@safermike
the thing is, as you saw yourself, it is something implemented differently with each 8-dir plugin.
Meaning that to make it compatible she'd need to choose one and do it, then choose another and do for it too, and so on. It is not something like aliasing the source code, where you can add to changes made by others with no problem.
She can make her own version of it later, but would take away from the already-made plans. A blanket compatibility patch to all 8-dir plugins like you seem to want is a bit too much to do, and choosing only one to do compatibility for kinda cuts away people wanting to do others.
MV3D - 3D rendering for RMMV with Babylon.js
● ARCHIVED · READ-ONLY
-
-
Sort of minor issue here - I'm using the Character Creator EX plugin, but my created characters don't show up in MV3D. CCEX works fine in normal MV. Not a dealbreaker as I can (if need be) just go straight 1st person but a problem with that is I'm also using Alpha ABS and it seems to kind of work in 3rd person (I think the main issues I ran into with that are just a matter of button mapping) but enemies don't respond to my presence in 1st person.
Lastly (for now), there are a couple of thrones in tileset Inside_B. The images occupy 6 tiles each. Is it possible to puff those images up to appear 3d? -
@seaotter You are doing it wrong. If you want to do a wall just use unly top piece of it. Btw. you gave us 3 different pictures.
-
@safermike
the thing is, as you saw yourself, it is something implemented differently with each 8-dir plugin.
Meaning that to make it compatible she'd need to choose one and do it, then choose another and do for it too, and so on. It is not something like aliasing the source code, where you can add to changes made by others with no problem.
She can make her own version of it later, but would take away from the already-made plans. A blanket compatibility patch to all 8-dir plugins like you seem to want is a bit too much to do, and choosing only one to do compatibility for kinda cuts away people wanting to do others.
Im simple stating what works at the moment with the plugin. MV already have diagonal movement in its engine , but its not activated, which is where these plugins come in and do, activate it. But ya adding patches for each plugin would probably take even more work. -
@Sacrifyx CCEx does not take the image from an image file, but saves the image pieces and builds them when called. Something that calls for the original image file for the character like this one needs a patch to work with it. It is why it had to be patched later to be compatible with plugins that call face image like yanfly's save core.
The Alpha ABS problem is a weird one though... since while things involving the view change the events' position on the map is the same, so unless it doesn't use tiles to check positions, like a pixel movement plugin, I don't know what the issue could be...
And I am dealing with a similar issue on my project... turning them into an event could help but is not really a solution, I think...
@seaotter do not put walls, put the ceiling, it is set already on the tileset of the demo to make walls. And those events have notetags for when on the ground, to put on the walls you need to adjust the height on the notetag to go under where they are.
@safermike it has diagonal movement, yes... but on move routes, not for the player's buttons. It also has no graphics for them. The plugins add the way to move like that through keys, and the access to the graphics - thus why the plugin can use diagonal graphics when walking diagonally. But as by the default code that side does not exist, it needs to be added to this plugin to be able to be useable when turning the camera too. -
@Waterguy
No need to explain how it it works, I am well aware of it.
The plugin isnt completely compatible with other plugins such as those mentioned right now, that just means I have to to wait for more updates.
Making your own models or sprites isnt a problem, atleast not to me or anyone interested in this, but adding customizations or patches that enables the use of extra functions so you can use your models or sprites is important.
I would like to use this plugin with other plugins aswell. -
How in the hell... this is witchcraft.
Congrats on making it work! -
I do plan on supporting some other plugins eventually, but it's not super high on my list of priorities at the moment. I need to implement the support in a way that won't be a nightmare to maintain.
@Sacrifyx
For the throne I would recommend moving it into a character sheet.
Currently working on dynamic shadows

-
It's been asked a few times but I cant find the answer, is there command to enable/disable this plugin?
-
@Danielcross
Not currently. Closest you can get right now is using orthographic mode which looks similar to 2D.
I think I'll add the feature to disable the plugin for certain maps in a future update though, because it seems like people want it. -
@seaotter
The top and bottom of the pillar should be in the same tile. Remove star passability, and give the pillar terrain tag 1. -
thread subject

Author: Dread/Nyanak
Version 0.3.2
A 3D rendering plugin for RPG Maker MV.
Wall tiles (A3 and A4) are transformed into 3D walls, allowing you to easily create 3D maps.
Regions and terrain tags can also be used to control the height of tiles.
The airship will collide with walls if it isn't flying high enough. However you can change how high it flies using plugin commands.
Plugin also supports 3D lighting as well as plugin commands to control the lighting and flashlights. Plugin does not support dynamic shadows, they don't work well with transparent textures in three.js.
You can control the camera distance, pitch, and yaw, and change between perspective and orthographic modes.
You can make 3D dungeon crawlers as well as isometric games if you want. You can even mix multiple styles into the same game, for example have the overworld be 3rd person or isometric, and the dungeons be 1st person dungeon crawlers.
See the screenshots below to see how it looks.

Big 3D castle

A simple hedgemaze example.

Dungeon crawling

Orthographic camera

Flashlight

To improve the light quality you can change the "subdivision" parameter in the plugin settings. This option gives each tile more polygons, which helps the lights look smoother.
Download on Github
The plugin comes with two scripts, three.js and MV3D.js. Both need to be loaded, and in that order.
There is also a folder called MV3D. This just holds a few image files right now, but I might use it for 3D model loading in the future. This folder also needs to be put in your project directory.
Todo:
- ✔️Pan camera with plugin commands
- ✔️Demo project (available but not finished)
- ✔️Switch rendering to Babylon.js
- ✔️Improve performance
- Dynamic shadows
- Slopes
- Animations
- Bug squishing
- Non-tile-based movement
- Control camera with mouse / touch
- load 3d models
- VR mode
If you use this plugin please credit me as Dread/Nyanak or Dread_Nyanak.
If you want to share this plugin with others then please link them either to this thread or to my github repository.
Wow that's really amazing!! Congrats!
Q: is this the patreon where one can donate [for this project]? Cause, really, this is worth it! -
@MORINGA
Yes, that's the one. -
@seaotter
1- do not put wall tiles, only the ceiling the wall will grow from. Because the wall will already rise from the ceiling tiles. Thus why the curtains are not "in the place", they are, the problem is that there are extra walls in front of them.
2- considering the walls, the events are positioned pretty well. You just put the clock pieces on the side of the other instead of on the same column (and did not fix this with notetags for the x positioning)
3- as Dread_Nyanak answered, you have to put the two tiles on the same tile.
MV's help may not have explained how to do it properly, but when you put a B-E tile, and even some special A tiles, they are added over the past one. A third is on top of the second and the first is removed and so forth).
For this plugin, when two tiles supposed to have height are put one over the other they go on the map one over the other, on different heights. Just use X or O and a terrain tag to give it a way to stay up and they'll be fine (using star they'll stay floating)
4- The top left statue you are missing a terrain tag to leave it up, the lower right you put them in separate tiles. Red point 3. -
@seaotter ...uhm, are you reading me?
Both me and Dread_Nyanak, the plugin's creator, told you that to put one on top of the other you have to put them in the same tile of the map. I myself told you it multiple times.
...also, what are those lines? they aren't from the editor itself, since they make 2x2 tiles boxes instead of the 1x1 it usually does. -
I'm using the demo and when you reload a save (or start a new game after you already started one), the camera no longer follows the player. Is this a known issue or am I doing something wrong?
-
@Danielcross
It's a glitch, but I forgot about it. Thanks for reminding me. -
Oh, that is kind of a big glitch then, the camera messing up when you load a save... I hope you can fix it soon...
-
This is seriously fantastic. Thank you so much Dread_Nyanak for creating and supporting this.
It is absolutely criminal you do not have more Patrons, you deserve far more. -
I'm not done working on the dynamic lighting yet, but I decided to release an update anyway to fix the bug.