MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 75 of 78 View original ↗
  1. Is this what you meant?
    mv3d.blendCameraYaw.targetValue(300,1), but I think this is what you are looking for.

    mv3d.blendCameraYaw.targetValue()===300
  2. Hi there, I was wondering if anyone could help me with a problem I've been having. When using first person mode and controlling with mouse in the latest version of MV3D, my character's controls swap every time I turn my head with the mouse to face a new direction. I am using SAN_AnalogMove for my analog movement during the regular top-down portions of my game, could there be a conflicting problem with that?
  3. Mobiusco said:
    Hi there, I was wondering if anyone could help me with a problem I've been having. When using first person mode and controlling with mouse in the latest version of MV3D, my character's controls swap every time I turn my head with the mouse to face a new direction. I am using SAN_AnalogMove for my analog movement during the regular top-down portions of my game, could there be a conflicting problem with that?
    move mv3d to below SAN_AnalogMove in the plugin manager.

    This is a common issue, any plugin that changes controls tends to rewrite the direction keys. And mv3d itself also rewrites the direction keys so directions fit the camera angels.
    So mv3d needs to be lower in the plugin manager os its changes are added to the other plugin's, instead of overwritten.
  4. YoraeRasante said:
    move mv3d to below SAN_AnalogMove in the plugin manager.

    This is a common issue, any plugin that changes controls tends to rewrite the direction keys. And mv3d itself also rewrites the direction keys so directions fit the camera angels.
    So mv3d needs to be lower in the plugin manager os its changes are added to the other plugin's, instead of overwritten.
    I tried moving it to the bottom of the plugin manager and I still have this issue, maybe there is a compatibility problem with San_AnalogMove and MV3D? I'm using the latest version of both, here's a screenshot of the event I'm using to go into first person mode.
  5. Mobiusco said:
    I tried moving it to the bottom of the plugin manager and I still have this issue, maybe there is a compatibility problem with San_AnalogMove and MV3D? I'm using the latest version of both, here's a screenshot of the event I'm using to go into first person mode.
    MV3D 8.2.2? People sometimes download an older version thinking it is the newer.

    Did you remember to save before testing the change on the plugin manager? So many times a change I did didn't work at first because I forgot to save, and for some reason MV asks to save before testing if you change the map or database but not the plugin manager...

    If even then it doesn't work, then yeah, then there may be an actual compatibility issue
  6. Sorry about the delay, yes I have MV3D 8.2.2 and I have double checked that I saved and MV3D is at the bottom, but it still has the same problem. Would anyone be able to look at the code for SAN_AnalogMove and see if they can maybe spot the issue? Having an analog movement system is very important for my game and this plugin works the best for my needs, so I would really like to be able to use it.
  7. Ah, I only took a quick look at the code but I think I can get the issue.

    Most control and pixel movement plugins seem to mostly change the basic controls, through
    Game_Player.prototype.getInputDirection.
    It is also what mv3d changes to adapt the direction to the camera angle.

    SAN_AnalogMove does not use this, it writes its whole new system to use instead. Oh, the default code is still running in there, but it is canceled by AnalogMove and its own system does the moving instead.

    Would need a compatibility patch made, but not a big one. Just adding input_mv3d.blendCameraYaw.currentValue() to the direction the control would usually move. It is in degrees, so it needs to be converted to radians.

    I didn't test this, but I think it should do it. Please tell me if it works (save in a .js file and put it as a plugin bellow both SAN_AnalogMove and mv3d):
    JavaScript:
    var _mv3d_SAN_AM_PlayerMover_updateVelocityByInput = PlayerMover.prototype.updateVelocityByInput;
    PlayerMover.prototype.updateVelocityByInput = function() {
        _mv3d_SAN_AM_PlayerMover_updateVelocityByInput.call(this);
        if (!mv3d.isDisabled()) {
            var velVecLen = this._velVec._len + 0.0;
            var velVecDir = (this._velVec._dir + Vector.degToRad(mv3d.blendCameraYaw.currentValue()))%(Math.PI*2);
            this._velVec = Vector.polar(velVecLen, velVecDir);
        }
    };
  8. Alright so I tried it and here's what happened. The controls work fine when facing forward or backwards, but they invert when you turn the camera to the right or the left. Here's a video showcasing this, I press W, S, A, and D and I go forward, backwards, left and right just like normal. I then turn the camera to the right and do the exact same thing and W now sends me backwards, S sends me forwards, etc.[embedded media]
  9. Mobiusco said:
    Alright so I tried it and here's what happened. The controls work fine when facing forward or backwards, but they invert when you turn the camera to the right or the left. Here's a video showcasing this, I press W, S, A, and D and I go forward, backwards, left and right just like normal. I then turn the camera to the right and do the exact same thing and W now sends me backwards, S sends me forwards, etc.[embedded media]

    I see.
    But if that is all that is wrong, this is great progress.
    Let's try subtracting the camera yaw instead of adding now:

    JavaScript:
    var _mv3d_SAN_AM_PlayerMover_updateVelocityByInput = PlayerMover.prototype.updateVelocityByInput;
    PlayerMover.prototype.updateVelocityByInput = function() {
        _mv3d_SAN_AM_PlayerMover_updateVelocityByInput.call(this);
        if (!mv3d.isDisabled()) {
            var velVecLen = this._velVec._len + 0.0;
            var velVecDir = (this._velVec._dir - Vector.degToRad(mv3d.blendCameraYaw.currentValue()))%(Math.PI*2);
            this._velVec = Vector.polar(velVecLen, velVecDir);
        }
    };
  10. Just tried it, everything works perfectly now, thank you so much for the help :) . Controls are consistent in all directions. Just one question, am I able to look up or down with the mouse, and if yes, how so? I haven't explored MV3D's options all that much yet.
  11. Not sure. In third person you can set it to control the camera with the mouse but never tried in first person.
    That said, the way it is implemented in third person is not my favorite. Every movement of the mouse changes the camera, not when you hold a key or something.

    But I do know someone named AmalgamAsh once made a plugin to improve controls on a gamepad, maybe that would help?
  12. I having a problem them when i dash my character go though walls i dont know if is a problem with the plugin our rpg maker mv, has anyone encouter this problem too?
  13. Hello, not sure if this has been answered already but I keep getting this error on startup and I haven't found a way to fix it. I tried on both just the demo and on my own project. Mycurrent rpg maker mv version is 1.5.1 29629762392.png
  14. FlickerBee said:
    Hello, not sure if this has been answered already but I keep getting this error on startup and I haven't found a way to fix it. I tried on both just the demo and on my own project. Mycurrent rpg maker mv version is 1.5.1View attachment 245845
    It only works on rpg maker 1.6.1 and above (well, technically 1.6.2 is the exact same thing anywhere but in japan, all it had as a change from 1.6.1 was a japan-exclusive feature removed)
    That is because it requires features of javascript ES6, something that was only added properly on those versions.
  15. YoraeRasante said:
    It only works on rpg maker 1.6.1 and above (well, technically 1.6.2 is the exact same thing anywhere but in japan, all it had as a change from 1.6.1 was a japan-exclusive feature removed)
    That is because it requires features of javascript ES6, something that was only added properly on those versions.
    Thank you so much!
  16. YoraeRasante said:
    @Dread_Nyanak and @Zekken and whoever else said they wanted SRD's Character Creator Ex compatible with this...
    I did it! It was complicated, stressed me for a bit and everything, but now I tested it and I'm pretty sure all CCEx does on normal sprites this one allows with the 3d characters.
    It was not easy, but actually doing it is so satisfying...

    I put all CCEx plugins, that is SuperTools, the original and my enhancement plugin (but I'm pretty sure you won't need it), above mv3d, and this one bellow it.
    it isn't working, it keeps giving me the error message Cannot read property "hasSetImage" of undefined
  17. are you putting my plugin bellow both character creator ex and mv3d in the plugin manager? Because plugin order matters in rpg maker, and this error seems to be from something my patch checks from those two that is not there.

    else... something from the more recent versions, maybe? There have been some time since I made it...
    I'll have to look into it later.
  18. Not sure why this issue is happening but I'm using MZ3D and Visustella Events Movement Core and for some reason the plugin command that allows you to add icons to events does not work with MZ3D on. It doesn't produce an error in the console or anything, just no event icon shows up.
  19. JaderGamerStudios said:
    Not sure why this issue is happening but I'm using MZ3D and Visustella Events Movement Core and for some reason the plugin command that allows you to add icons to events does not work with MZ3D on. It doesn't produce an error in the console or anything, just no event icon shows up.
    Why it happens is: MZ3D, as well as MV3D, makes a 3d model of the map and shows it instead of the 2d one. The 2d one is still there, but invisible and covered by the 3d one.

    That means any visual effects that would affect the 2d map need to be adapted to the 3d one, or they will either not be visible at all, be under the map, or over the map like a hud.

    If over the map like a hud there is a chance it may still appear properly, after all mv3d had screen position aliased from the very early versions so things like Yanfly's Message Core could position the message box over the player and events. But if it is set on the same layer as the map... then no, it won't show up unless someone made a patch.
  20. YoraeRasante said:
    Why it happens is: MZ3D, as well as MV3D, makes a 3d model of the map and shows it instead of the 2d one. The 2d one is still there, but invisible and covered by the 3d one.

    That means any visual effects that would affect the 2d map need to be adapted to the 3d one, or they will either not be visible at all, be under the map, or over the map like a hud.

    If over the map like a hud there is a chance it may still appear properly, after all mv3d had screen position aliased from the very early versions so things like Yanfly's Message Core could position the message box over the player and events. But if it is set on the same layer as the map... then no, it won't show up unless someone made a patch.
    ohh okay that makes more sense now, thanks!