So any more information on the Altimit plugin compatibility? i updated my files and installed it, i still encounter issues in game with it, I.E the camera rotation glitches out the WSAD movement keys and the W key will keep making you walk north even if you change camera angles
MV3D - 3D rendering for RMMV with Babylon.js
● ARCHIVED · READ-ONLY
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For those who are following the development of the Environment System, a new video just came out!
Thank you! More music is needed.
On an unrelated note, I can't figure out the proper notetag for a rock tile on C. What I have is
Spoiler// rocks
C,0,8:shape(cross)
But the rock remains flat. It's in the first row of the eighth column of C (eight down, zero across). -
Thank you! More music is needed.
On an unrelated note, I can't figure out the proper notetag for a rock tile on C. What I have is
Spoiler// rocks
C,0,8:shape(cross)
But the rock remains flat. It's in the first row of the eighth column of C (eight down, zero across).
I'm glad you liked it! ^^
I'm not in my PC right now.
I'll take a look and give you a configuration for the rock.
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A new update has been released, coming from version 0.6.4 of MV3D.
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Considering that this plugin has 360 degree mouse camera movement now, would it be possible to have some sort of 360 degree projectiles capable of interacting with events and possibly walls with a dedicated shoot button, or would this be too difficult to implement? Or maybe some sort of hit-scan system (would this be easier, harder to do?)? Possibly both?
This would result in huge amounts of possibilities. From making Doom-clones to various types of first person action rpgs like System Shock or Deus Ex to Zelda-clones with the ability to shoot arrows and boomerangs in various directions, and probably much more. -
Hey, sorry if this has been asked already, but is there a way to offset the camera so that it could look over the sprites shoulder?
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A new Environment System update was released!
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Made bad rain.
Rain
Code:I took the rain from mog weather and put it in MV3D folder named Rain. Can create it with script call mv3d.createRain();mv3d.createRain = function () { var coreSphere = BABYLON.MeshBuilder.CreateSphere("coreSphere", {diameter: 0.01, segments: 1}, mv3d.scene); coreSphere.x = 52; coreSphere.y = 47; coreSphere.z = 20; var boxEmitter = new BABYLON.BoxParticleEmitter(); boxEmitter.minEmitBox = new BABYLON.Vector3(-50, 0, -50); boxEmitter.maxEmitBox = new BABYLON.Vector3(50, 0, 50); var particleSystem = new BABYLON.GPUParticleSystem("Rain", 45000, mv3d.scene); particleSystem.particleTexture = new BABYLON.Texture("/img/MV3D/Rain.png", mv3d.scene); particleSystem.color1 = new BABYLON.Color4(0.7, 0.8, 1.0, 0.5); particleSystem.color2 = new BABYLON.Color4(0.7, 0.8, 1.0, 1.0); particleSystem.colorDead = new BABYLON.Color4(0.7, 0.8, 1.0, 0.1); particleSystem.minLifeTime = 0.5; particleSystem.maxLifeTime = 0.5; particleSystem.minSize = 0.2; particleSystem.maxSize = 0.8; particleSystem.emitter = coreSphere; particleSystem.particleEmitterType = boxEmitter; particleSystem.emitRate = 15000; particleSystem.blendMode = BABYLON.ParticleSystem.BLENDMODE_STANDARD; particleSystem.gravity = new BABYLON.Vector3(0, -1.81, 0); particleSystem.minEmitPower = -250; particleSystem.maxEmitPower = -500; particleSystem.start(); mv3d.rain = coreSphere; mv3d.rainParticle = particleSystem; };
It has to follow player around with a parallel though as linking to map objects doesn't work right as y and z seems reversed, but the object I create and link it to that follows player works for some reason, put a wait between movement.
Code:To stop it completely do a script call ofmv3d.rain.x = $gamePlayer.x; mv3d.rain.y = $gamePlayer.y; mv3d.rain.z = $gamePlayer.z + 20;
Code:to stop and start temporarily domv3d.rain.dispose(); mv3d.rainParticle.dispose();
Code:to edit things mid playing you can edit the properties of mv3d.rainParticle and domv3d.rainParticle.stop(); mv3d.rainParticle.start();Code:though it doesn't really edit mid play and resets it, should probably increase speed if you want to do that stuff. The emitBox settings is the range of the rain, so -50 x, 0 z, -50 y and +50 x, 0 z, +50 y from player position, change it in file can't edit later or I didn't really care to try to edit it. Starting position of it is 20 z higher than player. No idea if there's any problems with it, it will still be there when you change maps but without parallel it will be at 0,0 corner. It also uses GPU rendering so shouldn't really lag at all?mv3d.rainParticle.reset();
EDIT: Did find a problem with saving, you can use this
Code:Just put switch you want to turn on while raining into it. It restarts so you could always switch to a faster particle call if you want. You do need to put the wait in the parallel to before the movement script, you don't need it low, 20 frames or even really high works, probably. Or you could add it to check every step taken instead of a parallel in Game_Player section.Game_System.prototype.onAfterLoad = function() { Graphics.frameCount = this._framesOnSave; AudioManager.playBgm(this._bgmOnSave); AudioManager.playBgs(this._bgsOnSave); if ($gameSwitches.value(1)) { mv3d.createRain(); } };
Have any other laymen/non-java experienced users figured out how to get this working? I've followed the instructions as best as I can, but there are clearly some bits that you must know that go unstated and I can't quite get this working.
What I've done:
1.)I've made the .js file with the code (named it mv3d-rain.js since there's nothing that specifies if it must be named anything specific)
2.)I have the Rain.png file in the img/mv3d folder.
3.)Here is where it gets muddy and I need clarification. I made a parallel event and labeled it " mv3d.rain". The quoted instructions don't say to do this, but there was a comment in the follow-up "Fog" guide about naming the parallel "mv3d.fog" instead of rain, so I get the impression that the event should be labelled as such. Let me know if this is an incorrect assumption. Now, I placed the Script call mv3d.createRain() into the Contents portion of the parallel event. This bogs down the game until it eventually just crashes after about 10 seconds. After a few different attemps, I tried using it as an action event with a swtch to toggle the rain on and off, but the Script call doesn't seem to work that way either. I've tried putting it in the Custom Movement box with the other script calls to place it at the player's location, with various different wait cycles, but again the game just got bogged down and crashed after a short bit, and no rain ever fell.
So, just how is this event meant to be configured? Does anyone just have a screencap of their event Contents or a simple step-by-step? Should the .js file be named something else? Any help would be appreciated, thanks ^^ -
I'm glad you liked it! ^^
I'm not in my PC right now.
I'll take a look and give you a configuration for the rock.
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A new update has been released, coming from version 0.6.4 of MV3D.
Thank you! This plugin is a bit confusing. Also, Paypal won't accepting my card, so I can't buy your music. -
Have any demo or video can talk me How to do ?
Because I can't find any example to import a obj to my game.
thank you.
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# Premium
## 3D Model importing
3D models can be imported using the model() function. For example, model(filename.obj) will load filename.obj from the models folder. -
@Dread_Nyanak, can we have more detailed info about using object models in premium version? Where to put the folder with object files? Main game directory?
Edit: I figured out that I need to put models (*obj files) in "models" directory located in main directory, but still, the instructions should be more precise I think. -
Have plugin command to enable/disable [Mouse Camera Control] ?
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How to do Sloping roof ? have any video can talk me that ? -
I'm having an issue with ceiling textures. Could be something I'm doing wrong or the ceiling may not have been
assigned to custom textures in the code. I can assign a texture to a tile and that tile will use the custom texture I assign, unless its used for ceiling on a map in which case it reverts to the original Rpgmaker tile texture.
I'm using this:
A5,0,11:texture(DDBrick2.jpg)
to assign custom texture in the tileset and it works fine for all tiles but ceiling.
I'm using this:
ceiling(A5,0,11)
to create a ceiling on the map and it works fine except for the custom texture.
All custom textures work fine, except for ceiling. -
A small teaser showing the Castle Entrance map in its final version.
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Here you can see my dilemma. Column "A" is the same tile as Ceiling "A", yet the column has the
proper texture and the ceiling does not, but retains the texture of the original Rpgmaker tile. -
How's the status on MZ3D Animation implementation? I'm REALLY excited to see Effekseer animations existing in real 3D space, but I think it'll likely be a lot of work / take a long while, especially since i think vanilla mz just renders animations on a separate layer with complete disregard for camera info and for mz3d you'd have to actually feed the animations with camera and coordinates, etc (and probably STILL render it on a separate layer with no actual visual collision with the maps z-coordinates) but anyway i'm very excited for this :))
btw this works explendedly on MZ. And I'm very pleased with the ability to pixelate the output! It's a great aesthetic, it saves on a lot of processing power and it's very versatile -
This plugin is useful.The 1st person mode is just what I need.
When I draw a dungeon,I do it like Pic1.
Can I make the wall like a fance?Like 4-dir passage setting,each tile has 4 fances on the E S W N,when I need the wall on one side,other sides have no wall.
With that,I can draw the map like Pic2.
If MV3D can accomplish this,I hope someone can teach me how to do. -
Can the player be a 3D model? It isn't necessary to be animated, but can the typical .PNG be replaced with an .OBJ?
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Hello, Dread_Nyanak.
I want to buy your premium plugin, but I wanna know if I will have to pay for the updates later on.
Thank you. -
Can the player be a 3D model? It isn't necessary to be animated, but can the typical .PNG be replaced with an .OBJ?
Yes its possible, your player can become a 3D Model that you can move around.
Since its still in development you dont have to pay for future updates according to the website.Hello, Dread_Nyanak.
I want to buy your premium plugin, but I wanna know if I will have to pay for the updates later on.
Thank you.