MV3D - 3D rendering for RMMV with Babylon.js

seaotter

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剪貼簿-1.png

剪貼簿-3.png

I am glad I purchased mv3d-premium.js today, and I pay $21 ( $1 As an encouragement to the author )

But here I want to adjust it to be brighter, and then it feels like clouds are flying

How should I adjust it?

Can you help me?
 

Burgerland

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Notetags for events

Bridge floating in air............................ <mv3d:z(1.0),platform(true)>
Lillypad floating on water....................<mv3d:elevation(0.2)>
Chest.................................................... <mv3d:shape(sprite)>
Signpost............................................... <mv3d:shape(tree)>
Item....................................<mv3d:shape(xcross),texture(/img/tilesets/SF_Inside_C.png,5,4,1,2)>
Item on counter.................................... <mv3d:shape(tree),alphatest(1),height(-0.3)>
Item on wall.......................................... <mv3d:shape(fence),alphatest(1),y(-0.49),height(0.5)>
Hole on wall.......................................... <mv3d:shape(wall),z(0),yoff(0.51),scale(1,1.5)>
Hole in ground...................................... <mv3d:shape(flat),collide(2)>
Door....................................................... <mv3d:shape(wall),z(0),xoff(-0.51),scale(0.9,1.3),rot(270)>
NPC partially hidden in a bush............ <mv3d:scale(1.5,2),bush(false)>
Glow of fire............................................ <mv3d:glow(1)>

Notetags for tilesets

<mv3d>

A1,4-7,2-5:shape(xcross)

B,0-1,11-12:shape(cross)

</mv3d>

<MV3D>

A2,6,1:shape(fence,false)



A2,4,0-3:shadow(false)

A2,7,0-3:shadow(false)

A2,7,0-2:alpha(1)



//grass cliff

A2,0,0:side(A4,0,5)



// waterfall

A1,0,0:top(A1,.5,1.5),side(A1,1,1),inside(A1,31px,54px,31px,14px),depth(0.3),float(0.1)

A1,1,1:top(A1,0,0),height(2)



// water decor

A1,2,0:fringe(0.2)

A1,3,0:fringe(0.2)



// pit

A2,5,3:top(A2,5,3),side(A2,+24px,+1,1,24px),depth(0.5)



// tree canopy

D,0,0:top(A4,6,0),side(A4,6,1),height(0.5)

D,0,1:top(A4,6,0),side(A4,6,1),height(0.5),bottom(D,1,1)



// roof tiles

D,1,0:top(A3,0,0),side(A3,0,0),height(0.5)



// trees

D,2,0:top(A4,6,0),side(A4,6,1),height(1),bottom(D,1,1)

D,2,1:shape(cross),height(1)

D,3,0:top(A4,6,0),side(A4,6,1),height(1.5),bottom(D,1,1)

D,3,1:side(D,2,1),shape(cross),height(1.5)



B,0-1,14-15:texture(B,0,14,2,2),height(2)

B,1,15:shape(board)

B,0,14:shape(8cross)



// cactus

B,6,21:shape(cross)



// shrooms

B,2,21:fringe(-0.3)

B,3,21:fringe(-0.3)

B,2,22:fringe(-0.2)



// flowers

B,0,12:fringe(-0.4)

B,1,12:fringe(-0.4)

B,2,12:fringe(0.1)

B,3,12:fringe(-0.3)



// bridges

B,0-7,2: fringe(0.28)



// slopes

A5,0-7,3:slope(1)

A5,0-7,5:slope(1)

A5,0-7,7:slope(1)

A5,0-3,3:side(A4,0,5)

A5,4-7,3:side(A4,1,5)

A5,0-3,5:side(A4,2,5)

A5,4-7,5:side(A4,3,5)

A5,0-7,7:side(A4,4,5)

D,4,0:slope(1),side(+1,+0)



// lamp post

B,3,26: side(B,3,26,1,2),height(2)

B,3,27: side(B,3,26,2,1),height(2)



//misc

B,0,10: shape(sprite)



</MV3D>

<MV3D>



// water

A1,0,0:top(A1,24px,72px,48px,48px),side(A1,3,1),inside(A1,31px,54px,31px,14px),depth(0.3),float(0.1)

A1,1,0:side(A1,3,1),inside(A1,31px,192px,31px,14px)

A1,0,1:top(A1,24px,360px,48px,48px),side(A1,1,1),inside(A1,31px,342px,31px,14px),depth(0.3),float(0.1)

A1,1,1:top(A1,0,1),height(2)

A1,3,1:top(A1,0,0|alpha:0.5),height(2)



// pit

A2,4,3:top(A2,4,3),side(A2,+24px,+1,1,24px),depth(0.5)



// objects

C,0-1,25: model(goldbars.obj)

C,2-3,25: model(silverbars.obj)



</MV3D>

<MV3D>

B,2,0:glow(1)

A1,0,0:top(A1,.5,1.5,1,1),inside(A1,.5,1,1,20px),side(A1,1,1),depth(0.5),float(0.25)



// slopes

A5,0-7,3:slope(1)

A5,0-7,5:slope(1)

A5,0-7,7-10:slope(1)

A5,0-3,3:side(A4,0,5)

A5,4-7,3:side(A4,1,5)

A5,0-3,5:side(A4,2,5)

A5,4-7,5:side(A4,3,5)

A5,0-7,7:side(A4,4,5)



</MV3D>

Region id heights:

cc.PNG
 
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Sorry to have to make such a dumb sounding question, but how do i set the camera to first person? thanks.
 

TFman

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Hello! Having a blast with this.
Is there a call to get the current camera angle?
 

Burgerland

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I have two questions.
1) Is there a script call for changing actor scale?
2) Is there a way to control an event instead of the player?
 

LtBenjamin

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I read someones post about how they got this working in MZ.
I tried it but it says "Reference Error shader Tilemap is not defined"
I know this hasnt been ported to MZ but any chance this is a simple fix?
 
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Hey. I hope eveyrone is fine. I've been tinkering with MV3D and Alpha ABS. Has anyone had success with integrating casting animation outputs with MV3d?
 

KotoYama

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So there has been an update "Camera input 0.6.4" which supposedly adds "With mouse input, the camera controls similar to traditional fps games". Does this mean it would be playing as a normal 3D game? How could I test this new feature? This is the only thing that kept me from developing games using MV3D and purchasing the premium version :(
resolved
 
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CoopNinjask

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For those who are following the development of the Environment System, a new video just came out!

 

DaveHolmes

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So any more information on the Altimit plugin compatibility? i updated my files and installed it, i still encounter issues in game with it, I.E the camera rotation glitches out the WSAD movement keys and the W key will keep making you walk north even if you change camera angles
 

Burgerland

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For those who are following the development of the Environment System, a new video just came out!

Thank you! More music is needed.

On an unrelated note, I can't figure out the proper notetag for a rock tile on C. What I have is
// rocks
C,0,8:shape(cross)

But the rock remains flat. It's in the first row of the eighth column of C (eight down, zero across).
 

CoopNinjask

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Thank you! More music is needed.

On an unrelated note, I can't figure out the proper notetag for a rock tile on C. What I have is
// rocks
C,0,8:shape(cross)

But the rock remains flat. It's in the first row of the eighth column of C (eight down, zero across).
I'm glad you liked it! ^^

I'm not in my PC right now.
I'll take a look and give you a configuration for the rock.

-----------------------------
A new update has been released, coming from version 0.6.4 of MV3D.

 
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Considering that this plugin has 360 degree mouse camera movement now, would it be possible to have some sort of 360 degree projectiles capable of interacting with events and possibly walls with a dedicated shoot button, or would this be too difficult to implement? Or maybe some sort of hit-scan system (would this be easier, harder to do?)? Possibly both?

This would result in huge amounts of possibilities. From making Doom-clones to various types of first person action rpgs like System Shock or Deus Ex to Zelda-clones with the ability to shoot arrows and boomerangs in various directions, and probably much more.
 
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Actualpoo

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Hey, sorry if this has been asked already, but is there a way to offset the camera so that it could look over the sprites shoulder?
 

CoopNinjask

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A new Environment System update was released!

 

SefirosuKuraodo

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Made bad rain.

Code:
mv3d.createRain = function () {

    var coreSphere = BABYLON.MeshBuilder.CreateSphere("coreSphere", {diameter: 0.01, segments: 1}, mv3d.scene);
    coreSphere.x = 52;
    coreSphere.y = 47;
    coreSphere.z = 20;


    var boxEmitter = new BABYLON.BoxParticleEmitter();
    boxEmitter.minEmitBox = new BABYLON.Vector3(-50, 0, -50);
    boxEmitter.maxEmitBox = new BABYLON.Vector3(50, 0, 50);

    var particleSystem = new BABYLON.GPUParticleSystem("Rain", 45000, mv3d.scene);
    particleSystem.particleTexture = new BABYLON.Texture("/img/MV3D/Rain.png", mv3d.scene);
    particleSystem.color1 = new BABYLON.Color4(0.7, 0.8, 1.0, 0.5);
    particleSystem.color2 = new BABYLON.Color4(0.7, 0.8, 1.0, 1.0);
    particleSystem.colorDead = new BABYLON.Color4(0.7, 0.8, 1.0, 0.1);
    particleSystem.minLifeTime = 0.5;
    particleSystem.maxLifeTime = 0.5;
    particleSystem.minSize = 0.2;
    particleSystem.maxSize = 0.8;
    particleSystem.emitter = coreSphere;
    particleSystem.particleEmitterType = boxEmitter;
    particleSystem.emitRate = 15000;
    particleSystem.blendMode = BABYLON.ParticleSystem.BLENDMODE_STANDARD;
    particleSystem.gravity = new BABYLON.Vector3(0, -1.81, 0);
    particleSystem.minEmitPower = -250;
    particleSystem.maxEmitPower = -500;

    particleSystem.start();

    mv3d.rain = coreSphere;
    mv3d.rainParticle = particleSystem;
};
I took the rain from mog weather and put it in MV3D folder named Rain. Can create it with script call mv3d.createRain();
It has to follow player around with a parallel though as linking to map objects doesn't work right as y and z seems reversed, but the object I create and link it to that follows player works for some reason, put a wait between movement.
Code:
mv3d.rain.x = $gamePlayer.x;
mv3d.rain.y = $gamePlayer.y;
mv3d.rain.z = $gamePlayer.z + 20;
To stop it completely do a script call of
Code:
mv3d.rain.dispose();
mv3d.rainParticle.dispose();
to stop and start temporarily do
Code:
mv3d.rainParticle.stop();
mv3d.rainParticle.start();
to edit things mid playing you can edit the properties of mv3d.rainParticle and do
Code:
mv3d.rainParticle.reset();
though it doesn't really edit mid play and resets it, should probably increase speed if you want to do that stuff. The emitBox settings is the range of the rain, so -50 x, 0 z, -50 y and +50 x, 0 z, +50 y from player position, change it in file can't edit later or I didn't really care to try to edit it. Starting position of it is 20 z higher than player. No idea if there's any problems with it, it will still be there when you change maps but without parallel it will be at 0,0 corner. It also uses GPU rendering so shouldn't really lag at all?


EDIT: Did find a problem with saving, you can use this
Code:
Game_System.prototype.onAfterLoad = function() {
    Graphics.frameCount = this._framesOnSave;
    AudioManager.playBgm(this._bgmOnSave);
    AudioManager.playBgs(this._bgsOnSave);
    if ($gameSwitches.value(1)) {
            mv3d.createRain();
    }
};
Just put switch you want to turn on while raining into it. It restarts so you could always switch to a faster particle call if you want. You do need to put the wait in the parallel to before the movement script, you don't need it low, 20 frames or even really high works, probably. Or you could add it to check every step taken instead of a parallel in Game_Player section.

Have any other laymen/non-java experienced users figured out how to get this working? I've followed the instructions as best as I can, but there are clearly some bits that you must know that go unstated and I can't quite get this working.
What I've done:
1.)I've made the .js file with the code (named it mv3d-rain.js since there's nothing that specifies if it must be named anything specific)
2.)I have the Rain.png file in the img/mv3d folder.
3.)Here is where it gets muddy and I need clarification. I made a parallel event and labeled it " mv3d.rain". The quoted instructions don't say to do this, but there was a comment in the follow-up "Fog" guide about naming the parallel "mv3d.fog" instead of rain, so I get the impression that the event should be labelled as such. Let me know if this is an incorrect assumption. Now, I placed the Script call mv3d.createRain() into the Contents portion of the parallel event. This bogs down the game until it eventually just crashes after about 10 seconds. After a few different attemps, I tried using it as an action event with a swtch to toggle the rain on and off, but the Script call doesn't seem to work that way either. I've tried putting it in the Custom Movement box with the other script calls to place it at the player's location, with various different wait cycles, but again the game just got bogged down and crashed after a short bit, and no rain ever fell.
So, just how is this event meant to be configured? Does anyone just have a screencap of their event Contents or a simple step-by-step? Should the .js file be named something else? Any help would be appreciated, thanks ^^
 

Burgerland

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I'm glad you liked it! ^^

I'm not in my PC right now.
I'll take a look and give you a configuration for the rock.

-----------------------------
A new update has been released, coming from version 0.6.4 of MV3D.

Thank you! This plugin is a bit confusing. Also, Paypal won't accepting my card, so I can't buy your music.
 

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