MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 71 of 78 View original ↗
  1. Most of the times when someone asks why the game laggs with mv3d its because of to many events on a map. You can have thousands of models if they are not to high poly on a single map without any laggs. The most time I ran into performance issues then it was cuz of way to many events. Reduce the amount and try to split your bigger maps into smaller ones.


    How do you swap the model? What's the command?
    use the model(filename.obj) function for that you can swap to any model in your folder back and forth
  2. Update version 0.6.5
    ✔️MZ3D and MV3D now build from the same code base, ensuring feature parity
    ✔️Added "base height" configuration option
    ✔️Sprite offset now changes dynamically with camera angle
    ✔️fix relative pixel texture coordinates on second half of B+ tilesheet
    ✔️allow relative texture coordinates for events with tile graphic
    ✔️fix player with 3d model crashing on transfer
    ✔️fix camera not following disabled characters properly
    ✔️ fix broken animated tiles in mz3d
    ✔️ fix pixel textures for cross shape


    mostly bug fixes, but I changed a lot of the back end stuff so developing for both MV and MZ should be easier now.

    The new version of the plugin can be found at itch.io or patroen. There is also now a free demo of mz3d available on itch.io.
  3. Not sure if this has already been asked, and searching has a been a bit fruitless, but can this be used with things like the old PVGames High Fantasy tiles/characters? I'm not sure what sort of limitations there might be on character heights and whatnot for this, if any. One would need to scale the tiles up for MV's editor and use Change Tile Size to reduce them back down to their original 32x32 quality too, which I am unsure is compatible with this plugin.
  4. PsychicToaster said:
    Not sure if this has already been asked, and searching has a been a bit fruitless, but can this be used with things like the old PVGames High Fantasy tiles/characters? I'm not sure what sort of limitations there might be on character heights and whatnot for this, if any. One would need to scale the tiles up for MV's editor and use Change Tile Size to reduce them back down to their original 32x32 quality too, which I am unsure is compatible with this plugin.
    How would you go about buildings as such? You can't use all the premade buildings and such probably as the perspective would be off? I'm doing the same as your idea except with Time Fantasy instead of PVGames resources. I don't see too much issues with characters, ground tiles etc. But the building would be made from scratch with the existing graphics as bases for textures etc. That's what I did at least. Example result:

    enikogameplay1.png
  5. gRaViJa said:
    How would you go about buildings as such? You can't use all the premade buildings and such probably as the perspective would be off? I'm doing the same as your idea except with Time Fantasy instead of PVGames resources. I don't see too much issues with characters, ground tiles etc. But the building would be made from scratch with the existing graphics as bases for textures etc. That's what I did at least. Example result:

    View attachment 173560
    Oh this is with the OLD High Fantasy stuff xD back when it was all tile-based. Not the Medieval packs which had the premade buildings. But if Change Tile Size works with the MV3D plugin, then I am golden! I wanted to do a first person Might and Magic/Ultima Underworld type game with them and this plugin.

    I love what you're doing, can't wait to see more of that ^^
  6. Is there a way to have semi transparancy in character sets in MV3D? Semi transparancy works without MV3D but with it looks like this: (sun beam on top is what it looks like as a character set, there's no semi transparancy so it looks weird, the left is how it should look like with semi transparancy, that's a picture, but i can't use pictures in this case):

    Screenshot 2020-12-31 at 11.46.33.png
  7. EDIT: Solved. I forgot I was making the character transparent when switching to first person. My bad.
    Is it just me or does it seem like the lamp and flashlight for the player character do not work in first person in MZ3D? First image shows it working but second image is if I enter the same cave in first person. I'm testing this in the MZ3D supplied project.
    lampworking.PNGlampnotworking.PNG
  8. I noticed that when using the tileset, SF Outside, the grass tile (set A, tile 2,0) and applying a height, the block that is displayed is the wrong view. I am using the mv3d 0.6.5 version of the program.

    2D view
    2dview of map.PNG

    3D view (the results)
    3dside view.PNG
  9. cuzisaidso said:
    I noticed that when using the tileset, SF Outside, the grass tile (set A, tile 2,0) and applying a height, the block that is displayed is the wrong view. I am using the mv3d 0.6.5 version of the program.

    2D view
    View attachment 174704

    3D view (the results)
    View attachment 174706

    Fixed my own error.

    I copied the notes from Outside to SF Outside, not paying attention to the fact that I need to change the following

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

    A2,0,0:side(A4,0,0)
  10. This is one of the best plugins ever! I have a question and I hope this is the right place to ask: I read that If you have the patr3on version you can import 3D objects, that's great but is it possible to actually have a 3D obj as the player itself? (Eg avoid using 2d sprites)
  11. I can't make Qmovement work properly with the plugin, even though it should work since 0.5. I'm getting relative movement to the 2d camera,(and not the 3d one) so if I move the camera, say, 180º, controls are inverted. Also, diagonal movement is broken, even if I disable the one in mv3d's plugin menu.
  12. Thank you for the newest update :)
  13. Does MZ3D have 3D obj support like MV3D? I own both plugins however, I noticed the MZ sample project is a lot smaller with no 3D test maps specifically.

    I can get 3D objects to load in MV but not MZ.
  14. bug report:
    the A+D turn with movement option does not work in Isometric or 3rd person view mode.
  15. Hi there,

    New to this plugin. Does anyone have any idea why my maps look like this? I haven't touched the default settings.

    Screen Shot 2021-02-25 at 9.09.35 AM.pngScreen Shot 2021-02-25 at 9.07.03 AM.png
  16. Is there any way to make the ceiling slope so you dont end up with this happening?
  17. I'm not sure if this would be considered a bug, but I noticed that the scroll map function doesn't work when mv3d is enabled.
  18. Mv3d users would like to know if this render is capable of supporting something like this.forest-full-art-selesnya-gk1_09v4cgd.jpg
    i am building something very similar in blender and then bring it to MV3d, Of course I will limit myself to try not to overload the areas.
  19. This is a really long thread so I haven't gone through all the pages to see if this has been asked already... apologies if it has.

    I haven't used this plugin, yet, but I'm interested. I use MV and have eyeballed using this in a project but wanted to know if anyone has used a lighting plugin with MV3D (or MZ3D) at this point?

    I'd be looking at more along the lines of keeping the screen darkness aspect with each of the light sources being a "round" source rather than a "cone" like a flashlight.