MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 51 of 78 View original ↗
  1. Dread_Nyanak said:
    @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.

    Ok I downloaded the newest demo and tried and loading didn't work recorded exact process.


    File names doesn't happen though don't know why it does in my project, turned off all plugins but mv3d and still fails to load, I'll just change the names.
  2. Dread_Nyanak said:
    @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.

    Okay, i'll record a video showing the animations problem to show you better. :thumbsup-right:
  3. Dread_Nyanak said:
    @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.



    Here is the video showing the animation issues.
    0:00 - Camera Collision = True (The problem)
    1:32 - Camera Collision = False (Animations working correctly)

    A note: My animations are smaller than normal, as they were made to fit well in the characters' sprite.
    Perhaps this can influence in the problem.
  4. CoopNinjask said:


    Here is the video showing the animation issues.
    0:00 - Camera Collision = True (The problem)
    1:32 - Camera Collision = False (Animations working correctly)

    A note: My animations are smaller than normal, as they were made to fit well in the characters' sprite.
    Perhaps this can influence in the problem.

    same animation problem at me , like Camera run 2 times, one time right one time too big.
  5. Hi everyone.



    I need a little help, I don't know how to configure doors, trees, towers, and light poles to be positioned correctly, what do I do with each object?
    Captura.PNG
    This is strange...
    Captura1.PNG
  6. Neverglow said:
    Necesito un poco de ayuda, no sé cómo configurar las puertas, los árboles, las torres y los postes de luz para que se coloquen correctamente, ¿qué hago con cada objeto?
    don't speak spanish, but I'll try to help.
    just an important tip: check the demo project. everything here is done there. so for better explanation, you can just check there.
    ok. so!

    doors and other events like this, to be put on walls, need to have their positions set in the notetags. if you are having trouble understand it from the help file, on the example project one of them to be on the left side of the building is set as <mv3d:shape(wall),z(0),x(-0.51),scale(0.9,1.3),rot(270)>
    shape(wall) makes it be standing up but not rotate as the camera does. It becomes a cardboard standing up.
    z(0) sets it to be positioned at height 0. unlike your map, where it is on top of the house.
    x(-0.51) makes the image go to the left a bit more than half the tile, appearing as if just in front of it. making it positive (removing the -) would move it to the right. using y would be to north/south.
    scale(0.9,1.3) makes it be stretched to the side to 90% the original size (well, it is smaller so squeezed I guess) and vertically be 30% higher. As the default door images are just a tile high, that makes it a better fit for the characters.
    rot(270) rotates the image 270 degrees clockwise. As mentioned before wall makes it a cardboard that doesn't rotate with the camera, so with this it is a cardboard turned with the front to the left.

    trees, towers and lamps are more for setting in the tilesets and mapping. they need to be set to pop up, as a fence/wall (same difference for setting them in mv3d), cross or xcross (the image is a cross, xcross is rotated 45 degrees). there are some pre-made setting using terrain tags in the plugin parameters. for example, trees set as xcross have their terrain tag set as 1 because it is already set for that.
    but that makes them pop out properly instead of being on the ground... but does not fit all the mapping differences.
    by default, a star passability sets something floating 2 heights above ground (can be changed though).
    the way to avoid it, usually, is to set both the base and top of the tree as X passability, then put the bottom on the map... and then the top on the same map tile.
    there are other ways, of course, but this is the easier one at the start, and is the one used for most of the demo project.
    for example, the towers won't work that well with it.
  7. YoraeRasante said:
    don't speak spanish, but I'll try to help.
    just an important tip: check the demo project. everything here is done there. so for better explanation, you can just check there.
    ok. so!

    doors and other events like this, to be put on walls, need to have their positions set in the notetags. if you are having trouble understand it from the help file, on the example project one of them to be on the left side of the building is set as <mv3d:shape(wall),z(0),x(-0.51),scale(0.9,1.3),rot(270)>
    shape(wall) makes it be standing up but not rotate as the camera does. It becomes a cardboard standing up.
    z(0) sets it to be positioned at height 0. unlike your map, where it is on top of the house.
    x(-0.51) makes the image go to the left a bit more than half the tile, appearing as if just in front of it. making it positive (removing the -) would move it to the right. using y would be to north/south.
    scale(0.9,1.3) makes it be stretched to the side to 90% the original size (well, it is smaller so squeezed I guess) and vertically be 30% higher. As the default door images are just a tile high, that makes it a better fit for the characters.
    rot(270) rotates the image 270 degrees clockwise. As mentioned before wall makes it a cardboard that doesn't rotate with the camera, so with this it is a cardboard turned with the front to the left.

    trees, towers and lamps are more for setting in the tilesets and mapping. they need to be set to pop up, as a fence/wall (same difference for setting them in mv3d), cross or xcross (the image is a cross, xcross is rotated 45 degrees). there are some pre-made setting using terrain tags in the plugin parameters. for example, trees set as xcross have their terrain tag set as 1 because it is already set for that.
    but that makes them pop out properly instead of being on the ground... but does not fit all the mapping differences.
    by default, a star passability sets something floating 2 heights above ground (can be changed though).
    the way to avoid it, usually, is to set both the base and top of the tree as X passability, then put the bottom on the map... and then the top on the same map tile.
    there are other ways, of course, but this is the easier one at the start, and is the one used for most of the demo project.
    for example, the towers won't work that well with it.
    I did not understand very well ... There are no videos where they explain it? :(

    And sorry for commenting in Spanish, the page was translated as I wrote...
  8. @Neverglow probably, but not that I know of...
    as I said, the best option is really to just read the help file, or the github page, they tell the same thing but the github can be open while you set the notetags, and compare it with the demo project in the github
  9. YoraeRasante said:
    @Neverglow probably, but not that I know of...
    as I said, the best option is really to just read the help file, or the github page, they tell the same thing but the github can be open while you set the notetags, and compare it with the demo project in the github
    Do you mean that on GitHub is the solution? Or that I have to buy the product?
  10. @Neverglow nothing to buy. the paid plugin only has extras.
    on the first post there is both a link to a zip of the plugin and a link to a github folder. https://github.com/Dread-chan/MV3D
    in that folder there is the plugin zip and also a demo project with examples of how it is used, with ready maps and everything (the "project" folder). plus some source files in the "webpack" folder
  11. see demo files then copy demo files code to your project to run.
  12. Decided I wanted to remake my movement into something different so I tried QMovement again as a base, a lot less laggy, the spot I was getting 20 FPS at .5 is now mostly 60 with minor dips, but loading issue still existed. I managed to fix it by using https://quxios.github.io/plugins/QM+ColliderMap
    the collider map version and removing the automatic tilemap parsing.
    Code:
      Game_Map.prototype.reloadTileMap = function() {
        //this.setupMapColliders();
        // collider map is also loaded here
        // collision map is also loaded here
      };
    Instead of 35,000+ colliders, you can have 2 per events default and just make 1 massive collider manually where you want, ect, also fixed the z issue with walking on top of tiles after hours of trying to figure out what determined z collision looking in mv3d file, wrong place. Way less load times on big maps and probably less lag.
    Code:
      Game_CharacterBase.prototype.collidesWithAnyTile = function(type) {
        var collider = this.collider(type);
        var collided = false;
        ColliderManager.getCollidersNear(collider, (function(collider) {
          if (collider.z < this.z) return false;
          collided = this.collidedWithTile(type, collider);
          if (collided) return 'break';
        }).bind(this));
        return collided;
      };
    With that if you set the z in the json file you will collide with those manual tiles if you set it to slightly higher than floor z but can walk on top of the tiles if standing on them from a fall, just make sure it isn't out on flat land as if you fall on it but no tall mv3d thing to stand on you'll just be stuck, probably can make wall edges that block but to fall off when on top with it as well.
    Code:
    collider.z = data.z;
    You'll need to add that to the collider map file at the very bottom in Game_Map.prototype.setupColliderMap
    and in json make a "z" to set it or don't if you don't want it to be set for it.

    Of course all of this requires the ColliderMap plugin and manual json colliders for all tile collision on every map.
  13. YoraeRasante said:
    @Neverglow nothing to buy. the paid plugin only has extras.
    on the first post there is both a link to a zip of the plugin and a link to a github folder. https://github.com/Dread-chan/MV3D
    in that folder there is the plugin zip and also a demo project with examples of how it is used, with ready maps and everything (the "project" folder). plus some source files in the "webpack" folder
    In the compressed file, there are only two folders (js and img). There is no project folder, could you pass me the link?
    1585766633979.png
  14. Neverglow said:
    In the compressed file, there are only two folders (js and img). There is no project folder, could you pass me the link?
    View attachment 138519

    Click clone or download and then download zip.
    DownloadZip.png
  15. @Dread_Nyanak I've read through almost half of these 52 pages of this post, and have yet to see anyone else ask about what I'm curious about lol. As such, I've decided that it might just be more efficient to ask you directly.
    I'm wondering about 2 things mainly. I've already seen from the posts that Qmovement has been experimented with and that you plan on adding free movement at some point. My 2 questions are:
    1. If you haven't already, do you plan on adding corner tiles and corner slopes? By this I mean a terrain tag or notetag that tells the system to raise a corner and leave the ground beside it
    flat. It would really help to smooth out the sort of block-y feel to the plugin and give it a more octopath/pokemon feel.

    2. Is it possible to make overhangs or cliffs using this plugin. By this I mean the ability to raise a tile to a certain height and be able to walk on it, then be able to go down and walk under that same tile. I'm interested in making something of a "stone arch" so I'm curious as to if this is possible.
  16. @Yevn125
    1- You mean slopes in diagonal, going up at one of the corners instead of the whole side? I did comment on it on her discord. She had not thought on it at the time, but seems she may add it in the future? Not a focus right now though.

    2- Yes. But with limitations.
    The limitation being it uses MV's editor. Which kinda limits the tiles you can put in the same tile.
    I suggested to her in the discord once about if it could be possible to add something like the multi map plugin in the future, she said she may take a look at it.
    Someone else there showed me that with a plugin to increase the collision you can put a long platform you can walk on with just one event too. While not a perfect solution, it is a valid one too that can already be used. Especially if you are already using QMovement, since that is kinda built in it already.
  17. Yevn125 said:
    @Dread_Nyanak I've read through almost half of these 52 pages of this post, and have yet to see anyone else ask about what I'm curious about lol. As such, I've decided that it might just be more efficient to ask you directly.
    I'm wondering about 2 things mainly. I've already seen from the posts that Qmovement has been experimented with and that you plan on adding free movement at some point. My 2 questions are:
    1. If you haven't already, do you plan on adding corner tiles and corner slopes? By this I mean a terrain tag or notetag that tells the system to raise a corner and leave the ground beside it
    flat. It would really help to smooth out the sort of block-y feel to the plugin and give it a more octopath/pokemon feel.

    2. Is it possible to make overhangs or cliffs using this plugin. By this I mean the ability to raise a tile to a certain height and be able to walk on it, then be able to go down and walk under that same tile. I'm interested in making something of a "stone arch" so I'm curious as to if this is possible.

    It is for sure

  18. YoraeRasante said:
    @Yevn125
    1- You mean slopes in diagonal, going up at one of the corners instead of the whole side? I did comment on it on her discord. She had not thought on it at the time, but seems she may add it in the future? Not a focus right now though.

    2- Yes. But with limitations.
    The limitation being it uses MV's editor. Which kinda limits the tiles you can put in the same tile.
    I suggested to her in the discord once about if it could be possible to add something like the multi map plugin in the future, she said she may take a look at it.
    Someone else there showed me that with a plugin to increase the collision you can put a long platform you can walk on with just one event too. While not a perfect solution, it is a valid one too that can already be used. Especially if you are already using QMovement, since that is kinda built in it already.

    @YoraeRasante Alrighty, I'm glad it's been considered. I'm looking forward to the possible addition of corner slopes and tiles lol. I'm not sure if what your describing is what palatkorn has shown in his video, but could you explain the event solution you've presented? I'm interested in any method possible! In the meantime, I'll be giving my monthly support to project on her *******!

    palatkorn said:
    It is for sure



    @palatkorn That's definitely the direction I'm heading in! Might you show me how you've accomplished that?
  19. @Yevn125 you see, in the plugin itself you can set the tiles to float above ground through notetags. Don't recall the right ones right now but they work perfectly well, as palatkorn showed.
    The problem is, it used MV's editor as a base. MV's editor, as you may be aware, only allows two A tiles in the same tile to be one over the other, and even then only some A tiles, and two B-E tiles. While mv3d allows you to set B-E tiles to work just like A tiles that still means you are only able to put three tiles, tops, in the same tile in the editor.

    But you can still put events. Positioned in the right position, and with a plugin to set its collision to the size you need, you can set them to be things like a long walkable bridge above walkable ground.
  20. This method may not be the best.

    4c4a4f7f7fcfa4eeb4c6f978cd4a256a.jpg

    This part, you have to set the ground to float as a star base.

    f7261f6f2db8bf1d3a33a89d577a18fa.jpg

    Move the character to the point you want automatically.
    And set the height value in base z
    The Z height in the notes of this character you set as normal, yes, it looks fake. That's it, but it will walk upstairs. Yes, and characters can overlap.
    bf75aae56d00fdacb4684a34f0e93969.jpg

    (Revise)
    Or the second statement in the note. Add ,pos(8,3)
    xczz.JPG