MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 8 of 78 View original ↗
  1. 1.5.1
  2. what could i do to fix it?
  3. As a heads up, the mods might get upset at you if you double post like that. You should edit your posts instead.

    Anyway, the problem is I'm using some newer javascript features that aren't supported in 1.5. You'll need to update to 1.6 for the plugin to work.

    I should probably add babel to my build process so I can support 1.5. Until then you'll just need to update.
  4. how do i update
  5. @The_switchify do you use steam? if so it should update automatically unless you didn't let it on the settings.
    if you bought on the site you'll have to download the new version.

    And yeah, most new plugins are for version 1.6 forward. some work on older versions still but were not tested, but others don't. Many plugins will have a warning telling you about that, that they were only tested on version x forward.
  6. Alright how do I make an event sprite like a chair to always facing south, but still being a sprite?

    Edit: To clearify I dont want it to always face camera but stay in position, kinda like fence, but for sprite.
  7. huh i guess im not using the plugin then
  8. @safermike
    To prevent a sprite from changing when you rotate the camera, it either needs to be on an object character sheet ( starting with ! ), or have <mv3d: dirfix(true)> in the note tag.

    @The_switchify
    you should be able to download the latest version from where you originally downloaded the program. I assume this website.
  9. Dread_Nyanak said:
    @safermike
    To prevent a sprite from changing when you rotate the camera, it either needs to be on an object character sheet ( starting with ! ), or have <mv3d: dirfix(true)> in the note tag.

    Using the notetag is not working correctly <mv3d: dirfix(true)> in notetag of the sprite.

    JZyOoOP.jpg

    Mu6FQy9.jpg
    It still rotates towards the camera

    Maybe missing a variable?
  10. @safermike
    dirfix(true) Makes it so the sprite image doesn't change when the camera rotates.
    To make it so the sprite mesh doesn't rotate, you need to change the event's shape. <mv3d:shape(fence)>
    Shape options are flat, fence, sprite, tree, and cross.
    Flat will lay flat on the ground.
    Fence will stand up and ignore camera rotation.
    Tree will stand up and rotate horizontally with camera.
    Sprite will rotate both vertically and horizontally to face camera
    Cross will use a cross mesh, like the chair by the table.
  11. oh, so you can use sprite on tiles? nice, didn't know that!
  12. Dread_Nyanak said:
    @safermike
    dirfix(true) Makes it so the sprite image doesn't change when the camera rotates.
    To make it so the sprite mesh doesn't rotate, you need to change the event's shape. <mv3d:shape(fence)>
    Shape options are flat, fence, sprite, tree, and cross.
    Flat will lay flat on the ground.
    Fence will stand up and ignore camera rotation.
    Tree will stand up and rotate horizontally with camera.
    Sprite will rotate both vertically and horizontally to face camera
    Cross will use a cross mesh, like the chair by the table.

    yep I read all of that before aswell. Fence and trees are doing somewhat ok, so is cross. But this is not really good on objects

    I show here
    ZeB8wLE.jpg
    Why is events and sprites making this look weird? This is probably fine on trees and flowrers but not generally objects.
  13. @safermike
    That's the cross shape, working exactly as intended. It's two planes at 90 degrees from each other.
    I'm not really sure what look you're going for. Personally I would use the tree shape for this sort of thing.
  14. @Dread_Nyanak
    Well I want the object to face south, dont rotate with camera and stand up. This is normally fence, but fence lacks the depth on the object and just shows front and back. So when camera is rotating it will just be perfect? or do I need to think like the bookcase, or drawer and make event + tile?

    Im probably missing something simple here.
  15. @safermike
    There's not really an easy solution here. 2D images inherently lack depth.
    What I would do is break the stool into 2 textures, one with the top of the stool and one with the legs. Then use 2 events. The event with the legs will use the cross shape, and the top of the stool will use the flat shape with z() or height() to lift it off the ground.

    In the future I plan on adding the ability to import 3D models, but this will also require the knowledge to create the model.
  16. @Dread_Nyanak
    I was thinking about the same thing.
  17. @seaotter yeah, that's not how you do it.
    if you look into the demo you can see it better, maps for this plugin are made different than normal maps. Tiles that go over each other need to be put ont over the other on the same tile, not on two tiles like you did. Walls can't be set like this, you'll have to put just the ceiling (well kinda, some notetag use can let you use wall instead of ceiling but you won't put two tiles for the wall like you did there anyway). For tiles to "pop out" you'll need to either set a terrain tag in the tileset or use an event with the proper notetags.
    it is a lot of small differences you'll only learn to use properly by checking the demo and experimenting to see the results.
  18. Hi again! I got a new question.

    On actor sprites, when camera rotates, the character switches to another sprite in the character sheet. Right now in the demo it switches by 90 degree each rotation to a total of 4 times (south, left, right, up), in order to stay true to direction fix. If I were to use a character sheet with 8 directions, is the camera going to follow all 8 directions or just stay on all 4?.

    During camera turn it rotates 90 degree once camera stops, but during that window it still turns 45 degree. Will it use a character frame during that window?
  19. @safermike I was going to ask about this earlier but then... it may depend on the plugin used for the 8dir.
  20. I been looking into Qmovement with qsprite, VE diagonal movement, and galvs diagonal movement, and cannot get them to work properly with this plugin. I normally use Qplugins since they are very good for mv.

    With Qmovement the game loads but character is stuck and cannot move.
    Galv's diagonal movement loads, but wont change to diagonal sprites while moving diagonally.

    VE diagonal movement, stuck on loading screen does not accept my %name.png sprite sprite sheet.
    it somehows acccept my qsprite sheet, with this addon but since its not arrranged properly its not good.

    I need a working diagonal movement addon to test this properly so I can check camera etc.

    Edit: ok I got Ve digonal movement working. It changes to diagonal sprites if you have them on sprite sheet.

    But camera is not following it so it still remains with just 4 directions change.

    Edit: Tested by using plugin command mv3d yaw +45 and it wont change sprite on 45 degrees but everytime it hits 90 it does, aka 4 times.

    Is this a feature that can be added? it changes for each 45 instead of just 90 degrees?