, that github link is of a copied fork, not the original creator's. The plugins of the creator had been updated a few times since that copy was made, if you plan to use any of the others better look at triacontane's current version instead of those.
    GitHub - triacontane/RPGMakerMV: RPGツクールMV、MZで動作するプラグインです。
  16. YoraeRasante said:
    MV3D adds height, adds z. And in the case of floating, adds "elevation", which you can change with the plugin command

    "mv3d @t elevation <n> <t>"

    which does the floating.

    So yeah. These two won't work. But mv3d already has it anyway.
    I try this plugin command : mv3d @t elevation <n> <t> ,and got this error
    ClipBoard-1.png

    if I want let player floating height = 2 , can you get me a example and plugin command ?

    if I want let event 1 floating height = 2 , can you get me a example and plugin command ?

    -------------------------------
    I try plugin command done, not things list :
    mv3d @e1 elevation 2 60
    mv3d @e1 elevation 0.5 600
    mv3d @e1 elevation +2 1
    mv3d @p elevation 2 60
    mv3d @player elevation 2 600
  17. @seaotter you must have done something wrong somewhere. press f8 or f12 to open the console.
    I copied your second to last command there, as in just copypasted it (because the others were for an event and the last was too much time) and it floated perfectly with no error. Save for <t> being in seconds so it took a whole minute to reach the 2 tiles high mark.
    1585403330535.pngas you can see, I just copied and pasted theplugin command you posted, mv3d @p elevation 2 60
    1585403387069.png
    and it worked.
  18. YoraeRasante said:
    @seaotter
    u can see, I just copied and pasted theplugin command you posted, mv3d @p elevation 2 60
    View attachment 138078
    and it worked.
    omg, you are really right, I try again really fly ~ >_<

    but I see this plugin command let them like to flying....not Floating ( a feel )

    fly is alway at a hight

    Floating is little time to up then little time to down, you know .

    ^_______^

    but , still thank you, maybe I so tired to try the code....no to see success done.

    haha...
  19. @glaphen
    I just tested, and I can still load tilesets with Japanese characters fine. Strange.
    I'm also not experiencing the loading bug you describe, even if I open the load menu from the map.

    @CoopNinjask
    Animations are already ignored by camera collision. I couldn't reproduce any issues with animation frames being larger than normal, so I'm not sure what you mean about that.

    The animations are offset incorrectly when using resolution scale. Only the regular animations though, the ones produced by the plugin command are fine. I'll have to fix that.

    The zoom plugin command is
    mv3d camera zoom <n> <t>
    where <n> the value and <t> is time. Values larger than 1 will zoom in and values smaller than 1 will zoom out. I'll put this in the help text later.