MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 74 of 78 View original ↗
  1. Somebody help me
    I am making Slopes but this error appear..
    nw_bVM534iI8E.png
  2. Hello!
    I'm sorry if the question was already asked, but I would like to know It's possible to disable the plugin by default for all the maps of a game, and enable just for one map?
    Thank you.
  3. Poupouille said:
    Hello!
    I'm sorry if the question was already asked, but I would like to know It's possible to disable the plugin by default for all the maps of a game, and enable just for one map?
    Thank you.
    put in the map note that you want disabled:

    <mv3d>
    disable()
    </mv3d>
  4. TsukiTheLunatic said:
    put in the map note that you want disabled:

    <mv3d>
    disable()
    </mv3d>
    I do it the other way round, disable it by default and use a note tag for the maps I want it to be enabled.
  5. Aerosys said:
    I do it the other way round, disable it by default and use a note tag for the maps I want it to be enabled.
    you are right is a more practical solution if he plans to have the default as 2d.
  6. Perfect, it works!

    I would like to redo that I made with my old FPLE plugin (that doesn't work well now):
    unknorrrwn.pngunknown.png
    I made a sort of maze map in Doom style.

    The map is very simple: only two textures (wall and floor), a door and a character that you can meet.

    But I can't find the good settings with this mv3d plugin.

    In exchange of a tip, someone would be interested in helping me to do these settings in a project?

    Send me a private message if you are interested. Thanks!:smile:
  7. Poupouille said:
    Perfect, it works!

    I would like to redo that I made with my old FPLE plugin (that doesn't work well now):
    View attachment 228555View attachment 228556
    I made a sort of maze map in Doom style.

    The map is very simple: only two textures (wall and floor), a door and a character that you can meet.

    But I can't find the good settings with this mv3d plugin.

    In exchange of a tip, someone would be interested in helping me to do these settings in a project?

    Send me a private message if you are interested. Thanks!:smile:
    Hello! How did you make the lights stay in one position? When I move my character in 1st person mv3d the player light and event lights moves around the screen. Would really appreciate any help <3 :)

    EDIT: I guess you use the mv3d lights.. it lags for me so I try to make ocrams lights work with mv3d.. but doesn't work at the moment. Thanks anyway :)
  8. Hello, the two screenshots you see are from rendering with the FPLE plugin.
    These are the default settings.
  9. when the animation of opening the door changes the perspective of the camera this arrow changes its position (it should be pointing to the door) does anyone know how to solve to make it point to the door when the animation plays?
    1655306807922.png
  10. Is there any way to make it completely dark without a light source? I'm trying to make a really dark dungeon where you need to carry a lantern, but can't figure out a way.

    Edit: I solved the problem. You just set sun and ambient to black. I was already doing this, but it wasn't doing anything. Turns out that saving locks in maps lighting, so I had to change areas for it to take effect 0.o
  11. is posible make work Qabs on MV3D? i really trying to make work but dont show projectiles or some things
  12. Has anyone else experienced a pretty sever drop in performance when upgrading to a newer version of MV3D? And, if so, how did you get around/solve the framerate issue?

    In my case, it was a pretty big upgrade. I have been using MV3d ver. 0.6.3 for a very long time because I had already invested so much time into my mapping before the .OBJ model flipping was fixed, and I didn't want to have to go through dozens of maps to fix the events and maps if I upgraded, so I just kept using 0.6.3, which had been totally fine up until recently. Using 0.6.3, I was stuck with only being able to use 8 total light sources/events on any map, no matter how large or small. So I finally decided with the latest update 8.2.2 to go ahead and put in the time to upgrade and then go through and 'fix' my entire game with the models now all being reversed/mirrored. The problem is that now the performance is just horrendous, pretty much on any sized map.

    Here is the performance of the game using MV3D ver. 0.6.3 on a 251x251 map with various other buildings and assets to load, AND fog/rain running:

    Clarion Call - 0.6.3

    And here is the game running with MV3D ver. 8.2.2 on a 50x50 map with no weather effects running. I took a chunk of the OG map and made a smaller version after the performance tanked so badly, but even on a 50x50 map it doesn't seem to have helped.

    Clarion Call - 8.2.2

    Did anyone else experience this? If there's no way around this issue then I can roll back to 0.6.3 but since smaller dark areas do look so much nicer with the real-time shadows and also being able to use more than 8 total lights in an area, I would prefer to be able to just use 8.2.2 :p - any help would be greatly appreciated!
  13. Hello people!

    I've experienced a dilemma that I cant seem to find a way around and was wondering if anyone had any ideas. My plan for the game uses two main plugins: Mv3d (obviously) and the tactics system. They're not compatible in the sense that the UI never appears BUT you can hear the sounds of the UI when you try to navigate it like normal. That leads me to 2 potential reasons, Camera or graphical.

    Now if there is anyone who can shed some light on this and or how to fix it I would be immensely grateful. Now, through testing it simply turning off the m3vd plugin entirely and loading into the battle map works so if there was a way to event it to turn off and on at times that would be a god send. If there was also a way to potentially change the camera/controls back to normal I could test if its camera related too. OR if its related to the 3d rendering (which I doubt) an option to turn it off and on might fix it too.

    But to give some insight I've made a basic battle map to display what's going on here.

    The first picture is Mv3d on and the second without.

    I'm unsure if Mv3d affects UI related stuff either.

    I know I'm asking a lot if you have to engineer one of these changes into the game so one guy can use both plugins but you would be saving me the heartache of choosing between them. ESPECIALLY Since I bothered to learn blender to model stuff (ABSOLUTE NIGHTMARE I HATE MODELING).

    Example of something I modelled added for taste.

    THANKS AGAIN.
  14. Delinux said:
    Hello people!

    I've experienced a dilemma that I cant seem to find a way around and was wondering if anyone had any ideas. My plan for the game uses two main plugins: Mv3d (obviously) and the tactics system. They're not compatible in the sense that the UI never appears BUT you can hear the sounds of the UI when you try to navigate it like normal. That leads me to 2 potential reasons, Camera or graphical.

    Now if there is anyone who can shed some light on this and or how to fix it I would be immensely grateful. Now, through testing it simply turning off the m3vd plugin entirely and loading into the battle map works so if there was a way to event it to turn off and on at times that would be a god send. If there was also a way to potentially change the camera/controls back to normal I could test if its camera related too. OR if its related to the 3d rendering (which I doubt) an option to turn it off and on might fix it too.

    But to give some insight I've made a basic battle map to display what's going on here.

    The first picture is Mv3d on and the second without.

    I'm unsure if Mv3d affects UI related stuff either.

    I know I'm asking a lot if you have to engineer one of these changes into the game so one guy can use both plugins but you would be saving me the heartache of choosing between them. ESPECIALLY Since I bothered to learn blender to model stuff (ABSOLUTE NIGHTMARE I HATE MODELING).

    Example of something I modelled added for taste.

    THANKS AGAIN.
    Have you tried conditional branch with a script call[ $gameParty.inBattle() ]to disable mv3d when entering a battle ?
  15. riceyo84 said:
    Have you tried conditional branch with a script call[ $gameParty.inBattle() ]to disable mv3d when entering a battle ?

    I'm no script expert but, doesn't that just detect that the party entered battle? how would that turn off Mv3d unless there's something I'm missing.
  16. Delinux said:
    I'm no script expert but, doesn't that just detect that the party entered battle? how would that turn off Mv3d unless there's something I'm missing.

    Each map of the battle you add disable?
    1658981122607.png
  17. riceyo84 said:
    Each map of the battle you add disable?
    View attachment 235949

    TO THINK IT WAS THAT EASY...

    Thank you sooo much, I didn't even know this was a thing. Definitely adding a npc called Riceyo in the game as a subtle nod of thanks, (Though I wont if you ask me not to). Certainly saved me a lot of heartache, cheers mate.
  18. It’s actually khanh1984. I usually hang around on the discord of cutie virus. If you are still having some headaches, I have a website with some models that can be handy for your game.
  19. Hello everyone.

    Does anyone know if we can prevent the camera from showing the black borders of the map? I want to move into 3D but I don't want my maps to look like boardgame tables, you know? The way the camera works on regular 2D prevents showing the black empty spaces all around. MV3D always shows the undesired darkness even on large maps. Is there a way to prevent it? I'm so close to convert my entire project.
  20. Hello!

    I want to do conditional brach with current value of yawcamera.

    mv3d.blendCameraYaw.currentValue()=300 or something like that. How script like this would look like?

    Thanks in advance.