@Yevn125
First, I know Dread spent some time making it be.
Third, you can, but you'll need to use something like invisible impassable times to set the collisions inside the models, and collision expander plugins. The models by default have the collision of an 1x1x1 cube.
Second... I am into this myself. while not going for high-def, I want some first person dungeons so making the tiles there have more pixels is important.
You can set the scale of events, so for them I was planning to make mine about twice the size and set the scale to 50% size so they look better when closer. But for tiles I need some more trial. I know you can set them to use other files as textures now, and select pixels for the tiles in different sizes than just the 48 of usual height and width... but you may need a plugin for using tiles of different sizes than default.
Thankfully mv3d was already made compatible with at least one... don't remember which one though
MV3D - 3D rendering for RMMV with Babylon.js
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I understand that OBJ doesn't support animation, but can models be swapped out to simulate animation? (e. g. having a character cycle between a couple of "stepping" models while moving)
Second, are animated textures supported in any way for models? -
on the first, they used to take a blink when changing models, Dread did try a way to avoid this though but I didn't check it myself yet. So while a good idea not sure how workable it is on the newer version yet.
Second one... for now we can only use obj, and as far as I know they get their textures from an mtl file linked to itself that gets the image data right from the relevant image files. They are a duo for now, meaning one model and its same-name mtl. So I guess not yet. -
Hello!
After some hard time trying to get the plugin to work I noticed I was missing the babylon.js and mv3d-babylon.js files into my plugins folder. Downloaded the demo version to get them from there and I noticed they aren't in the js/plugins folder anymore, nor anywhere else in the project itself. I tried downloading a different version of babylon by myself but it doesn't work either. Where can I get the right version of this plugin? (0.6.3?? -
@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?
Yes, they are on the same tile, same terrain tag. Also, the same occurs with wall setting. -
Yes, they are on the same tile, same terrain tag. Also, the same occurs with wall setting.
drop the terrain tag. you won't need one if you do this:
Ax,x,x:shape(wall),rot(0) -
Where can I get the right version of this plugin? (0.6.3??
babylon.js has been integtated with the plugin since v0.6.0.
you no longer need one. -
Hello. I'm fairly new to all of this. I downloaded the plug in and have it installed. by the only things that become 3d are walls. Where do i go, or what do i do. to get things like fence posts, trees... to display 3d?
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@anerdinreallife you need to configure things so they are turned 3d. walls have it done automaticaly, but the rest you have to set yourself. Because you may want them to do things different.
The documentation explaining it better is still being worked on, but most of it is already done and you can see how in the Demo available in the github.
@cuzisaidso you said the same happens with wall setting... does it happen with 0.6.3 too? Because if I was right on the cause this is exactly one of the things Dreaded changed in this new version... -
Okay, near as I can tell babylonJS supports something called "Procedural Textures" which might make animated textures doable to some extent:on the first, they used to take a blink when changing models, Dread did try a way to avoid this though but I didn't check it myself yet. So while a good idea not sure how workable it is on the newer version yet.
Second one... for now we can only use obj, and as far as I know they get their textures from an mtl file linked to itself that gets the image data right from the relevant image files. They are a duo for now, meaning one model and its same-name mtl. So I guess not yet.
Procedural Textures | Babylon.js Documentation
I don't know if this plugin has integrated that particular feature of babylonJS, but if @Dread_Nyanak did elect to include an animated texture function, that would probably be the place to look first. -
Are any post process effects (Such as depth of field) possible with Babylon?
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Hi, I have a few questions about MV3D
1) Is it possible to "dislocate" the camera away from the player and have it use another event's viewpoint instead? (e.g. say the player has a computer monitor that's hooked up to a security camera in another room, is there a way to change the player's viewpoint to that of the camera?)
2) I know it's possible to make bridges or floating platforms with events, but is there a way to make a multi-story building with more than just two floors? (e.g. have five tiles one above the other without having to create multiple events and change their x/y/z coordinates in note tags so that they overlap at different heights).
3) Does the Premium version of the plugin let you create 3D treasure chests/boxes that can open and close? What about a simple 3D armchair/throne or other types of furniture?
Thank you! -
Is there any particular reason why you can't split this in different maps?2) I know it's possible to make bridges or floating platforms with events, but is there a way to make a multi-story building with more than just two floors? (e.g. have five tiles one above the other without having to create multiple events and change their x/y/z coordinates in note tags so that they overlap at different heights).
Regardless of it being doable or not, it's gonna be considerably more taxing for the hardware.
While I won't say a no and will let Dread reply to this, I just want to say you can technically animate any 3D model by just swapping the model like you'd swap a sprite! (actually this is a doable way to implement 3d models as characters... by having 3D "spritesheets" inside the FBX model)3) Does the Premium version of the plugin let you create 3D treasure chests/boxes that can open and close? What about a simple 3D armchair/throne or other types of furniture?
you just need a new model for every frame... Which... Wow. @Dread_Nyanak just a suggestion but. having the ability to swap between multiple models inside a given .FBX or .OBJ (dont remember what u use) seems pretty dope. @w@ -
Hello! I've been using this plugin for a personal project of mine and I've managed to use slope regions to create some fairly convincing sloped roofs. However, it does seem to do some strange things to the texture alignment and I was wondering if anyone knows how to fix this.
(Also, this is my first post... :kaoblush:)

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I had the same issue.Hello! I've been using this plugin for a personal project of mine and I've managed to use slope regions to create some fairly convincing sloped roofs. However, it does seem to do some strange things to the texture alignment and I was wondering if anyone knows how to fix this.
(Also, this is my first post... :kaoblush:)
I managed it like this.
I defined the rooftop tile as a slope. The rooftop tile is located on D.
Also on D I defined a side texture for the slope and gave it the height 0.5 (since my slopes are slope(0.5))
So I have:
Code:D,Xr,Yr:slope(0.5),side(D,Xs,Ys) //Xr,Yr = Location of roof and Xs,Ys = Location of Side on D D,Xs,Ys:height(0.5)
Default height of a wall is 2. So I painted a square of 4 by 6 tiles with an A4 wall.
In the middle of it I painted a 2 by 6 square with the side tile on D and on top of this I painted the roof with a 4 by 6 square and defined with the shadow pen the direction of the slopes.
The result is this: -
Updated mv3d to 0.6.3 as well as the .map file and that seems to have done it.@cuzisaidso you said the same happens with wall setting... does it happen with 0.6.3 too? Because if I was right on the cause this is exactly one of the things Dreaded changed in this new version...
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Yes. You can have other targets for the camera.Hi, I have a few questions about MV3D
1) Is it possible to "dislocate" the camera away from the player and have it use another event's viewpoint instead? (e.g. say the player has a computer monitor that's hooked up to a security camera in another room, is there a way to change the player's viewpoint to that of the camera?)
(from the official documentation)Code:Change the camera's target. Camera will transition to the new target over time <t>.mv3d camera target @t <t>
Valid targets:
- @p or @player: Targets $gamePlayer. - @e0, @e1, @e2, @e25 etc: Targets event with specified id. - @f0, @f1, @f2, etc: Targets first, second, third follower, etc. - @v0, @v1, @v2: Boat, Ship, Airship. -
and it seems now a tracking was added so you can have the camera in one thing and move to keep in view another. still didn't test it though
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Hi,
I stumpled upon a problem with setting the ceiling by regions. My idea was to have a ceiling with different levels of height. The default ceiling of the map has a height of 3 so I wanted to setup a region tag with ceiling height 4, to give the ceiling a bit more structure by adding a square in the middle of the hall of a temple above a water pond.
Unfortunately the inner walls look plain black, when I do so (see picture) and I cannot figure out, if it is possible to give them a texture? And if yes; how I do so?
(I already tried side, inside, texture and even backface.) -
@Lupinos it is because the side walls don't reach that high, so on there it is showing the parallax/skybox. Just like if a wall didn't reach the normal ceiling and there was only the map's edge behind it.
If this was just a whole room with a higher ceiling, I'd suggest you to try putting them to be higher. The ceiling on the lower places will stop them, and on the higher places will be filled to reaching properly.
Since it is in the middle of the room like this instead , I guess you'll have to put some tiles with high fringe/events in the proper Z to become the upper wall there...
That said, it is a good point, maybe we could suggest @Dread_Nyanak to let us put an inside for the ceiling for these cases?