Poupouille

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Hello, the two screenshots you see are from rendering with the FPLE plugin.
These are the default settings.
 

TsukiTheLunatic

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when the animation of opening the door changes the perspective of the camera this arrow changes its position (it should be pointing to the door) does anyone know how to solve to make it point to the door when the animation plays?
1655306807922.png
 

KawaiiKid

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Is there any way to make it completely dark without a light source? I'm trying to make a really dark dungeon where you need to carry a lantern, but can't figure out a way.

Edit: I solved the problem. You just set sun and ambient to black. I was already doing this, but it wasn't doing anything. Turns out that saving locks in maps lighting, so I had to change areas for it to take effect 0.o
 
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darkand

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is posible make work Qabs on MV3D? i really trying to make work but dont show projectiles or some things
 

ClarionCall

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Has anyone else experienced a pretty sever drop in performance when upgrading to a newer version of MV3D? And, if so, how did you get around/solve the framerate issue?

In my case, it was a pretty big upgrade. I have been using MV3d ver. 0.6.3 for a very long time because I had already invested so much time into my mapping before the .OBJ model flipping was fixed, and I didn't want to have to go through dozens of maps to fix the events and maps if I upgraded, so I just kept using 0.6.3, which had been totally fine up until recently. Using 0.6.3, I was stuck with only being able to use 8 total light sources/events on any map, no matter how large or small. So I finally decided with the latest update 8.2.2 to go ahead and put in the time to upgrade and then go through and 'fix' my entire game with the models now all being reversed/mirrored. The problem is that now the performance is just horrendous, pretty much on any sized map.

Here is the performance of the game using MV3D ver. 0.6.3 on a 251x251 map with various other buildings and assets to load, AND fog/rain running:

Clarion Call - 0.6.3

And here is the game running with MV3D ver. 8.2.2 on a 50x50 map with no weather effects running. I took a chunk of the OG map and made a smaller version after the performance tanked so badly, but even on a 50x50 map it doesn't seem to have helped.

Clarion Call - 8.2.2

Did anyone else experience this? If there's no way around this issue then I can roll back to 0.6.3 but since smaller dark areas do look so much nicer with the real-time shadows and also being able to use more than 8 total lights in an area, I would prefer to be able to just use 8.2.2 :p - any help would be greatly appreciated!
 

Delinux

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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.
 

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riceyo84

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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 ?
 

Delinux

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Have you tried conditional branch with a script call[ $gameParty.inBattle() ]to disable mv3d when entering a battle ?

I'm no script expert but, doesn't that just detect that the party entered battle? how would that turn off Mv3d unless there's something I'm missing.
 

riceyo84

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I'm no script expert but, doesn't that just detect that the party entered battle? how would that turn off Mv3d unless there's something I'm missing.

Each map of the battle you add disable?
1658981122607.png
 

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Delinux

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Each map of the battle you add disable?
View attachment 235949

TO THINK IT WAS THAT EASY...

Thank you sooo much, I didn't even know this was a thing. Definitely adding a npc called Riceyo in the game as a subtle nod of thanks, (Though I wont if you ask me not to). Certainly saved me a lot of heartache, cheers mate.
 

riceyo84

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It’s actually khanh1984. I usually hang around on the discord of cutie virus. If you are still having some headaches, I have a website with some models that can be handy for your game.
 
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BoneCollectors

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Hello everyone.

Does anyone know if we can prevent the camera from showing the black borders of the map? I want to move into 3D but I don't want my maps to look like boardgame tables, you know? The way the camera works on regular 2D prevents showing the black empty spaces all around. MV3D always shows the undesired darkness even on large maps. Is there a way to prevent it? I'm so close to convert my entire project.
 

GrentoYTP

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Hello!

I want to do conditional brach with current value of yawcamera.

mv3d.blendCameraYaw.currentValue()=300 or something like that. How script like this would look like?

Thanks in advance.
 

riceyo84

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Is this what you meant?
mv3d.blendCameraYaw.targetValue(300,1), but I think this is what you are looking for.

mv3d.blendCameraYaw.targetValue()===300
 
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Mobiusco

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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?
 

YoraeRasante

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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?
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.
 

Mobiusco

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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.
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.
 

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YoraeRasante

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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.
MV3D 8.2.2? People sometimes download an older version thinking it is the newer.

Did you remember to save before testing the change on the plugin manager? So many times a change I did didn't work at first because I forgot to save, and for some reason MV asks to save before testing if you change the map or database but not the plugin manager...

If even then it doesn't work, then yeah, then there may be an actual compatibility issue
 

Mobiusco

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Sorry about the delay, yes I have MV3D 8.2.2 and I have double checked that I saved and MV3D is at the bottom, but it still has the same problem. Would anyone be able to look at the code for SAN_AnalogMove and see if they can maybe spot the issue? Having an analog movement system is very important for my game and this plugin works the best for my needs, so I would really like to be able to use it.
 

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YoraeRasante

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Ah, I only took a quick look at the code but I think I can get the issue.

Most control and pixel movement plugins seem to mostly change the basic controls, through
Game_Player.prototype.getInputDirection.
It is also what mv3d changes to adapt the direction to the camera angle.

SAN_AnalogMove does not use this, it writes its whole new system to use instead. Oh, the default code is still running in there, but it is canceled by AnalogMove and its own system does the moving instead.

Would need a compatibility patch made, but not a big one. Just adding input_mv3d.blendCameraYaw.currentValue() to the direction the control would usually move. It is in degrees, so it needs to be converted to radians.

I didn't test this, but I think it should do it. Please tell me if it works (save in a .js file and put it as a plugin bellow both SAN_AnalogMove and mv3d):
JavaScript:
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);
    }
};
 

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