MV3D - 3D rendering for RMMV with Babylon.js

Yevn125

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That's exactly what I was trying right now, and almost all of the white lines disappear if I put the Tile E in one of the other tiles tab, using the same structure.
View attachment 142821

So... it seems to be an issue exclusive for the Tile E tab.
Woah... Nice Map.

Is that a custom tileset/parallax map or is it one I might find somewhere?
 

CoopNinjask

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Posted this in the general screenshot thread yesterday, but thought I should post it here too, since it's all thanks to MV 3D that I can create this :)

Wow, really cool map!
Are you using Time Fantasy pack?
 

palatkorn

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In version 6.0, the square base is better when it is able to adjust the side style.
Box type that appears to be lifted towards
Posted this in the general screenshot thread yesterday, but thought I should post it here too, since it's all thanks to MV 3D that I can create this :)

 

gRaViJa

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@CoopNinjask Yes I am, I do create some custom tiles as well, but I use Time Fantasy as the starting rtp.

@palatkorn Is 0.6.0 our yet? Also, could you elaborate a bit more. I know what you're referring too, but how exactly would the new version fix it?
 

Siul

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Besides the amazing job, a couple of questions:

-Is it possible to have different sides for tiles depending if it is left-side, right-side and so on?
- Also, is it possible to use rounded tiles or similar so it doesn't render minecraft-like?

Edit: a third question, is it possible to be implemented the 3d on a tactical battle system like lecode or similar?

Thanks in advance and keep on rocking
 
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Kest

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-Is it possible to have different sides for tiles depending if it is left-side, right-side and so on?
I know the author is currently working on this.
 

Dread_Nyanak

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To clarify, 0.6 isn't out yet.

@uroboria
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.
Code:
<colliders>
 collision: box, 48, 48
 interaction: box, 60, 60, -6, -6
</colliders>
I think this issue still happens when mv3d is disabled, so it's not a problem with mv3d. Since mv3d makes use of events in walls like this quite a lot though, maybe I should try and make it work nicer?

@Siul
Different textures for north, south, east, and west is planned for the next update.
Rounded tiles are not planned, however the 3D model import feature coming next update may be able to make your world look less cubic.
 

Yevn125

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@Siul
Different textures for north, south, east, and west is planned for the next update.
Rounded tiles are not planned, however the 3D model import feature coming next update may be able to make your world look less cubic.
Oh no... It's coming sooner than expected lol. I need to get to 3d modelling ASAP XD
 

CoopNinjask

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Hello everyone!

A Major Update of the Environment System has been released.
Several new features are being released in this update, such as:
  • MV3D updated to Version 0.5.4.2
  • MV3D-Patr3on automatic detection
  • Day Phases BGS
  • New Cloudy Sky graphics
  • HUD Adjustment Menu
  • Dynamic Camera
  • First Person Camera Easy Setup
  • Yanfly Save Core (Edited Version)
  • 5 remixes of RPG Maker 2000 OST songs have been included
Version 1.3 (Major Update) Demonstration Video
 

somenick

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Any way to make first person work with only mouse or touchscreen?


I'm mostly been making a game primarily designed to run inside a web browser. A lot of the users do not have a physical keyboard as their devices are touchscreen. When I play my game with MV3D in first person by clicking on the screen, I easily get stuck into a wall and thats it, no way of backing out and such. I figured I'd try running a parallel event which would run a loop where it would frequently ask me where I want to go (forward, turn right, turn left), by setting the player movement accordingly via events. The thing, at best, works very wonky and very unreliably. Maybe because it is listening to other input locations at the same time I make a selection, or whatever. Is there a way to make first person gameplay run with just a mouse or touchscreen? Am I missing something?


EDIT 1: Hmmm... Kinda realized I'm using events the wrong way. Turn Right is not the same as Turn 90º Right. LOL, dumb moment of the day. :p I guess I solved it. Still leaving this message up if anyone else has a similar issue.
 
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Hyouryuu-Na

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I doubt it will work or be flexible enough but you can try a mouse pos plugin. I think Hudell has one. What I have in mind is that, when the mouse (should work for touchscreens too) is at the left or right side of the screen, you can change the angle via a parallel event.
 

tseyik

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Any way to make first person work with only mouse or touchscreen?


I'm mostly been making a game primarily designed to run inside a web browser. A lot of the users do not have a physical keyboard as their devices are touchscreen. When I play my game with MV3D in first person by clicking on the screen, I easily get stuck into a wall and thats it, no way of backing out and such. I figured I'd try running a parallel event which would run a loop where it would frequently ask me where I want to go (forward, turn right, turn left), by setting the player movement accordingly via events. The thing, at best, works very wonky and very unreliably. Maybe because it is listening to other input locations at the same time I make a selection, or whatever. Is there a way to make first person gameplay run with just a mouse or touchscreen? Am I missing something?


EDIT 1: Hmmm... Kinda arealized I'm using events the wrong way. Face Left is not the same as rotate left. Etc. Testing more.
Clickable picture plugin

 

somenick

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About my previous issue: I made it work. I was using events wrong. Turn Right is not the same as Turn 90º Right, thats why anytime I chose anything from my own dialog I got weird results.

-
-

New Question:

How do I use a skybox?

I have this in a map NOTES but nothing happens (yes, camera is set, I see all in first person, and such, but no skybox at all)

<mv3d>
skybox(top:land3a.png,bottom:land3a.png,north:land3a.png,east:land3a.png,south:land3a.png,west:land3a.png)
camera(0,90,dist:0,height:0.75)
ambient(default)
fog(#e1feff|20,35)
sun(white|45,45)
</mv3d>

And yes, land3a.png exists in the Parallaxes folder



EDIT: Never mind. Seems it is a premium feature. Got to shell out those bucks :p

EDIT 2: Shelled out those bucks, bought the premium plug in from itch io. skybox feature now works. Except... I don't seem able to setup different skyboxes on different maps.

@Dread_Nyanak Question: Are skyboxes still a work in progress?
 
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Burgerland

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How do I buy this plugin?

Can I toggle the plugin on/off?

Also, what won't I be able to do in 3d - for example, skybox, diving into water, climbing trees, etc.?
 
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Fyoha

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Hey guys, I've been away for a while. All the updates that have happened since are great! Glad we got a lot of support going on for @Dread_Nyanak

Right now, I'm playing around with creating a 3D map with a ship on water. My question is: Is there a way to create inverted/upside-down slopes within tile sets? Or maybe a way to create slopes for events? Something like crown moulding in the top corners of a ceiling. It would help to create/manipulate the shape I need to go under some fringe tiles at the front of the ship so it wouldn't look so boxy.
 

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somenick

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How do I buy this plugin?

Can I toggle the plugin on/off?

Also, what won't I be able to do in 3d - for example, skybox, diving into water, climbing trees, etc.?
The demo comes with the free version of the plugin which does not have as many features but still works. The paid (premium) version of the plugin can be found at itch io.

I dont think any of the stuff you mentioned is possible in either version of the plugin, though. Skyboxes are supposed to be a thing in the premium version of the plugin but I think they might be full of bugs. If I am on map 1 and setup a skybox, it might work, but if i go to a different map the skybox stops working, renders whatever it want, does not update, and often behaves like any normal parallax background. Seems that changing to another map messes up skyboxes. I wonder if skyboxes are still a work in progress or what. Lets see what @Dread_Nyanak says.
 

Fyoha

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About my previous issue: I made it work. I was using events wrong. Turn Right is not the same as Turn 90º Right, thats why anytime I chose anything from my own dialog I got weird results.

-
-

New Question:

How do I use a skybox?

I have this in a map NOTES but nothing happens (yes, camera is set, I see all in first person, and such, but no skybox at all)

<mv3d>
skybox(top:land3a.png,bottom:land3a.png,north:land3a.png,east:land3a.png,south:land3a.png,west:land3a.png)
camera(0,90,dist:0,height:0.75)
ambient(default)
fog(#e1feff|20,35)
sun(white|45,45)
</mv3d>

And yes, land3a.png exists in the Parallaxes folder



EDIT: Never mind. Seems it is a premium feature. Got to shell out those bucks :p

EDIT 2: Shelled out those bucks, bought the premium plug in from itch io. skybox feature now works. Except... I don't seem able to setup different skyboxes on different maps.

@Dread_Nyanak Question: Are skyboxes still a work in progress?


@somenick
Have you tried using plugin commands for skybox in the contents for an auto-run event instead? That's how I've done it, but I haven't tried multiple maps yet. Maybe different auto-run events with different settings on different maps would work?

The plugin command is:
mv3d skybox north <img> south <img> east <img> west <img> top <img> bottom <img>

No "<>" needed. Just exact image name with extension.

Don't forget to switch on/off/erase said event if needed.
 
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