MV3D - 3D rendering for RMMV with Babylon.js

● ARCHIVED · READ-ONLY
Started by Cutievirus 1560 posts Page 63 of 78 View original ↗
  1. Kind of weird, but I'll repost, but I think I found my solution. I used

    // lamp post
    B,3,26:side(B,528,480,48,170),height(3)
    B,3,26:shape(cross)
    B,3,26:fringe(-0.4)

    solution.JPG

    The only thing is, I don't think this is how fringe should be used, or maybe I'm misunderstanding how it should be used. I thought it was to be used for elements that use a star setting?
  2. Is there a way to get Yanfly's Grid-free Doodads to work with MV3D? You can pull up the menu but you can't place doodads unless you disable MV3D, but then when you turn it back on and run the game you don't see the placed doodad in your map.

    Alternatively, is there a way to place a picture to a specific map X/Y coordinate with MV3D? Pictures always just seem to place relative to the screen instead of the map.
  3. DTurtle said:
    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.

    Okay, so this isn't really a problem with the "below character" setting, it's a camera angle problem. Right now your player sprite is probably rotating vertically with the camera (if it's using the default 'sprite' shape), which will cause it to clip into other sprites that don't rotate vertically (like 'cross' shapes). For an easy solution, I'd recommend changing the "player character settings" inside the plugin parameters to include shape(tree) or one of the other ones that doesn't rotate vertically. If that doesn't work then I can't help you, sorry.
  4. Cormorant42 said:
    Okay, so this isn't really a problem with the "below character" setting, it's a camera angle problem. Right now your player sprite is probably rotating vertically with the camera (if it's using the default 'sprite' shape), which will cause it to clip into other sprites that don't rotate vertically (like 'cross' shapes). For an easy solution, I'd recommend changing the "player character settings" inside the plugin parameters to include shape(tree) or one of the other ones that doesn't rotate vertically. If that doesn't work then I can't help you, sorry.

    That does not fix it, sadly :(
  5. Hi,

    Does anyone else have trouble restoring first-person camera rotation when using:

    mv3d lockCamera <false>

    after using this for cutscene:

    mv3d lockCamera <true>
  6. @Burgerland
    It's hard to say where the performance problems are coming from especially considering you're applying it to an existing project. MV3D does perform worse than raw MV.

    For the title screen, the camera centers on the player. I don't know where your player is, but you could try moving them to the center of the map.p

    Thank you!
  7. Does anyone know if you can make events in this plugin with a cube or box shape, rather than a flat or crossed one?
  8. I've noticed that the larger sized models do not work when trying to import them. Is there a size limit for obj files? What is it?

    EDIT: I'm actually getting a black box for many of my objs, regardless of size. See the attachment for error message.
  9. This might be jumping the gun, but I was wondering about the capabilities of Babylon.js.
    Would it be possible to implement a feature to render and display a 3D model in the same way
    that RPG Maker handles pictures? I could see this being a huge help in terms of certain scenes.

    Of course, this isn't related to mapping, and would probably end up as a different script if anything.
    Still, does babylon have that sort of capability?
  10. the paid version of the plugin lets you import real .obj 3d models and use them.
  11. My guess is that at the very least it's probably doable to write a plugin that loads a 3d model based on a set of coordinates, then renders it and turns the resulting graphic into a Picture you can manipulate with the Move Picture command.
  12. Karbonic said:
    This might be jumping the gun, but I was wondering about the capabilities of Babylon.js.
    Would it be possible to implement a feature to render and display a 3D model in the same way
    that RPG Maker handles pictures? I could see this being a huge help in terms of certain scenes.

    Of course, this isn't related to mapping, and would probably end up as a different script if anything.
    Still, does babylon have that sort of capability?

    This is already implemented, but you need to have the mv3d-patr3on.js that you can obtain from the Dread_Nyanak's patr3on page.
  13. @cuzisaidso
    170 pixels is about 3.5 tiles. You're including a bit of empty space under the lamp in your rectangle. I think that's why it floats. 3 tiles would be 144px.

    Update 0.6.2 (bugfixes and performance)
    • Fix blink when changing models.
    • Fix radioactive glow on models.
    • Turn off dynamic normals when sunlight is low.
    • Instance duplicate tile models (should help performance).
    • Don't call certain functions outside the map scene (should help performance).
  14. @Dread_Nyanak
    Is there some kind of "best practices" when updating the plugins in your projects? I've noticed the following occurring after updating mv3d and premium?

    before
    water.JPG

    after
    after.JPG

    What I did was turn off babylon, mv3d, and premium. Saved my project. I then removed them all and saved again then closed rpgmaker. I then added mv3d and the premium in the js folder, as well as updated the img folder. I started rpgmaker then re-added mv3d and the premium files back confirming that they have been updated to 0.6.2.
  15. @DTurtle you can't use yanfly's doodads with mv3d. And you kinda never will.
    Doodads just put the image in the 2d map, in the position.
    mv3d does not draw the 2d map, instead draws a brand new 3d map using the map's tile data.
    You may ask Dread to make something similar to doodads later, to make it just be a free image appearing on the map unrelated to tiles or events like doodads are, but it will basically be making it from scratch to simulate the doodads, not really using anything from doodads there but the idea.
    And with the kind of work it could take I think it would definitely be patreon-only, by the way.

    And your character on map problems... pretty sure your "house" is basically just... closer to the camera than the player there. just because it has transparency doesn't make it be behind. As it is a 3d envoirement instead of just 2d at an angle, the player is going behind the house there. Putting it on the ground would be using "flat" instead of "cross", and it would kinda put it under the slopes behind it too... my suggestion, separate it into different pieces and put them over actual 3d walls there. Would be a bit more work, though.

    @christinaskullgem I think it was added the newer versions, but didn't read the new wiki yet to be sure. But I do know you can use 3d models now, so there is that?

    @maliyana what program did you use to make those models? as someone said earlier, some seem to make incompatible objects. You can open it in programs that don't have this problem and save again there for it to work though.

    @cuzisaidso the newer versions, 0.6.0 and up, have a new way to set an area of the images by pixel - specificaly, the length and width, just the number would be the number of tiles (as in, 1 is 48 pixels, 2 is 96 and so on), to use actual pixels as width/height you need to put px beside the number, like 48px
  16. YoraeRasante said:
    @maliyana what program did you use to make those models? as someone said earlier, some seem to make incompatible objects. You can open it in programs that don't have this problem and save again there for it to work though.

    Some I've downloaded from Turbosquid, others were from Blender, and Maya. Any software you would recommend?
  17. @maliyana I'm not much into 3d programs, but heard good things about bforartists2, which seems to be a version of blender with a different ui? In fact, pretty sure it was what the person that had a similar problem said they used.
  18. YoraeRasante said:
    @cuzisaidso the newer versions, 0.6.0 and up, have a new way to set an area of the images by pixel - specificaly, the length and width, just the number would be the number of tiles (as in, 1 is 48 pixels, 2 is 96 and so on), to use actual pixels as width/height you need to put px beside the number, like 48px

    Ok, that actual helped me track down my second issue. With 0.6.0 and up I have to redo the lamp post and change the water settings from the demo. Thank you.

    Edit:
    Yes, that was the issue, I just changed
    A1,0,0:top(A1,0,0),side(A1,1,1),inside(A1,31,54,31,14),depth(0.3),float(0.1)
    to
    A1,0,0:top(A1,0,0),side(A1,1,1),inside(A1,0,0),depth(0.3),float(0.1)
  19. jacktarma said:
    how do one go about using the different textures for n,s,e,w?

    asked this a couple of days ago, nobody knows?
    thought that this could already be done with version 0.6.0

    as stated by dread-chan here:
    Dread_Nyanak said:
    Update 0.6:
    • separate textures for north, south east, and west.
  20. @jacktarma yeah we are kinda still kinda kep in the dark there
    Dread started putting the instructions on a new wiki so we don't need to keep visiting the github or opening the help, but it is still new so that isn't explained there yet.

    BUT

    On the demo there is a map called Map001. It is clearly the main testing map.

    Among the notetags there is the <mv3d-tiles> block (a block to change tiles settings per map, like <mv3d-regions> does for region settings), and in it this line:

    A4,1,0:south(+0,+0),west(+0,+1),east(-1,+0),north(+1,+0)

    (the + and - were added on 0.6 too, just like the px thing. they make it take the relative position to the part of the tileset instead of having to set it all by hand. Makes sense, since for some time you could set more than one tile at once, as shown in other demos by having a whole line of A5 tiles set as slope)

    It uses the "Inside" tileset, so that makes the changed tile the ceiling part of the red brick wall.

    And sure enough:
    1592561668123.png
    (this angle because the others are just normal front and the darker one, as shown behind, and it... just looks like normal but in the shadows, these two sides are clearly different and thus thought would show it better)