MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 68 of 78 View original ↗
  1. Creative Ed said:
    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!
    citytest3.png

    From what i have learned:
    i have yet to figure out a way for alphas to work, textured alpha or one built from the tileset does not work.
    The engine has a pretty wide model limit, i wouldn't try to load in anything too complicated, the scene above has 5-10k polygons per building.

    You can use a 3D character if you event it, think of it like stop frame animation though, you would need to import 20 models for each direction for a basic walk cycle, i opted to just stick with a 2D model and increase resolution.
  2. A problem I have is that Change Tileset doesn't work. The tileset that a map has when it's created can't be changed to a new tileset; for example, an Outside map can't change into an Inside map.
  3. Thanks for the reply! :)
    That's a pretty good amount of Polygons, it allows for a lot of detail, it's pretty impressive.
    I see, there's still a lot of room for improvement I see, the stop motion animation trick seems like it would become a bit cpu heavy over time. But it's a smart workaround. It'd be great if they could implement bone animations and textutes with alpha as well.
  4. Hey! I have a question...
    Will this marvelous plugin be ported to MZ?
    :rheh:
  5. Killuki Zaoldyeck said:
    Hey! I have a question...
    Will this marvelous plugin be ported to MZ?
    :rheh:
    Since MZ has been reworked to a new layer basis, I think it might be difficult to move to MZ.
  6. palatkorn said:
    Since MZ has been reworked to a new layer basis, I think it might be difficult to move to MZ.
    Don't say that :(

    Think what could be done in MZ thanks by the layers, easier bridges, floating levels, and probably more things! Also, maybe, just maybe, the map code doesn't change a lot in MZ and with couple of changes cutie can make it work there!

    I prefer a direct answer from @Dread_Nyanak :D
  7. I dont feel like paying for a bunch of plugins I already have so I'm fine with this staying right where it is on mv
  8. Are there plans to port this Plugin for MZ?

    I'm sure this question is already asked, but I was unable to search for "MZ" in this thread because the search term is too short :/
  9. @Aerosys it was asked just like 5 posts above yours :guffaw:
  10. 剪貼簿-1.png

    剪貼簿-3.png

    I am glad I purchased mv3d-premium.js today, and I pay $21 ( $1 As an encouragement to the author )

    But here I want to adjust it to be brighter, and then it feels like clouds are flying

    How should I adjust it?

    Can you help me?
  11. Notetags for events

    Spoiler
    Bridge floating in air............................ <mv3d:z(1.0),platform(true)>
    Lillypad floating on water....................<mv3d:elevation(0.2)>
    Chest.................................................... <mv3d:shape(sprite)>
    Signpost............................................... <mv3d:shape(tree)>
    Item....................................<mv3d:shape(xcross),texture(/img/tilesets/SF_Inside_C.png,5,4,1,2)>
    Item on counter.................................... <mv3d:shape(tree),alphatest(1),height(-0.3)>
    Item on wall.......................................... <mv3d:shape(fence),alphatest(1),y(-0.49),height(0.5)>
    Hole on wall.......................................... <mv3d:shape(wall),z(0),yoff(0.51),scale(1,1.5)>
    Hole in ground...................................... <mv3d:shape(flat),collide(2)>
    Door....................................................... <mv3d:shape(wall),z(0),xoff(-0.51),scale(0.9,1.3),rot(270)>
    NPC partially hidden in a bush............ <mv3d:scale(1.5,2),bush(false)>
    Glow of fire............................................ <mv3d:glow(1)>

    Notetags for tilesets

    Default Overworld
    <mv3d>

    A1,4-7,2-5:shape(xcross)

    B,0-1,11-12:shape(cross)

    </mv3d>

    Default Outside
    <MV3D>

    A2,6,1:shape(fence,false)



    A2,4,0-3:shadow(false)

    A2,7,0-3:shadow(false)

    A2,7,0-2:alpha(1)



    //grass cliff

    A2,0,0:side(A4,0,5)



    // waterfall

    A1,0,0:top(A1,.5,1.5),side(A1,1,1),inside(A1,31px,54px,31px,14px),depth(0.3),float(0.1)

    A1,1,1:top(A1,0,0),height(2)



    // water decor

    A1,2,0:fringe(0.2)

    A1,3,0:fringe(0.2)



    // pit

    A2,5,3:top(A2,5,3),side(A2,+24px,+1,1,24px),depth(0.5)



    // tree canopy

    D,0,0:top(A4,6,0),side(A4,6,1),height(0.5)

    D,0,1:top(A4,6,0),side(A4,6,1),height(0.5),bottom(D,1,1)



    // roof tiles

    D,1,0:top(A3,0,0),side(A3,0,0),height(0.5)



    // trees

    D,2,0:top(A4,6,0),side(A4,6,1),height(1),bottom(D,1,1)

    D,2,1:shape(cross),height(1)

    D,3,0:top(A4,6,0),side(A4,6,1),height(1.5),bottom(D,1,1)

    D,3,1:side(D,2,1),shape(cross),height(1.5)



    B,0-1,14-15:texture(B,0,14,2,2),height(2)

    B,1,15:shape(board)

    B,0,14:shape(8cross)



    // cactus

    B,6,21:shape(cross)



    // shrooms

    B,2,21:fringe(-0.3)

    B,3,21:fringe(-0.3)

    B,2,22:fringe(-0.2)



    // flowers

    B,0,12:fringe(-0.4)

    B,1,12:fringe(-0.4)

    B,2,12:fringe(0.1)

    B,3,12:fringe(-0.3)



    // bridges

    B,0-7,2: fringe(0.28)



    // slopes

    A5,0-7,3:slope(1)

    A5,0-7,5:slope(1)

    A5,0-7,7:slope(1)

    A5,0-3,3:side(A4,0,5)

    A5,4-7,3:side(A4,1,5)

    A5,0-3,5:side(A4,2,5)

    A5,4-7,5:side(A4,3,5)

    A5,0-7,7:side(A4,4,5)

    D,4,0:slope(1),side(+1,+0)



    // lamp post

    B,3,26: side(B,3,26,1,2),height(2)

    B,3,27: side(B,3,26,2,1),height(2)



    //misc

    B,0,10: shape(sprite)



    </MV3D>

    Default Inside
    <MV3D>



    // water

    A1,0,0:top(A1,24px,72px,48px,48px),side(A1,3,1),inside(A1,31px,54px,31px,14px),depth(0.3),float(0.1)

    A1,1,0:side(A1,3,1),inside(A1,31px,192px,31px,14px)

    A1,0,1:top(A1,24px,360px,48px,48px),side(A1,1,1),inside(A1,31px,342px,31px,14px),depth(0.3),float(0.1)

    A1,1,1:top(A1,0,1),height(2)

    A1,3,1:top(A1,0,0|alpha:0.5),height(2)



    // pit

    A2,4,3:top(A2,4,3),side(A2,+24px,+1,1,24px),depth(0.5)



    // objects

    C,0-1,25: model(goldbars.obj)

    C,2-3,25: model(silverbars.obj)



    </MV3D>

    Default Dungeon
    <MV3D>

    B,2,0:glow(1)

    A1,0,0:top(A1,.5,1.5,1,1),inside(A1,.5,1,1,20px),side(A1,1,1),depth(0.5),float(0.25)



    // slopes

    A5,0-7,3:slope(1)

    A5,0-7,5:slope(1)

    A5,0-7,7-10:slope(1)

    A5,0-3,3:side(A4,0,5)

    A5,4-7,3:side(A4,1,5)

    A5,0-3,5:side(A4,2,5)

    A5,4-7,5:side(A4,3,5)

    A5,0-7,7:side(A4,4,5)



    </MV3D>

    Region id heights:

    Spoiler
    cc.PNG
  12. Sorry to have to make such a dumb sounding question, but how do i set the camera to first person? thanks.
  13. Personthatsonthisnow said:
    Sorry to have to make such a dumb sounding question, but how do i set the camera to first person? thanks.
    ◆Plugin Command:mv3d cameraMode perspective
    ◆Plugin Command:mv3d camera target @Player 1
    ◆Plugin Command:mv3d pitch 90 1
  14. Hello! Having a blast with this.
    Is there a call to get the current camera angle?
  15. Not sure if this will fit into your project MV3D?

  16. I have two questions.
    1) Is there a script call for changing actor scale?
    2) Is there a way to control an event instead of the player?
  17. I read someones post about how they got this working in MZ.
    I tried it but it says "Reference Error shader Tilemap is not defined"
    I know this hasnt been ported to MZ but any chance this is a simple fix?
  18. Hey. I hope eveyrone is fine. I've been tinkering with MV3D and Alpha ABS. Has anyone had success with integrating casting animation outputs with MV3d?
  19. So there has been an update "Camera input 0.6.4" which supposedly adds "With mouse input, the camera controls similar to traditional fps games". Does this mean it would be playing as a normal 3D game? How could I test this new feature? This is the only thing that kept me from developing games using MV3D and purchasing the premium version :(
    resolved
  20. For those who are following the development of the Environment System, a new video just came out!