@ZelloksThunder as far as I remember, the <thing> is to be substituted. <true> may work because it is setting to true, anything not false, 0, null or undefined counts as true, js is weird like that, but <false> very likely won't, you'll have to actually use false
MV3D - 3D rendering for RMMV with Babylon.js
● ARCHIVED · READ-ONLY
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BUG REPORT :
LAST VERSION:
USE MOG_ChronoEngine.js with MV3D at 1st person mode
UP will change Down, Down will change UP -
Hello, I am getting a type error:
this.setupParameters is not a function
How do I resolve this? -
@seaotter tested it right now and it was working fine in first person with chrono engine to me...
@Wardr not enough info
what is the whole console message?
when does it happen?
When you put a model in a map? someone earlier was saying how some 3d programs' .obj files are not working 100% but they just had to open it in one that does and save again in there.
After you run it for the first time after updating the plugin? Open the plugin in the plugin manager, and press "Ok" to confirm before leaving. Even if you change nothing in the plugin it is a good thing to do in plugins you update, because that lets any parameter that wasn't there before to be given their "default" value (set by the plugin creator) instead of being empty. -
Has anyone tried to use this plugin with boxes and beds? I'm curious as to what the best set up what others are using. Cross and sprite doesn't seem to make sense to me.
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@cuzisaidso before version 0.6 we mostly made a block from the ground with less height to be the body and made the different sides with febce events.
But now we have more options. -
I am considering (still not decided!) to add the capability to walk diagonally ( 8 directions??? ) so I want to know if anyone uses any such plugin and if it works OK with MV3D. I'm just messing around with things for now, though.
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That comes standard in the demo doesnt it? im pretty sure its Qmovement it uses.I am considering (still not decided!) to add the capability to walk diagonally ( 8 directions??? ) so I want to know if anyone uses any such plugin and if it works OK with MV3D. I'm just messing around with things for now, though.
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@somenick @GraySorrow
recent versions already got diagonal movement by default, together with allowing you to have diagonal sprites on the same sheet. Wehn turned on, sprites on a sheet ending in {d} (can be changed if you want) take the second row as the first row's diagonal sprite.
QMovement support was added, but it is not needed for the diagonal movement. -
Looks like I have to look into getting the update (I'm running 0.5.4.2) as I don't see other options outside of cross, fence, xcross, and sprite.
I have another question, I am trying to understand why this lamp post is floating
// lamp post
B,3,26:side(B,528,480,48,170),height(3)
B,3,26:shape(cross),z(0) -
Damn I've tried and failed to use MV3D w/ Lecode's TBS v0.77, Tactics System 1.1, and SRPG. They all have their own set of problems...SRPG seems to be the closest to working w/ MV3D tho. I was really hoping I could use MV3D to add height to my game since I'm making a tactical RPG.
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@cuzisaidso is the tile you set there with collision star? Those have elevation set to 2 by default (can be changed in the plugin parameters, or set as the one you want through setting on the tileset). Setting z doesn't change it, because they are put on z + elevation.
@staf00 did you try changing the order?
What exactly are the problems? Some will need compatibility patchea but others may be simpler to fix. -
Well in the case of SRPG, its simply the blue/red tile selection thing. For Tactics System 1.1 the tile selection thing doesnt even show up. And LTBS just takes a royal crap lol.@cuzisaidso is the tile you set there with collision star? Those have elevation set to 2 by default (can be changed in the plugin parameters, or set as the one you want through setting on the tileset). Setting z doesn't change it, because they are put on z + elevation.
@staf00 did you try changing the order?
What exactly are the problems? Some will need compatibility patchea but others may be simpler to fix. -
Would it be possible to set a slope on top of a roof to make it look like the roof isn't just flat, kind of like how it looks in Landstalker? By default if you place a slope on a roofed building, it erases the building.
EDIT: In the first screenshot I used the slopes from the A tileset, so that may be why it erased the building. Using the slope on the D tileset puts it on the roof, but they're not facing the right way. Any ideas?
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Would it be possible to set a slope on top of a roof to make it look like the roof isn't just flat, kind of like how it looks in Landstalker? By default if you place a slope on a roofed building, it erases the building.
View attachment 147122
View attachment 147123
EDIT: In the first screenshot I used the slopes from the A tileset, so that may be why it erased the building. Using the slope on the D tileset puts it on the roof, but they're not facing the right way. Any ideas?
View attachment 147126
First tip - read the documentation.
There are several different ways to make sloped roofs. You can use the A4 tileset in conjunction with the <slope> and <height> functions to make auto-houses, and then use the shadow pen to orient the roofs to the correct direction.
For what you're doing, all you need is to use the shadow pen. -
First tip - read the documentation.
There are several different ways to make sloped roofs. You can use the A4 tileset in conjunction with the <slope> and <height> functions to make auto-houses, and then use the shadow pen to orient the roofs to the correct direction.
For what you're doing, all you need is to use the shadow pen.
Oooh thank you, got it working! -
@cuzisaidso is the tile you set there with collision star? Those have elevation set to 2 by default (can be changed in the plugin parameters, or set as the one you want through setting on the tileset). Setting z doesn't change it, because they are put on z + elevation.
I'm using the following setup
and using only the top tile on the screen. I've seen where the collision star makes thing float. Also, this is not an event. Could this be happening because it's 3 tiles high? -
@staf00 yeah that was asked about earlier here. Can't be fixed by default, since originally it is a color put on the tile's sprite but mv3d doesn't use them. The image you posted is kinda the same but as a picture over the map. I made a suggestion of using an event instance plugin to simulate them.
@cuzisaidso don't think that is it... I mean there are example trees in a map...
I have an idea... is it the only tile in that position? Click on it with the first B tile, the transparent one, to remove anything there even any possible trasnparent star or x ones. -
I'm wondering if anyone can help me with an issue I'm having with using large spritesheets on the map as events. I have a large building displaying as an event, but despite it being "below character" in priority, most of the sprite overlaps the player.
Here's what it looks like:
Here's my map layout:
And here's the event details itself:
(yaw is -50 to match my isometric camera)
thanks!! -
"bellow character" in mv3d is not the same as in the normal maps... I think they are just passable.
For it to be on the ground, you need to set the event to be "flat"...
But I don't think this is what you want. Since I think it would be sent to under the ledges too
Yeah, so... it is basically a character standing, but the image seems a bit turned to the side.
So, if you put a large character as same as character on the normal map, if you go to their side and up they kinda start covering you. It is the ame thing here.
Looking at your image, your house is already in isometric image? from that I think you won't move the camera, right? then your yaw is just to adjust it to the map...
I suggest instead splitting it into different images to put there through tiles and events as like the doors in the demo.