MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 67 of 78 View original ↗
  1. it was a random name used on the enemies when turned into treasures to tell chrono engine to take the treasure's icon instead of an actual character. but...

    Funny, this seems to be a separate map plugin right? wonder if he used the same name just to reuse the code...

    The one for the chrono engine enemy treasures instead of treasure chests like this one still works fine, I hope?
  2. As far as I can tell it works fine like that :)
  3. In a future update, can you consider using the mouse to change the function of the game's 3D angle? Just like this FC 3D simulator.

  4. Hello everyone!
    I am very proud to present the Environment System Pro v2.0

    A real evolution has happened since the last version and, for this reason, I decided to call it the Pro version.
    Watch and discover all the possibilities it has to offer!




    A big hug!
  5. CoopNinjask said:
    Hello everyone!
    I am very proud to present the Environment System Pro v2.0

    A real evolution has happened since the last version and, for this reason, I decided to call it the Pro version.
    Watch and discover all the possibilities it has to offer!




    A big hug!

    Am I dreaming? This is really really awesome! I'm seriously thinking on using this in my project even if I have to redraw many sprites
  6. Gargoyle77 said:
    Am I dreaming? This is really really awesome! I'm seriously thinking on using this in my project even if I have to redraw many sprites

    I bet it will save you A LOT of work and the result will be exceptional! :awink:
  7. CityChicken.png
    pretty nifty so far, wonder how many polygons until the engine explodes
  8. DaveHolmes said:
    View attachment 154613
    pretty nifty so far, wonder how many polygons until the engine explodes
    It's amazing~ How do you achieve the shadow of your building?
  9. seaotter said:
    It's amazing~ How do you achieve the shadow of your building?
    The plugin does that, no engine issues so far, dozen buildings loaded, tried to stress the engine by putting in a building with 60k polys and its having no issues.
  10. DaveHolmes said:
    Like I said the plugin does it, so long as your object is textured the plugin will automatically apply shadows
    do you mean " Dynamic Shadows. " ?

    so you are use "mv3d-patreon" ?

    my download demo files at https://github.com/Dread-chan/MV3D

    I no see any about object Shadows at demo files, can you get me a picture ?

    thank you.
  11. @seaotter dynamic shadows are a feature of the paid version, yes.
  12. gRaViJa said:
    @seaotter dynamic shadows are a feature of the paid version, yes.
    How to pay it and take paid version ?
  13. 01. If I buy the paid version, paid version to update, Do need I will paid two times ?
    02. have Demo file for paid version ?
  14. Ok i can fix it
  15. It's a bit of a pain to get the overworld tiles to look acceptable, but I managed to add some nifty shadows to the autotiles by adding fringe(0.1) to them. The only problem is it has to be in orthographic view with no yawing (pretty much the default MV view), or else everything will look flat. The tiles also look like they're floating a little bit, but that's a minor gripe.

    NIdnxuh.png

    I also figured out how to create a forest using a combination of tiles and offset events, but then each tree will have a shadow and would likely cause performance drops if there were hundreds of these on a map.

    YQhukBf.png

    It looks pretty cool though.

    Fu35AZq.png
  16. hey there ! ,cause, i know you were already working around the battle scene.... i wanted to look for some kinda 2.5 battle scenes examples if thats somehow usefull to show how developers aproach that problem and solved it on diferent ways, if it helps somehow as an inspiration ^^

    this one, is from star renegades , moghunter have a kinda similar effect posible on one of his plugins, still not the same resault cause that cant fake the perspective on spriteshets "you know, the far character one been smaller and that kinda stuff", and the shadows and the correct floor, but, this is a nice looking example of one

    this one is from playstation, suikoden 2, this battle scene do involve 3d models, actually this is the perspective one im using on my game, still would preffer a bit less isometric angle on camera but, this is another example

    and bout old games, i found quite curious the way golden sun manage to solve that problem, was quite sad a guy who was developing a battle scene inspired by golden sun not made an update around it.......

    or similar to golden sun ones, and a old game one would be


    i dont know, wich way would you chose on the development, is hard to say without a deep understanding or what could be factible,but i hope this one could be helpfull to see some ways developers aproach the problem with diferent solutions ^^ , 2.5 turn battle games are a place not a lot of developers has explore well, cause the just jump from 2d to 3d on the process, but things as octopath traveler or even the next game from the suikodens developers show how awesome could be this artistic choice to explore, for the people who dont know already the suikoden-kinda one, take a loot at this !
  17. This is looking amazing, very well done! There isn't a lot of info regarding the importing of 3D models though. What is the max polygon count for a 3d model? What is the max size for textures? (or at least the max before the game starts running slow), also, is it possible to implement animated textures on the objects and textures with alpha?
    Also will it be possible to implement animated rigged 3d models?

    Thank you!
  18. For those who are following the development of the Environment System, take a look at Battle!