MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 77 of 78 View original ↗
  1. Hi everyone, I am having an issue with setting the skyball texture and was wondering if someone could guide me through it. What, for example, is the command to change the index for the skyball? Second, the game crashes if I simply run the skyball plugin command. I've noticed if I run the skyball command before the legacy command 'skyball enable', my game doesn't crash, only, the skyball doesn't appear. I'm having difficulty setting up the skyball with Galv's Auto Common Events plugin. My intended goal is to enable or disable the skyball dependent on what map the player is on. Please help.

    EDIT: In the console I noticed that 'skyball enable' tried to bring up enable.png in the parallaxes folder, so don't use that! :kaocry:

    Here's the full TypeError:


    Code:
    TypeError: Cannot set properties of null (setting 'uScale')
        at Skyballs.create (mz3d.js:49427:61)
        at Skyballs.apply (mz3d.js:49268:10)
        at Game_Interpreter.<anonymous> (mz3d.js:49121:12)
        at Game_Interpreter.<anonymous> (mz3d.js:44565:101)
        at PluginManager.callCommand (rmmz_managers.js:3114:24)
        at Game_Interpreter.command357 (rmmz_objects.js:11317:19)
        at Game_Interpreter.<computed>.<computed> (VisuMZ_0_CoreEngine.js:8881:183766)
        at Game_Interpreter.<computed>.<computed> (VisuMZ_1_BattleCore.js:19457:252530)
        at Game_Interpreter.<computed>.<computed> [as command357] (VisuMZ_1_MessageCore.js:2521:19798)
        at Game_Interpreter.executeCommand (eval at onScriptLoad (FOSSIL.js:1:1), <anonymous>:195:26)


    EDIT: Got it working for an autosave by adding a plugin command: Camera which changed the yaw to 180. When I removed the yaw change, it disappeared again. What is this madness?! Ah nevermind, I'm switching to parallax with scroll and alpha fog.
  2. I downloaded mz3d-project-demo 0.9.2.4.zip from itch and tried to package it. After I encrypted the images and audio, it kept spinning when entering the map. Does anyone know what's going on?

    I tried downloading mv3d-project-demo 0.9.2.4.zip, and it works after encrypting image and audio, I don't know why they are different?
  3. got it to work but.... tall buildings doesn't like them much XD
  4. Can the "Walk off edge" option be changed midgame? I want to keep it off for the most part, but specifically allow it in some places such as dungeons which involve elevation-related puzzles.
  5. Hello! Good afternoon, I have been testing your Plugin, it is wonderful, I have been testing 3D modeling with characters, I have some Low-Poly models already made, but when it comes to trying them with some animations, the objects simply remain static, you have Any idea what it could be?
    Video

    I am attaching the exported .glb model that I am using for those who want to try it.
  6. DorFenn said:
    Hello! Good afternoon, I have been testing your Plugin, it is wonderful, I have been testing 3D modeling with characters, I have some Low-Poly models already made, but when it comes to trying them with some animations, the objects simply remain static, you have Any idea what it could be?
    Video

    I am attaching the exported .glb model that I am using for those who want to try it.

    Try asking for help on the official Discord channel:
    start [MV3D]
  7. I am trying to create a sphere that is on the map and affected by all the light sources. I've got it to react to ambient light. Any thoughts? And maybe I am just missing something easy here.



    JavaScript:
    mv3d.createSphere = function() {
        // Create sphere
        var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", { diameter: 4, segments: 32 }, mv3d.scene);
        sphere.x = 18;
        sphere.y = 15;
        sphere.z = 1.1;
        sphere.isEvent = true;
        var sphereMat = new BABYLON.StandardMaterial("sphereMat", mv3d.scene);
        sphereMat.diffuseColor = new BABYLON.Color3(1, 1, 1);
        sphereMat.diffuseTexture = new BABYLON.Texture("img/MV3D/errorTexture.png", mv3d.scene);
    
        sphere.material = sphereMat;
    
        // Access lights from the map
        var mapLights = mv3d.scene.lights;
    
        // Check if there are lights on the map
        if (mapLights && mapLights.length > 0) {
            // Use the first light as the ambient light source (you may need to adjust based on your specific use case)
            sphereMat.ambientColor = mapLights[0].diffuse; // Assuming the ambient color is the same as the diffuse color of the light
        }
    };
  8. Is there a way to have the trigger() function affect the Event Touch trigger height as well?

    It's one little bug/inconsistency that I've been able to work around thus far but it'd be great if I could change it so, for example, roaming enemies at different elevations from the player won't trigger a battle.

    In my experience, the Player Touch is affected, but Event Touch allows the event to trigger from any height.
  9. i'm trying to make a fps game with this plugin but i cant make the animation of the gunshot show in screen, it appears without mv3d, someone help?
  10. digital_cake said:
    i'm trying to make a fps game with this plugin but i cant make the animation of the gunshot show in screen, it appears without mv3d, someone help?
    Animation is an event with character graphic? Post the event page and how did you configured it for 3D.
  11. fizzly said:
    Animation is an event with character graphic? Post the event page and how did you configured it for 3D.
    it is in a common event for when the player is equipped with a gun, but i made it work using several show picture and wait commands
  12. Is it possible to dynamically change the height of a map's ceiling (e.g., interact with an event and it raises)? I'm using the ceiling to create a "water-level rising" event.

    I'm not sure if the map configs can even be changed or if they're set on map load, but in any case, I haven't been able to find where to put a script/plugin command that sets new ceiling settings.

    Edit: What I ended up doing is using a sprite with the Flat shape, scaling it x50 in the x and y direction, then setting its z height to whatever is needed with a separate event and using plugin commands in scripts (to allow for change based on a variable)
  13. Happy holidays everyone! Just wanted to post a link to the game I made for the 2023 Christmas Game Jam, constructed with MZ3D. Feedback appreciated and future updates to come.

    Zigo Saves Christmas by Adam Willard
  14. Does anyone else consistently get this warning upon starting up their game?

    1706110700231.png
    I'm having some issues with lag and crashing upon loading the first map with my game's deployment and I wasn't sure if this might be part of why. Below is the error I get (I've sometimes randomly gotten it when I start a playtest, but was never able to reproduce it. In the deployment, it consistently happens when I load the first map that has MV3D activated.):

    1706110768787.png

    Edit: My understanding of the warning is that it's having some issues accessing the attribute storage location in the set attribute command. Perhaps because the location doesn't exist for some reason. So maybe in the playtest it's able to ignore it and find some other way to work but in the deployment it actually really needs that location. I'm not sure.
  15. i have chest that i made a sprite sheet for, it is always front facing in first person though, please help.

    also, cannot access documentation website.
  16. SloppyJoeStudios said:
    You can use shape(sprite) to make it show all sides while circulating it.

    Try this link: https://web.archive.org/web/20230601195627/mv3d.cutievirus.com/documentation
    i did use <mv3d:shape(sprite)> sprite is also the default in the plugin params, still every event with or without the note tag is always facing the camera, its frustrating. even when the sprites are moving randomly, they still front face.
    !$ Sealed Chest.png

    SloppyJoeStudios said:
    You can use shape(sprite) to make it show all sides while circulating it.

    Try this link: https://web.archive.org/web/20230601195627/mv3d.cutievirus.com/documentation
    nice OG doc
  17. Hello! Please somebody help? Is there a script call to enable/disable Mouse input? I found this:
    inputCameraMouse in the code but i'm not sure how to change the value in game with script call. I know how to set it defaulty in the plugin menu, I need the option to toggle it on and off. Thank you!
  18. the documentation for the project, unfortunately, is hosted on glitch, which means it can only be up for a limited amount of time per month. for documentation, this is incredibly annoying, as i've only been able to go on the current docs a few times.

    thankfully, an incomplete and outdated version of the docs exist on the wayback machine

    When the project hours get refreshed I'll put the new docs on there too, but would it be possible to put the docs on github ? Even if it's just a text file, having access to the docs at all times instead of the current situation would be really really good