Yeah, this is simply a limitation of the technology itself, of how rendering is done. Even if this was full 3D with a depth buffer, the tree would still have to be some kind of separate object instead of part of the tileset.
Ultra Mode 7 [RMMV & RMMZ]
● ARCHIVED · READ-ONLY
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New Problem, I at this map code : <UltraMode7_Pitch:45>
How let Dog on Under of the tree ?
Could you put the tree above the player and the dog on the same level?
EDIT: I saw the tree as an event when I looked at it. As a tile, not that I know of. -
HA thanks for reminding me. I still need to write an ~API or handbook on how to easily use UM7.
You can't place the dog under the tree like this. UM7 interperts all map layers as just 1 layer. So "Below Characters" obviously works, "Same as" only as function, not visual; and "Above" doesn't work at all. To keep it short and simple: Everything except for the ground needs to be an event.
Yes good job,
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You can't as a tileset, you need to set it as an event or convert it to a Grid Free Doodad set to layer 5.SpoilerNew Problem, I at this map code : <UltraMode7_Pitch:45>
but Why like this...
View attachment 111589
This map is right , no open ultra mode.
View attachment 111590
Open Ultra mode, Dog is on TOP of the tree.... >___<
How let Dog on Under of the tree ? -
*points at butterfly* is this a 3D rendering script?
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@Arend Galenkamp Woah! I never imagined that thing used that way. And it looks fabulous! (I wish the person trying that with buildings could had that trick you got.)
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I know chaucer. I'll ask him about it. :D
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No idea what you're talking about really. Do you mean Ethan's post at page 19? If so, I think he already is using my "trick", which is just using events. But I'm loading them in from another map with Galv Event Spawner and the use of Regions.I wish the person trying that with buildings could had that trick you got.
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I have been looking for something like this sadly its NonCommercial,is there one out there that is commercial?
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@Benku I'll be changing the license very soon to allow commercial usage by default. :)
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Awesome.
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No idea what you're talking about really. Do you mean Ethan's post at page 19? If so, I think he already is using my "trick", which is just using events. But I'm loading them in from another map with Galv Event Spawner and the use of Regions.
Post 442 I think; in the videos the buildings are flats no pretense of sides. But it is beautiful all the way anyway ^^ -
There, I updated the script to 1.4.0, changed the license to BSD License 2.0 and added some simple instructions on how to give credits. Now anybody can use this script commercially without requiring to ask me for explicit permission. :)
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Is there any news yet about the 3D rendering script?
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tldr; It's mostly just simple rendering of a few objects in 3D (he created something like a 3D sprite). It's nothing major. He might implement import of 3D models from Blender, but this is still just reading a format and creating the vertices in memory. It doesn't do that much if you don't support custom shaders, materials, etc.
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@bblizzard but it's not like whole maps need to be 3D right? Only some elements like houses or buildings. So "just" creating a 3D sprite would solve it. Changing the angle would probably look ugly tho. Maybe just waiting till he releases the plugin would be the best option.
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It could work to a degree maybe. There's still the issue with depth buffering when you rotate the map. I mean, if you just swap out the normal sprites with 3D models that include rotation and without regard for proper depth buffer (ie. that the Y-coordinate on the screen is still used for determining rendering order) and an actual Z-coordinate, it might work. Let me put it like this: If a plugin would use 3D models on the default map, it would definitely work. It would require a bit of extra code for yaw rotation and pitch rotation. Still, the scaling still wouldn't be accurate. I mean Mode 7 does use 3D to render the map, but everything else in the game is not regarded as 3D, because that would require rewriting the entire engine, not just the isolated portion of the Tilemap (as I already mentioned before).
EDIT: The funny thing is that all these workarounds are actually more complicated than just rewriting the engine, because you need to write extra code for every single thing to make it compatible. But rewriting the engine would break everything else. -
This plugin can do this ?
H-Mode7 : rotation, zoom
like
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Woah... Didn't knew you could manage a 3D rendered effect upon all sides of a sprite mapping.
My bad I read the bold text and played the video first. -
Well yes, but actually no. Sprites will still be sprites, only "standing up". Meaning they will move with camera always staying at the same "angle" or visual (which you can change btw, but I don't think with a joystick yet). Yes you can zoom in and out but for replicating the depth in a map you're better of with vx ace, xp, or unity since the character will always be walking on the same level.