MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 72 of 78 View original ↗
  1. EmeraldSpecter said:
    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.
    The full version of MV3D has a full lighting engine, so doing point lights is completely possible, and totally easy on top of that! I'd highly recommend it, as getting the full version will help support the plugin's development in the future!
  2. So I've been looking at this plugin and have been wondering if there is a abs system that I can use with this plugin to build a 3d action based rpg or something like that if there are any plugins please let me know thanks in advance
  3. What do you mean?
  4. Some good ABS were made with Rm2k / 2k3.
    Now just think, if none of them has support for Scripts or Plugins it is because they were made entirely with "Events".

    Good luck.
  5. Could you provide links to this information so that I may learn this new found knowledge
  6. The Rm2k / 2k3 keyboard systems have some differences from the RmXP (or higher version).

    But in general it is a matter of understanding the variables, try to do a little research using Google.
  7. @ultrahispeed I'm using Moghunter's Chrono Engine (has an ABS option), but you'll need to fix some bugs for it to work.

    Just curious about an idea I have: is there a way to lock the camera from following the character going south or north and only follow the character if it goes east or west?
  8. I have an issue that I hope someone familiar with this plugin can help with. When changing the camera angle while moving in a constant direction, the player sprite flashes between two different orientations. This happens because the sprite is trying to update its orientation to the new camera angle while the player is continuously holding down a movement key, causing the sprite’s direction to change. I hope that description made sense.

    Does anyone know a solution to this? The obvious fix would be to disable the sprite’s orientation change when the camera is rotated while moving. Kind of like how direction fix works in vanilla MV. I can’t figure out how to do this though. Any help is much appreciated.
  9. gRaViJa said:
    @ultrahispeed I'm using Moghunter's Chrono Engine (has an ABS option), but you'll need to fix some bugs for it to work.

    Just curious about an idea I have: is there a way to lock the camera from following the character going south or north and only follow the character if it goes east or west?
    You could run a parallel event that checks which direction the player is moving and stops targeting the player if he moves north or south.

    Btw if anyone else is struggling with my problem in the previous post, two things will mitigate the issue. Slower camera speed and pixel movement. It took both of them together to fully get rid of it. Would still be nice if someone knows a solution for people who don’t want pixel movement though.
  10. [dpost]@Rugman[/dpost]
  11. Shaz said:
    [dpost]@Rugman[/dpost]
    I thought I could cheat the rules by responding to a previous post but you’ve caught me red handed. Maybe this post is also breaking the rules. Please don’t fire me boss.
  12. hello there!,

    since has been a while, i would like to ask.... are you still planning to add 3d support for the battle scene ? , and would be on mv?
  13. Thank you for this awesome plugin Cutie. :rock-left: I've already posted on your website a couple times but I can't wait to get the full version next payday. :LZYwink:
    I know it's come up several times but are you planning to still or has anyone already made a compatibility update for this and MOGChronoEngine/MOGCharPoses (The frame fighting & sheet sizing)? I already made a temp workaround for the item drops but the character frame handling is still scuffed. If anyone could share their update that would be awesome otherwise I think I'm going to dig into it myself and see what I can do. Thank you!
  14. Are there any suggestions for moonlight settings? Is this a combination of fog, ambient, and light? I'm trying to get an idea for angles and perhaps subtle light.
  15. Is there a way to increase the amount of light sources on a map from eight? Whenever I add more than eight, the rest of the lights seem to not appear.
  16. shokteenik said:
    Is there a way to increase the amount of light sources on a map from eight? Whenever I add more than eight, the rest of the lights seem to not appear.

    Can you supply a bit more explanation? I have a map with at least 13 different light sources and I'm not having any issues.
  17. Hello ! I recently opted for the premium version in order to be able to insert 3D models from OBJ files, the thing is that on the demo, it works perfectly, but on the other hand, after updating my project , can't put 3D models, someone would know if something needs to be activated or is it because I started working from a demo version ?

    Edit: I created a new project to try, and indeed on a new project it works, so it comes from my project directly, how would I fix that?

    Edit AGAIN: Well, I found a solution, I just give it in case someone looks for the answer on the forum:
    First you have to deactivate mv3D then delete it in the modules manager. Then you have to delete MV3D in the plugins folder.
    And there then it is enough simply to put the new version of MV3D and to activate it in the module manager.
  18. Does anyone know how to get Lighting/Fog to use RGB values (and variables) instead of hex? While the documentation doesn't mention anything about using RGB values, there are parts in the plugins code that do use "0,0,0,0" RGB values and using hex values isn't a viable option at the moment for certain situations that I'm doing.

    EDIT

    I managed to get some help regarding this. In this example below, I'll be setting the Fog.

    First, use three Control Variables with what values you want (0 to 255) for Red, Green and Blue. Next, use a Script Call with the following code (Change XXX, YYY and ZZZ to the Variable ID's being used).

    function componentToHex(c) {
    var hex = c.toString(16);
    return hex.length == 1 ? "0" + hex : hex;
    }
    function rgbToHex(r, g, b) {
    return "#" + componentToHex(r) + componentToHex(g) + componentToHex(b);
    }
    let hexColour = rgbToHex($gameVariables.value(XXX),$gameVariables.value(YYY),$gameVariables.value(ZZZ));

    mv3d.command('fog',hexColour,10,30,180);

    The last 3 values are for Start Distance, End Distance and Transition Time (180 = 3 second). You can use a mix of standard values and/or variable calls (eg = 10, $gameVariables.value(1), $gameVariables.value(3)).
  19. any idea how to completely disable diagonal camera in first person ?