@YoraeRasante
Alright, got it and thanks.
Something to take note of: I noticed that there is a +1-2 pixel protrusion at the top of a "tile face" event when deployed for mobile . Hence the reason why i was asking about the n/s/e/w face tile feature.
also noticed that ambient fog is very different now compared to pre-0.6 versions. it seemed alot less obvious and doesn't "hide" the far tiles like it used to. now xcross or 8cross tiles/events would look "skeletal" from a distance - used to be obscured by the fog. probably implemented to improve performance, i reckon.
EDIT: messed around abit with the new directional features, found that it will create a block as you said with the 6 sides, all using the same tile (this works also for A1-A4, B-E tilesets) if it is set at (+0,+0), either via tileset note or map <mv3d-tiles>. Minimum height needs to be at least 1: height(1)
Very useful for walls, not much for something like a traffic light, object and etc.
MV3D - 3D rendering for RMMV with Babylon.js
● ARCHIVED · READ-ONLY
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Hello! I'm new in using MV3D
Please, help me
How to do flying blocks which will just hang in the air?
And one more question, how to make horizontal and vertical half blocks? -
@FoxStudio
Flying Blocks: for the Tiles themselves, last I checked you use Fringe, setting to the height over the ground. Events you can use Elevation for if they just float above the ground, meaning if they move higher they float higher, or Z for if no matter where they move they stay the same height.
Half Blocks: Horizontal is not possible for the blocks themselves, at most you can do slopes. vertical, you set the height of the block, can be changed by terrain. -
And also something I want to ask, @YoraeRasante,
I made a bridge from platforms that lie across a large canyon, but the character cannot go on these platforms
Platform is an Event with parameters:
<mv3d:height(2),platform(true)> -
@YoraeRasante Thank you!
Also I don't understand how to make diagonal slopes (Like edges of pyramid)
Is it possible to do? -
@FoxStudio
Better edit the last two posts, this forum doesn't like double-posting, telling you to edit the first post first. A mod will complain about it sooner or later. At least already editting to be deleted they'll see you already was told this and won't repeat this.
to make a slope, just put slope(1) for example in the tile/region settings. doesn't need to be 1, but 1 is full diagonal, other values are different angles.
then you use the shadow tool and put shadows on the side of the tile you want to be the highest side. -
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@FoxStudio
Is walk on events on? You kinda need it to be able to use platforms.
And diagonal slopes are not there yet. Only north south east and west -
@YoraeRasante
Oh, ok, thank you very much! -
Through the use of an "On-Map Battle" plugin, would it be possible to make this plugin work to make 3D battle scenes?
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There seems to be an X in the picture... Weird -
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All in all this is an awesome plugin :)
Using this in Galactic 123, a game I am developing. It is already open for beta testing, if anyone wants to check it out, playable here
Still a long way to go. Suggestions, ideas, etc, welcome. (Plays in web browser, need an user, can be created right away, no email needed)
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Update 0.6.3
- wall shape is now different from fence shape for tiles
- added rot() for tiles. Affects cross shape, wall shape, and imported models.
- shadow pen can be used to set rotation of tiles, similar to how it works with slopes.
- camera track plugin command. When on, camera will rotate to face a certain character.
mv3d camera track @e1 0
mv3d camera track off
note that camera tracking won't work if the tracking target is the same as the follow target. -
Update 0.6.3 BUG REPORT
If there are 2 tiles upright, there will be broken display
X or + on tiles to map display to many, hope can get more Sleek -
@seaotter it has always been like this, you mentioned this many times and versions before, and the answer is still the same:
mv3d mapping is not done the same way as normal mv mapping.
for tiles to be one over the other you need to put them in the same tile yourself.
While hard to visualize without actually knowing it, mv allows you to have four layers of tiles:
two for the A tiles, some of them being put on a layer above the others thus why A1 and A2 have those tiles with transparency,
and two for the B-E layers. These are the ones you want to use: just put a tile on the map, then a second one in the same map tile.
In normal mv this allow to put a drink tile on top of a table tile. In mv3d it allows you to put one piece of the stile on top of the other. -
I'm noticing some inconsistencies with fence settings in the image below, they are the same graphic, with the same setting and yet the one on the right is a cross shape.
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@cuzisaidso
hmm... you said they are the same image, not the same tile. are they the exact same setting? even terrain tag?
or is one a tile and the other an event?
maybe it is something related to a fence's position, since the actual fences in the tileset are autotiles and thus change shape a bit depending on how the tile is put (shift-mapping would probably allow a cross-like tile out of nowhere)?
wall for tiles now is different than fence, does the same happen if you set them to wall? -
I'm noticing some inconsistencies with fence settings in the image below, they are the same graphic, with the same setting and yet the one on the right is a cross shape.
redefine the tile in the tileset mapnote with shape(wall) and set rot(0)
@YoraeRasante is correct, the tile on the right basically joined with the "bench"-looking tile on it's right and hence warped into an xcross shape. setting it as a wall in the tileset mapnote will prevent this from happening. -
So, I've been away from this thread for a little so I'm seeing a few new things that I'm looking forward to using. I would like to reconfirm a few things and ask a question or two.
First, is Q-movement compatible with this plugin? Or any sort of free movement plugin that would allow you to move freely from the grid system?
Second, How does changing the resolution affect the plugin? I'm thinking of using Spriter to make some fluid Hi-def sprites, but I'd need to increase the resolution of my game a fair amount. Would that affect the map sizes, cube sizes, etc. or would it just affect the image of the texture on each block? (Basically, would the map scale or would my sprite be giant?)
Third and last, How does the 3d object importing work? Would I be able to make a whole environment out of it or just objects? Could I make a house model and import it? Could I make a cliffside and import it? How would collision and lighting work with the imported object?