MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 66 of 78 View original ↗
  1. Will this beautiful plugin be adapted to work with RPG Maker MZ? I was unable to search effectively for an answer to this.
  2. Hard to tell. even if Dread feels like it, she does not seem to be one of the beta-testers/developers/those with a pre-release version, so she has no way to see what would need to change already. they would probably be compatible, but no way to know yet for sure and how much would need to be changed.
  3. YoraeRasante said:
    @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?
    That makes sense, since I found a solution with a fringed tile on E, which filled the gap.
    I agree. It would be worth a suggestion for a future upgrade.

    Btw @Dread_Nyanak your plugin is amazing! In past times I worked with MGC's H-Mode7 on RMXP and First Person Labyrinth Explorer on VXAce and now I have basically both in one engine and even better! When I found it a few days ago, it just blew my mind. :)
    (Even a friend of mine, who did not like H-Mode7 and FPLE, said that it is amazing!)
  4. Hello! New to rpgmaker MV (been using VX Ace for years) and I've been doing a lot of research into the 3d plug-ins. I know there's been mentions of being able to import 3d models into MV and so I was curious if it was possible to have something that resembled this (not exactly but like where you can have mountains and other such things on the world map)?1-spacelimits11.jpg
  5. Lupinos said:
    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)

    an easier way is to set a non-A2 tile with height, then overlap it with an A2 tile.

    i found that the A2 and non-A2 tile would "join" and thus prevents texture warping due to height difference when there is a slope of some kind.
  6. YoraeRasante said:
    they would probably be compatible, but no way to know yet for sure and how much would need to be changed.

    i doubt it. even though MZ still uses Javascript, it will have layering <-- that will render MV3D moot when it comes to absolute height, especially when you have a flying craft.

    in truth, i'd rather have MZ as an MV patch than a new RPGMaker, since the differences are relatively cosmetic and in most ways, inconsequential. with the departure of some very good plugin makers, i seriously doubt MZ will make much headway.

    ... to add, they should really get rid of the bobbly headed chibi midget characters (come on folks, how do you take that seriously as a character?) and replace it with proper 2x1 standing characters.
  7. Does anyone have any idea's on how to make a roof style like that look good?ruff.PNG
    not super important I dont mind a one way roof but I thought this would be a nice addition.
  8. michaelmartin341 said:
    Does anyone have any idea's on how to make a roof style like that look good?

    have 2 separate C-D tiles to be used as a roof and set them to have different side textures:

    x,x,x:side(x,x,x),depth(x),slope(x)

    (and thanks to @YoraeRasante for the headsup):
    you can set a different texture for each different side of the roof by using:
    x,x,x:south(+x,+x),west(+x,+x),east(+x,+x),north(+x,+x)

    if for any reason you're not able to use the shadow pen for direction, use rot(x).
  9. Hey everyone, since it is being mentioned and relevant right now...
    I've been helping on the documentation wiki, sometimes asking Dread for clarifications, others testing and taking pics to show better.
    Very recently I made a page with the basics of regions. Not linked directly on the front page, but you can get there through the site map.

    So, I think it is important to make clear to everyone, regions only affect the tiles on A1, A3, A4, A5 and the left half of A2.
    So the best way to make a separate roof from the actual house is to make the house with the tiles the regions do affect, then use one of the tiles per height of roof. Dread herself did it in the demo, if you pay attention the houses have a thin roof set through a D tile.
  10. Hello Everyone!!! I begining a new project using that plugin, and i have a question about this.
    HOW to add new roofs.
  11. being creative.
    Normal roof tiles are made into walls with the roof texture on the top.
    but for separate roofs, you can jut be creative. in the demo for example, Dread made a D tile have a small height and the roof texture, meaning when put on top of the houses it made a small roof for them. B-E tiles are not affected by regions, meaning she could make the house any height and the roof would stay the same height.
    Others here are doing something similar with slopes for slanted roofs too.
  12. YoraeRasante said:
    being creative.
    Normal roof tiles are made into walls with the roof texture on the top.
    but for separate roofs, you can jut be creative. in the demo for example, Dread made a D tile have a small height and the roof texture, meaning when put on top of the houses it made a small roof for them. B-E tiles are not affected by regions, meaning she could make the house any height and the roof would stay the same height.
    Others here are doing something similar with slopes for slanted roofs too.
    Don't worry, i finally can understand that script and solved the problem. A process with Photoshop to Make the Roofs on png files.
  13. I mentioned a few pages ago the idea of swapping .obj files to fake animation. Finally got down to business and did it. Fueled by having just beat FF7.


    it's very barebones, my implementation is certainly not playable, but it's something! there are a few issues with doing this via events: i'm pretty sure the game is loading and discarding the 3d model every time the page changes which is DEFINITELY not good if you have a lot of events going on, in-script support for such an animation method would mean preloading all the animation frames related to that model when you load that model in the first place. While you'll quickly bloat your project with redundant 3d files by doing it this way, it's probably manageable with a models -> animations subfolder. so idk.

    btw making ff7-esque models like this is immensely easier and quicker than doing pixel art characters lol, and that's not even getting into the fact that you can share animations between all of them (except you're not using real animation so you'll still have to export each individual frame as a separate .obj which... is quite time-inefficient)

    idk i'd love to see ppl tackle this?

    i don't think there's a plugin command to swap .obj models, so currently you really do need to use pages to animate it like this. which means you can't animate the player. with a plugin command you could at least use a common event to act as a makeshift "sprite manager" and cycle walking / running animations when these apply, etc

    What you CAN do is hide the player and have a dummy event copy the player's location but that's kind of... too much lol. probably not performant at all.

    anyway sorry for rambling and thanks for the awesome script once again.
  14. @JosephSeraph erm... good for now, great to see that the idea works, but...

    models were just added last update, and this plugin is being improved fast.
    As in, just compare how much thing was added already compared to the first version. And it was not that long ago.
    Much better fps-wise right away, animations and balloons, slopes, platform events, falling from edges, textures outside the tileset, different sides, compatibilities,
    and on the premium add-on dynamic lighting, alpha fog, skyboxes, and now models
    I may be even forgetting stuff.

    Pretty sure Dread will work on letting you use animated models soon. That would mean only one model that just does the animations you set when making them.
  15. Probably! I don't want to request something that possibly few people will use though, and I just have that oldschool RM2k3 mentality of "how can I do X thing within these rules/limitations?"

    So even if that never gets implemented (bc there's no interest / there are other priorities), the alternative already exists! It just takes some work and possibly some optimization. But there's no denying that dread works amazingly fast and well :))

    Wasn't even gonna share it tbh but I figured that if it worked for me, it could help someone else /o/
  16. Bug report with MOG_TreasurePopup.js
    mv3d pitch 90 0
    mv3d yaw 180 0
    mv3d dist 0 0
    DropItems just get a picture error, get a full png picture

    but at normal mode ,
    mv3d cameraMode perspective
    mv3d yaw 0 1
    mv3d pitch 60 1
    mv3d dist 5 1

    all just fine

    I don't know why ?
  17. Finally, I can make 3D dungeon crawlers in MV. Looks great.
  18. seaotter said:
    Bug report with MOG_TreasurePopup.js
    mv3d pitch 90 0
    mv3d yaw 180 0
    mv3d dist 0 0
    DropItems just get a picture error, get a full png picture

    but at normal mode ,
    mv3d cameraMode perspective
    mv3d yaw 0 1
    mv3d pitch 60 1
    mv3d dist 5 1

    all just fine

    I don't know why ?
    I should look into the specifics but I have something very similar!
  19. @seaotter @gRaViJa do you guys have an error message? preferably with console screenshot instead of just the error?
    I remember fixing the chrono engine treasures in the compatibility patch I did some work on for gravija (did I ever put it online besides sending it to you?), but those were a transformation of the events, and I admit the floating having a pause I have no idea why. This one I didn't check the code, but it seems to just be text on the screen like a message box...
  20. YoraeRasante said:
    @seaotter @gRaViJa do you guys have an error message? preferably with console screenshot instead of just the error?
    I remember fixing the chrono engine treasures in the compatibility patch I did some work on for gravija (did I ever put it online besides sending it to you?), but those were a transformation of the events, and I admit the floating having a pause I have no idea why. This one I didn't check the code, but it seems to just be text on the screen like a message box...
    Looked a bit more into it, and the issue on my end is smaller: the error was about a missing character file: treasurebattlertool.png. Adding a random file with that name solved it, but i'm not yet sure what that file is used for. Haven't seen it pop-up in any way.