Update version 0.6.5
✔️MZ3D and MV3D now build from the same code base, ensuring feature parity
✔️Added "base height" configuration option
✔️Sprite offset now changes dynamically with camera angle
✔️fix relative pixel texture coordinates on second half of B+ tilesheet
✔️allow relative texture...
wall shape is now different from fence shape for tiles
added rot() for tiles. Affects cross shape, wall shape, and imported models.
shadow pen can be used to set rotation of tiles, similar to how it works with slopes.
camera track plugin command. When on, camera will rotate to face...
170 pixels is about 3.5 tiles. You're including a bit of empty space under the lamp in your rectangle. I think that's why it floats. 3 tiles would be 144px.
Update 0.6.2 (bugfixes and performance)
Fix blink when changing models.
Fix radioactive glow on models.
Turn off dynamic...
I'm not sure what you mean about moving tiles. You mean like offsetting it like how you can with events? This isn't currently possible.
The model failed to load. If you open up the console with F12 or F8 it should give more information about what went wrong.
babylon.js has been merged into mv3d.js
Images from the MV3D folder can now be used as textures.
tree shape renamed to board shape (tree still works as an alias)
sprite and board shapes now work as map tiles.
separate textures for north, south east, and west.
default map settings in...
The problem with skyboxes only happens when you have alpha fog turned on, so setting alpha fog to zero might be a good temporary solution for those who need skyboxes.
It's hard to say where the performance problems are coming from especially considering you're applying it to an...
It looks like the skybox breaks when changing maps. I'll have to add that to my list of things to fix.
You can turn off the 3D for certain maps.
For the most part MV3D is just 3D rendering. Extra stuff will require more effort on your end.
To clarify, 0.6 isn't out yet.
Thanks for letting me know about these issues. I'll have the flashlight working better for 1st person mode in the next update.
To make events on walls work properly with QMovement, you sometimes need to adjust the colliders.
This sort of thing will be easier to do in the upcoming 0.6 update. Unfortunately it's not easy to accomplish in the current version, aside from using separate events for each face.
I think those lines are the edges of other tiles in the tileset bleeding over. I...
I'm not sure what would cause lag with that plugin. Maybe I'll look into it later.
Cuboid shape for events is probably coming in 0.6
It probably would be good to be able to configure each event individually for falling off edges.
The remove function isn't called for animations when the menu is opened. I'll have to find another way to dispose them.
And the skybox plugin command only seems to work if the skybox was previously created from a map note.
I'll have to fix these things.
change backface culling for ceiling separate from everything else. Also affects camera collision.
resolution scale plugin command
plugin command to change camera collision
more camera collision options
can now change names of option menu options
I just tested, and I can still load tilesets with Japanese characters fine. Strange.
I'm also not experiencing the loading bug you describe, even if I open the load menu from the map.
Animations are already ignored by camera collision. I couldn't reproduce any issues...
In the future I'll do some testing with gamepads to try and make it work better out of the box. I also plan on adding mouse lock to use the mouse to turn the camera, like in most 1st person games. This will work great with movement plugins that add omnidirectional movement.
I'm planning on allowing different textures for north, south, east, and west in version 0.6.
For those with the bush tiles showing on top of the fog effect, it's because those tiles have alpha(1). Remove that from the tileset configuration and it should look correct. Meshes with...
The camera clipping through walls? Currently, no, unfortunately. I plan on adding some sort of camera collision soon though. Maybe in 0.5.3.
I just tried out the old version. You're right, glow wasn't working for events. While working on 0.5.2 I must have fixed it...
Those glowing objects are tiles right? This isn't a bug specific to 0.5, but there was a problem with how I was caching materials with a glow effect. When generating keys for materials with glow and materials with alpha, there was overlap in the bits used. I think that's...
What height are you trying to set it to? The light only has a certain range so if you set it too high it won't reach the ground. Especially the flashlight, which has a limited angle.
You could try increasing the flashlight and lamp's range (second number) or the flashlight's angle...
Let's promote our amazing artists in RPG Maker community! I posted right now about my game Phil Alone on Twitter and I decided to thanks Lime Zu, the amazing artist that did all the pixel assets for my game!
I just realised that the reason behind me not being able to make a game may be the lack of my original resources. I just dont like the look of MV faces and sprites, lol. Guess I will have make my own art.