- Joined
- Mar 1, 2017
- Messages
- 182
- Reaction score
- 34
- First Language
- French
- Primarily Uses
- RMMV
Hello, the two screenshots you see are from rendering with the FPLE plugin.
These are the default settings.
These are the default settings.
Have you tried conditional branch with a script call[ $gameParty.inBattle() ]to disable mv3d when entering a battle ?Hello people!
I've experienced a dilemma that I cant seem to find a way around and was wondering if anyone had any ideas. My plan for the game uses two main plugins: Mv3d (obviously) and the tactics system. They're not compatible in the sense that the UI never appears BUT you can hear the sounds of the UI when you try to navigate it like normal. That leads me to 2 potential reasons, Camera or graphical.
Now if there is anyone who can shed some light on this and or how to fix it I would be immensely grateful. Now, through testing it simply turning off the m3vd plugin entirely and loading into the battle map works so if there was a way to event it to turn off and on at times that would be a god send. If there was also a way to potentially change the camera/controls back to normal I could test if its camera related too. OR if its related to the 3d rendering (which I doubt) an option to turn it off and on might fix it too.
But to give some insight I've made a basic battle map to display what's going on here.
The first picture is Mv3d on and the second without.
I'm unsure if Mv3d affects UI related stuff either.
I know I'm asking a lot if you have to engineer one of these changes into the game so one guy can use both plugins but you would be saving me the heartache of choosing between them. ESPECIALLY Since I bothered to learn blender to model stuff (ABSOLUTE NIGHTMARE I HATE MODELING).
Example of something I modelled added for taste.
THANKS AGAIN.
Have you tried conditional branch with a script call[ $gameParty.inBattle() ]to disable mv3d when entering a battle ?
Each map of the battle you add disable?
View attachment 235949
move mv3d to below SAN_AnalogMove in the plugin manager.Hi there, I was wondering if anyone could help me with a problem I've been having. When using first person mode and controlling with mouse in the latest version of MV3D, my character's controls swap every time I turn my head with the mouse to face a new direction. I am using SAN_AnalogMove for my analog movement during the regular top-down portions of my game, could there be a conflicting problem with that?
I tried moving it to the bottom of the plugin manager and I still have this issue, maybe there is a compatibility problem with San_AnalogMove and MV3D? I'm using the latest version of both, here's a screenshot of the event I'm using to go into first person mode.move mv3d to below SAN_AnalogMove in the plugin manager.
This is a common issue, any plugin that changes controls tends to rewrite the direction keys. And mv3d itself also rewrites the direction keys so directions fit the camera angels.
So mv3d needs to be lower in the plugin manager os its changes are added to the other plugin's, instead of overwritten.
MV3D 8.2.2? People sometimes download an older version thinking it is the newer.I tried moving it to the bottom of the plugin manager and I still have this issue, maybe there is a compatibility problem with San_AnalogMove and MV3D? I'm using the latest version of both, here's a screenshot of the event I'm using to go into first person mode.
input_mv3d.blendCameraYaw.currentValue()
to the direction the control would usually move. It is in degrees, so it needs to be converted to radians.var _mv3d_SAN_AM_PlayerMover_updateVelocityByInput = PlayerMover.prototype.updateVelocityByInput;
PlayerMover.prototype.updateVelocityByInput = function() {
_mv3d_SAN_AM_PlayerMover_updateVelocityByInput.call(this);
if (!mv3d.isDisabled()) {
var velVecLen = this._velVec._len + 0.0;
var velVecDir = (this._velVec._dir + Vector.degToRad(mv3d.blendCameraYaw.currentValue()))%(Math.PI*2);
this._velVec = Vector.polar(velVecLen, velVecDir);
}
};