MV3D - 3D rendering for RMMV with Babylon.js

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  1. @CoopNinjask
    I updated the premium plugin to fix problem with resolution scale without skybox.
  2. I found a new bug.

    If you use MV3D animations (Those who apply depth and scale, not the RPG Maker default ones) and open the menu while the animation is playing, there will be a static image of the animation instead of dispose it.
    There is the example video:

  3. CoopNinjask said:
    I found a new bug.

    If you use MV3D animations (Those who apply depth and scale, not the RPG Maker default ones) and open the menu while the animation is playing, there will be a static image of the animation instead of dispose it.
    There is the example video:


    Now you are using a new skill.
    The World jojo
    1379781671-3192360142-o.jpg
  4. palatkorn said:
    Now you are using a new skill.
    The World jojo

    This should to be my stand! :guffaw:
  5. without mv3d the animation would pause too but continue again after the menu is closed, right?
  6. I have a question, instead of the background fading into white or black, might it be possible to create a similar effect to the blurring depth of field that octopath traveler creates? I just recently discovered the game and was intrigued by the use of depth of field.

    I'm sure it's not really high on the list of things to do if at all, but I would be interested in seeing a feature like this, even if it's a premium feature lol.
  7. YoraeRasante said:
    without mv3d the animation would pause too but continue again after the menu is closed, right?

    No, it's simply disposed If you open the menu.
  8. Yevn125 said:
    I have a question, instead of the background fading into white or black, might it be possible to create a similar effect to the blurring depth of field that octopath traveler creates? I just recently discovered the game and was intrigued by the use of depth of field.

    I'm sure it's not really high on the list of things to do if at all, but I would be interested in seeing a feature like this, even if it's a premium feature lol.
    the fading effect of the distance is the fog you can set on the map notetags. You can set any hex color for it there. but to just turn the things transparent instead of a color you'll need the premium (paid) extension.

    CoopNinjask said:
    No, it's simply disposed If you open the menu.
    That's... not good, to be honest. That would mean if I play an animation and someone opens the menu before it ends it is gone unfinished...
    I personally thing dread should just make it pause but continue when the menu is closed again...
  9. YoraeRasante said:
    the fading effect of the distance is the fog you can set on the map notetags. You can set any hex color for it there. but to just turn the things transparent instead of a color you'll need the premium (paid) extension.


    That's... not good, to be honest. That would mean if I play an animation and someone opens the menu before it ends it is gone unfinished...
    I personally thing dread should just make it pause but continue when the menu is closed again...

    Looking in the codes, i saw that she created the MV3D animations as character sprites.
    She just forgot to dispose these characters when you open the menu.
    I tried to find the section related to this to include the missing dispose command, but i don't found.
    Well, the normal RPG Maker animations just dispose If you pause the game, instead of continue playing the animation. I don't know the Dread's intentions though.
  10. hey there, I just got the patreon version of the plugin today but I am having problems getting the skybox to work. Would anyone be so kind and explain me how to properly do it? I tried the plugin command wich was posted with the last update, but for some reason I still see just fog instead of an image. The folder where the other textures for the plugin, such as Shadows are is the right place for the skybox image to be, right?
  11. 20yearstoolate said:
    hey there, I just got the ******* version of the plugin today but I am having problems getting the skybox to work. Would anyone be so kind and explain me how to properly do it? I tried the plugin command wich was posted with the last update, but for some reason I still see just fog instead of an image. The folder where the other textures for the plugin, such as Shadows are is the right place for the skybox image to be, right?

    The plugin commands are not working, i tested it myself.
    Use map notetags instead.
  12. Plugin conflict :

    キャラクターグラフィック表示拡張プラグイン - CharacterGraphicExtend.js | プラグイン大辞典 | ツクラーズギルド LV.1 CharacterGraphicExtend.js
    use this.setScale(150, 150); will not things...

    GitHub - rev2nym/SAN_ResidualSprites: RPGツクールMV向けプラグインです。キャラクターの残像スプライトを表示します。 SAN_ResidualSprites.js
    not work

    if they can work, mv3d will more good.
  13. 20yearstoolate said:
    @Coop Ninjask:Thanks for your reply. I still can't make it work. :/ it should look like this, right?

    'mv3d skybox north skybox.png'

    I also tried this version:

    skybox(top:ypos.png,bottom:yneg.png,north:zpos.png,south:zneg.png,east:xpos.png,west:xneg.png)

    but neither changes how my sky looks. Just plain and imageless...

    Use the commands below in the map note tags:

    <mv3d>
    skybox(DarkSpace1.png,top:BlueSky.png,north:Sunset.png)
    </mv3d>

    This is only a example, each direction (top, bottom, north, south, etc) is a direction in the sky, change this to a image that you want to. The first image is used in all directions that you don't set a image.
  14. CoopNinjask said:
    <mv3d>
    skybox(DarkSpace1.png,top:BlueSky.png,north:Sunset.png)
    </mv3d>

    Thanks a bunch. With that it works. <3 I have absolutely no skills when it comes to this stuff with codes so I am really glad that there are people out there to share some help. =) I am making my first game with MV (used rm2k3 years ago) and I don't really want to do too complicated things with that plugin but I at least wanted to it to use to give my world map a visual effect, wich I can now.

    It's pretty impressive what you yourself - and some other people - get out of that plugin by the way.

    And mostly the plugin itself of course is pretty amazing. RPG-Maker has come quite some way.
  15. @seaotter
    about the first, scale will not work with mv3d. because mv3d does not really show sprites, it shows 3d characters created with it using the image of the sprites. It has its own scale system for them, that can be changed with plugin commands already (not always there, so you may not have noticed, but was added some time ago).

    the second, same reasoning. it creates copies of the image to show, but mv3d does not use the images. it would probably not need just a patch be made compatible, but probably a big rewrite. better for you to ask dread to make something like this for adding to the premium plugin.
  16. Hey, this is a technique for climbing up.



    cc.png

    This event uses Before you climb up
    Normalize From there, you will not float and cross over to the hilly area.
    6.JPG
    You must always keep moving forward. If this character stands in a overlapping situation, it will not move forward.
    7.JPG
  17. The remove function isn't called for animations when the menu is opened. I'll have to find another way to dispose them.
    And the skybox plugin command only seems to work if the skybox was previously created from a map note.

    I'll have to fix these things.
  18. Dread_Nyanak said:
    The remove function isn't called for animations when the menu is opened. I'll have to find another way to dispose them.
    And the skybox plugin command only seems to work if the skybox was previously created from a map note.

    I'll have to fix these things.

    You can try to do the way YoraeRasante said, the animation is paused and the current frame is saved on a variable, so when the menu is closed, the animations continues from the current frame to the end.
  19. My God! This looks so difficult to use.