Zeldashu

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Can I make a Chinese version based on the English plugin instructions on Mv3d.cutievirus.com? On the original site, on another jump page of the site (similar to the wiki's multilingual page). I like this plug-in, but I'm not very comfortable using it due to language issues, so I'm going to translate the instructions. It is much more convenient to translate the original document format, and easier to maintain if there are subsequent updates.
 

SefirosuKuraodo

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So I've noticed that some people have posted examples of 3D model swapping in order to animate an event. However, I can't find the plugin command in MV3D's documentation to swap out an event's assigned .obj model. I'm trying to make an opening chest, I just need to know how to change the event's closed model into the open model. Does anyone who still follows this thread know the answer?

Edit: I figured out how to swap the model, so that's been solved, but it led to a follow-up problem: when I change maps and return, the chest is the closed model again due to it being the default model int he note box. Any solutions on how to get the model swap to stay permanent?
 
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Tolin42

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So I've noticed that some people have posted examples of 3D model swapping in order to animate an event. However, I can't find the plugin command in MV3D's documentation to swap out an event's assigned .obj model. I'm trying to make an opening chest, I just need to know how to change the event's closed model into the open model. Does anyone who still follows this thread know the answer?

Edit: I figured out how to swap the model, so that's been solved, but it led to a follow-up problem: when I change maps and return, the chest is the closed model again due to it being the default model int he note box. Any solutions on how to get the model swap to stay permanent?

Your easiest solution here would probably be to trigger a self-switch that activates a second event page, autoruns the model switch and then ends event processing... that should change the model from its default over the the open chest variant.
 

NotFlamingo

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Is it possible to set a movement route via script so that the event moves in straight line but will start at z 4 and will end at z 0? Edit: added picture.

Untitled.png
 
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fizzly

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@piksalh, if it's going down, then you can just change the X,Y, and it should automatically go won from cliffs if the option is checked in configuration tab. If no, just use go through.

Edit: @Dread_Nyanak , I noticed that there is still problem while changing event graphic. It shows weirds things for a while while changing graphic to the one from another char-sheet. Can you guys fix that?
 
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Joker009

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C.pngpassage.pngcorner.png
Can I make this shapes by using one single event?
This shapes are using 2-3 events.
If someone make it , please teach me how to do.
 

CoopNinjask

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We know how hard it is to create all the necessary assets for a character of your game.

Thinking about it, we decided to collaborate with the community creating the Full Character Pack, including all the necessary assets for a character, made with high quality.

Take a look!

 

Morpheus

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So I've noticed that some people have posted examples of 3D model swapping in order to animate an event. However, I can't find the plugin command in MV3D's documentation to swap out an event's assigned .obj model. I'm trying to make an opening chest, I just need to know how to change the event's closed model into the open model. Does anyone who still follows this thread know the answer?

Edit: I figured out how to swap the model, so that's been solved, but it led to a follow-up problem: when I change maps and return, the chest is the closed model again due to it being the default model int he note box. Any solutions on how to get the model swap to stay permanent?

How do you swap the model? What's the command?
 

seaotter

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With Lilac Throwable Events : Version - 1.0.0 .... ( for MV )

11.gif


can you fix it ?
 

gRaViJa

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Now that development of my game is coming along well, i'm also testing on other computers. And on lower end computers, i am getting lag on big maps. What options can edited to improve how it runs? Render distance doesn't actually seem to influence this a lot, while mipmapping and "Update all events in render distance" did improve the lag (but i'm not sure at what costs that might be?). Any insight on this would be very helpful!
 
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Rikyu

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Most of the times when someone asks why the game laggs with mv3d its because of to many events on a map. You can have thousands of models if they are not to high poly on a single map without any laggs. The most time I ran into performance issues then it was cuz of way to many events. Reduce the amount and try to split your bigger maps into smaller ones.


How do you swap the model? What's the command?
use the model(filename.obj) function for that you can swap to any model in your folder back and forth
 

Dread_Nyanak

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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 coordinates for events with tile graphic
✔️fix player with 3d model crashing on transfer
✔️fix camera not following disabled characters properly
✔️ fix broken animated tiles in mz3d
✔️ fix pixel textures for cross shape


mostly bug fixes, but I changed a lot of the back end stuff so developing for both MV and MZ should be easier now.

The new version of the plugin can be found at itch.io or patroen. There is also now a free demo of mz3d available on itch.io.
 

PsychicToaster

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Not sure if this has already been asked, and searching has a been a bit fruitless, but can this be used with things like the old PVGames High Fantasy tiles/characters? I'm not sure what sort of limitations there might be on character heights and whatnot for this, if any. One would need to scale the tiles up for MV's editor and use Change Tile Size to reduce them back down to their original 32x32 quality too, which I am unsure is compatible with this plugin.
 

gRaViJa

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Not sure if this has already been asked, and searching has a been a bit fruitless, but can this be used with things like the old PVGames High Fantasy tiles/characters? I'm not sure what sort of limitations there might be on character heights and whatnot for this, if any. One would need to scale the tiles up for MV's editor and use Change Tile Size to reduce them back down to their original 32x32 quality too, which I am unsure is compatible with this plugin.
How would you go about buildings as such? You can't use all the premade buildings and such probably as the perspective would be off? I'm doing the same as your idea except with Time Fantasy instead of PVGames resources. I don't see too much issues with characters, ground tiles etc. But the building would be made from scratch with the existing graphics as bases for textures etc. That's what I did at least. Example result:

enikogameplay1.png
 

PsychicToaster

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How would you go about buildings as such? You can't use all the premade buildings and such probably as the perspective would be off? I'm doing the same as your idea except with Time Fantasy instead of PVGames resources. I don't see too much issues with characters, ground tiles etc. But the building would be made from scratch with the existing graphics as bases for textures etc. That's what I did at least. Example result:

View attachment 173560
Oh this is with the OLD High Fantasy stuff xD back when it was all tile-based. Not the Medieval packs which had the premade buildings. But if Change Tile Size works with the MV3D plugin, then I am golden! I wanted to do a first person Might and Magic/Ultima Underworld type game with them and this plugin.

I love what you're doing, can't wait to see more of that ^^
 
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gRaViJa

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Is there a way to have semi transparancy in character sets in MV3D? Semi transparancy works without MV3D but with it looks like this: (sun beam on top is what it looks like as a character set, there's no semi transparancy so it looks weird, the left is how it should look like with semi transparancy, that's a picture, but i can't use pictures in this case):

Screenshot 2020-12-31 at 11.46.33.png
 

BigJoshieC

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EDIT: Solved. I forgot I was making the character transparent when switching to first person. My bad.
Is it just me or does it seem like the lamp and flashlight for the player character do not work in first person in MZ3D? First image shows it working but second image is if I enter the same cave in first person. I'm testing this in the MZ3D supplied project.
lampworking.PNGlampnotworking.PNG
 
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cuzisaidso

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I noticed that when using the tileset, SF Outside, the grass tile (set A, tile 2,0) and applying a height, the block that is displayed is the wrong view. I am using the mv3d 0.6.5 version of the program.

2D view
2dview of map.PNG

3D view (the results)
3dside view.PNG
 
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