(MV3D) Environment System

CoopNinjask

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Environment System 1.2.1 (MV3D 0.4.8)


Demonstration Video


Smoothness and Battle Update


3D Battlebacks Update



Another Languages

Portuguese

Condado Braveheart
Centro RPG Maker


IMPORTANT!


This demo does not include the mv3d-patr3on.js plugin, as this is a premium feature of the creator of the MV3D plugin, Dread_Nyanak.

The lack of this plugin will make the sunlight system not work, since it was developed using the plugin mentioned above as a base.

The demo was created assuming you have the plugin installed. If not, go to Common Event 2 - Define Start Commands and change the plugin command: mv3d ambient #222222 to mv3d ambient #ffffff (or another color that makes the ambient brighter). Otherwise, the maps will be too dark.
If you have the mentioned plugin, remember to activate it in the Plugin Manager.



Introduction
Hi guys!​

I came to introduce you to the Environment System, a system that creates a dynamic atmosphere for the game that deals with several factors, such as time, day phases, rain, sunlight (and moonlight), camera control, dynamic BGM, among other factors; and it affects both maps and battles.​

The system was created using MV3D as a base, which is the plugin that makes RPG Maker become real 3D.​
I know that several of these systems are common, but I created them all by common events to ensure compatibility with the mentioned plugin.​
In addition, the compatibility between them is perfect and bug-free as well.​

To summarize better what it is about, follow the list of all the systems included in the Environment System:​
  • Time​
  • Rain​
  • Day and Night​
  • Sunlight & Moonlight (Requires mv3d-patr3on.js)​
  • Camera Routines​
  • Flashlight​
  • Clock HUD​
  • Dynamic BGM​
  • Smooth Transitions​
  • Day and Night in Battle Integration​
  • Weather in Battle Integration​
  • 3D Battlebacks Support​

The Environment System works as a game core, a set of systems that serve as a basis for creating games.
The ideal is to start building your game using the demo as a base, but if you already have a project and want to use the system, you will have to take some precautions:

Don't Use & Don't Change
  • Don't use fade in / fade out effects, except those of the transfer map.
  • Don't change any file names in folders.
  • Don't change any settings in the DhoomParallaxUtils plugin.
  • Do not use pictures number 1 to 8.
  • Copy the files mentioned in the Credits to the respective folders of your project.

Switches

Don't use any switches until number 77, except the Free Switches: 20, 21, 22 and 23.


Variables

Don't use any variables until number 64.

If you used any switches or variables from the ones mentioned above, bugs may happen in your game, so you will have to change the switches and variables you used in your game.

Having said the important things, let's move on to the parts of the system.


Time
The Time System has seconds, minutes, hours and days.​
All of these values are controlled by the following variables:​

  • Variable 1: Second​
  • Variable 2: Minute​
  • Variable 3: Hour​
  • Variable 4: Day​

You can use the variables above to create conditions in your game based on the game clock.​
There is also a variable to define how much a minute equals in seconds, Variable 53: Minute - Value in Seconds.​
In the demo, the default value is 1 Minute equals 1 Second, but you can change it.​

Minute - Value in Seconds.png


Clock HUD
The Clock HUD is totally made by pictures and displays Hours and Minutes, as well as showing the phase of the day and the weather forecast.
This has 2 modes: 24h and 12h (am/pm). These modes can be changed freely by the player by pressing the Control key.
The HUD can also be moved (by the 4 corners of the screen) by pressing the Tab key.

To start the clock, you have to call Common Event 27: Clock HUD - Start. This command is included in Common Event 2: Define Start Commands.
If you don't want to allow the player to change the clock modes and position, just turn off Switch 24: Clock - Key.
You can also forbid only changing the position of the HUD via Switch 77: Clock HUD - Locked. In this way, modes can continue to be changed.

Clock Key - Turn Off.png

If you want to HIDE the Clock HUD, perform the routine in the image below:

Clock - Hide.png

If you want to SHOW the Clock HUD, perform the routine in the image below:

Clock - Show.png

Regarding the modes, change Variable 30: Clock HUD - Mode to:
  • 0 - 24h
  • 1 - 12h (am/pm)
Any value other than these will be treated as Mode 0.

Regarding the positions, change Variable 47: Clock - Position to:
  • 0 - Bottom Left
  • 1 - Bottom Right
  • 2 - Upper Left
  • 3 - Upper Right

Clock - Position.png

The demo was created considering 1280 x 720p resolution.
If you use a different resolution, use Variable 48: Clock - Adjustment X to change the clock position horizontally and use Variable 49: Clock - Adjustment Y to change the clock position vertically.
If you don't do this, the clock will be positioned off the screen.


From Version 1.2 onwards, the Clock HUD automatically adjusts to all resolutions.
You can continue to change the positions of the Clock's HUD using the Variables mentioned above.


Day and Night
From 18:00 to 05:59, it will be night; from 06:00 until 15:59 it will be a day; from 16:00 until 17:59 it will be afternoon.
Depending on the period of the day, there will be a change in the tone of the screen, in the color of the fog and in the displayed parallax, creating an impression of day, afternoon and night on the maps. The change will not only affect the maps, but will affect the battlebacks too.

Obviously, the system will not affect the internal maps.
To define the IDs of the internal maps, go to Common Event 7: Map - Check and include the IDs of the internal maps in the respective array:

Map - Indoor Maps.png

There is a way to temporarily disable the system so that you can apply your own effects to specific maps.
Turning on Switch 8: Special Panorama, the Day and Night system will ignore all self programming so you can apply your own parallax. (It will continue to change the tone of the screen, even if you have activated Special Panorama)
This can be used if you want to make a specific map with a different Parallax, like a boss map, for example.
When leaving the special map, just turn off the respective switch.


Rain
Whenever a day passes, the game will define whether it will rain on that specific day or not, which day, hour, minute and second it will start to rain; which day, hour, minute and second will stop raining and which day, hour, minute and second will be cloudy.

It may be cloudy up to 6 hours before it starts to rain.
Staying cloudy will directly affect the map, turning the day into a cloudy day, the afternoon into a cloudy afternoon or the night into a cloudy night.
This will change the tone of the screen, the color of the fog and the parallax. In addition, battlebacks will also be affected, applying cloudy weather to battles as well.

Regarding rainfall, there can be 2 different types: rain and storm.
This will affect the thickness of the raindrops and the BGS played.
There may also be thunder or not, and if there is, thunder can have 3 different powers, which change the sound effects and the duration of the flashes on the screen.
The frequency at which lightning strikes is also random, with one lightning strike after another, or it may take a long time before the next falls.

Obviously, rain will not happen on the indoor maps, but you will continue to hear the rain BGS and the thunder SEs.

You can temporarily disable rain using Switch 10: Special Rain, in the same way that Special Panorama works.
They can also be used to apply different rain-related effects to specific maps.

You can disable the BGS from the rain without having to disable the rain itself. To do this, you will use Switch 75: BGS Rain - Disable. This will prevent rain from automatically playing its respective BGS.
You can disable BGS from rain automatically when entering Dungeons as well. This can be done via Switch 76: Rain - Disable in Dungeon.
Doing so will only prevent the rain from playing its respective BGS, but will not allow you to play your own BGS normally, as the BGS break will continue to happen, according to itself programming. To play your own BGS normally, you must activate Switch 59: BGS - Use Own BGS, so the BGS will not stop automatically when it is not raining (or at night).

If you activate Switch 76: Rain - Disable in Dungeon and Switch 75: BGS Rain - Disable simultaneously, every time you are out of a dungeon, Switch 75: BGS Rain - Disable will be turned off.
To turn off BGS from rain on an external map, you need to turn off Switch 76: Rain - Disable in Dungeon and turn on Switch 75: BGS Rain - Disable.

How to define if a map is a dungeon will be shown a little later.

If you want to create a condition in your game in case it is raining, you should use Switch 18: Rain - Raining.
You can also create a condition in your game in case it is cloudy. In that case, you must use Switch 13: Rain - Cloudy.
In the case of thunder, use Switch 5: Thunder.


Sunlight and Moonlight (Requires mv3d-patr3on.js)
The sunlight system will generate a dynamic shadow on the map, whose shadow angle will vary according to the time of day.
The sun will rise at 06:00 in the east, casting a shadow to the left of the map and will set at 18:00. At that very moment, the moon will rise in the east, casting the shadow to the left of the map again, restarting the cycle.

During this time, the projected shadow will rotate around the map as time passes. The shadow position will be updated every 2 minutes in game time. This gives the impression that the sun (or moon) is rotating around the map, giving an impression of a 3D effect with greater depth.

Sunlight will not affect indoor maps. In this case, a standard shadow effect will be applied, which will not vary according to the game time.

Sunlight can be temporarily disabled by Switch 9: Special Sun. This can be used for that same idea of applying a proper sun effect to a specific map.


Camera Routines
Camera routines define default camera settings for specific types of maps.
There are 3 map specifications: Outdoor Maps, Indoor Maps and Dungeon Maps.

To define a map as Indoor Map, you must place the desired map ID inside this array:
Map - Indoor Maps.png

To define a map as a Dungeon Map, you must place the desired map ID within that array:
Map - Dungeon Maps.png

Anything that is not defined in one of these 2 arrays will be considered Outdoor Map.

In this demo, the Camera Routine for an outdoor map, applies a view from above, from a reasonable height, creating a slight 3D effect, while passing the 2D game impression.
The Camera Routine for an indoor map looks like the first one, but the camera is placed a little closer to the character, as well as a little more tilted.
The Camera Routine for Dungeon Maps will be in first person.

Finally, it is also possible to disable Camera Routines temporarily. This is done through Switch 11: Special Camera.


Flashlight
The Flashlight System makes the light of a flashlight automatically appear at night.
The flashlight behaves differently indoors, not appearing at all.
In dungeons, it applies a different angle from the outside maps to the light.

The player's flashlight is activated via Switch 19: Flashlight - Item. You can turn it on automatically, the way it is done in the demo, or you can turn it on only when the player gets the Flashlight item during gameplay. Use your creativity!

If you don't want to turn the flashlight automatically, turn off the Switch 19: Flashlight - Item in Common Event 2: Define Start Commands.


Dynamic BGM
The Dynamic BGM System makes the BGM vary according to the phase of the day, playing a different BGM for the day, another for the afternoon and another for the night.

To enable, first you have to define the map IDs that will have Dynamic BGM in this array:
Map - Dynamic BGM.png

Copy and paste the entire section, as indicated there.
In Variable 5: Map - Current ID, you will define the ID of the map you are configuring the BGMs for.
Under this condition, you will define the song that will play day, afternoon and night for that specific map.
Dynamic BGM.png

The Dynamic BGM applied to battles will randomly draw a Battle BGM from the playlist. Battle BGM will never be repeated.

In this demo, there are 5 different BGMs. You can include more by changing Variable 61: Random Battle BGM - Randomizer and adding a new condition in case the Variable obtains this new result that you just added, placing the new BGM.

Random Battle Music.png

Dynamic BGM also applies to vehicles, and you can define a BGM for each vehicle at each stage of the day.
Thus, a boat can have 3 different BGMs, a ship can have 3 different BGMs and the airship too.
In this way, you can have a total of 9 different BGMs for vehicles, making it possible to capture the atmosphere of the moment better in each situation.

Dynamic BGM - Vehicles.png


Smooth Transitions
Smooth Transitions will make the transitions between phases of the day happen in a very natural way, applying a slight fade effect between parallaxes.
Otherwise, the transitions would happen too suddenly, which causes an unnatural aspect in the changes between phases of the day.

For this to happen properly, you need to define any parallax in the map editor to turn on the system. Besides that, copy and paste the following tags on your outdoor maps: (KEEP THE NAMES IN THIS EXACT WAY, IN PORTUGUESE!!!)

<parallax: Noite Nublado, CloudySky5>
<parallax: Tarde Nublado, CloudySky4>
<parallax: Dia Nublado, CloudySky3>
<parallax: Noite, StarlitSky2>
<parallax: Tarde, Sunset>
<parallax: Dia, BlueSky>

Don't change any settings in the DhoomParallaxUtils plugin!

Smooth Transitions.png


Battle Integration
Day and Night and Rain Systems affect battles through Battle Integration.
Thus, if it is afternoon, for example, the parallax for the afternoon will be displayed on the battle scene; if it is raining during the night, the cloudy night parallax will be shown and it will also be raining (including touching the rain BGS) in the battle scene.
In short: The day phase and the weather will affect battles in the same way as maps.

To enable this, you will need a battleback with a transparent background.
That done, you will go to the map properties and define your battlebacks like this: battleback1 = none and battleback2 = your transparent battleback.
I created some pseudo 3D battlebacks with transparent parts to be able to show the parallaxes at the bottom of the battle scene.
Battlebacks.png

On an outdoor map, battleback1 will be defined automatically based on the day phase.

On an inner map, this will not happen. In that case, you need to define a battleback1 for that specific map. If no battleback1 is defined, battleback1 for none will be displayed. In this demo, the battleback1 for none is Vaporwave.
If you want to add new battleback1, they need to be loopable, otherwise there will be a visible cut in the image.
Battleback1 - Interior Map.png

The Moghunter plugin that I used to make the parallaxes appear in the battle scene does not scale the battlebacks, just keeping the original image size.
So if you are going to include a battleback2, you have to resize the image to the size of the full screen.
The resolution of the demo is 1280 x 720p and this is the resolution of the pseudo 3D battlebacks that I created.
If you want to use the standard RPG Maker MV battlebacks, you need to scale them to 1280 x 720p or lower the resolution to the standard RPG Maker MV resolution.


3D Battlebacks Support
I created a 3D battleback generator so that a huge variety of 3D battlebacks can be created with just a few clicks.
To learn more and download it, visit the following link: https://forums.rpgmakerweb.com/index.php?threads/3d-battlebacks-generator.117706/

There is also the Colossal Pack available for download, it contains 2537 different 3D battlebacks ready to use, including all possible combinations of RTP battlebacks. To obtain it, access the link mentioned above.

Included in this demo is the entire package of 3D Battlebacks - Best Matches, this contains the best combinations of all, in my opinion, for each RTP's battleback2, plus some original battlebacks.

To use 3D battlebacks, do as explained in the Battle Integration section.

However, there is an update: It is now possible to use outdoor battlebacks1 on indoor maps.
For example: You are inside a house, but you want the sky to appear behind the scenery, depending on the phase of the day that is happening outside.

To do this, you need to define this indoor map as one of the maps that will use outdoor battlebacks.
Go to Common Event 7: Map - Check and define the map IDs in the respective array, as shown in the image below:
Indoor Maps Outdoor Battlebacks.png

Including the map ID in the array shown, an outdoor battleback1 will automatically be shown on these maps.

To use a specific battleback1 on a map, it is necessary that the ID of that map is not included in the above array, otherwise, a outdoor battleback1 will be shown instead.


Define Start Commands
After you have adjusted everything according to what was instructed in this tutorial, you will have to define the initial commands to start the systems.

In this demo, this is done through Common Event 2: Define Start Commands:
Define Start Commands.png

mv3d rotationMode auto sets the camera rotation mode to automatic.
mv3d ambient #222222 defines the respective color for the environment.
Allow Followers = OFF turns followers off.
Switch 1: Time System = ON turns on the Time System.
Common Event 23: Flashlight - Automatic enables the flashlight for the player and for all vehicles.
Switch 19: Flashlight - Item = ON enables the flashlight for the player automatically.
Common Event 27: Clock HUD - Start starts the Clock HUD.
Switch 29: Dynamic BGM Vehicles = ON enables the Dynamic BGM of vehicles.
If Switch 29 is ON
Common Event 29: Dynamic BGM - Vehicles starts Dynamic BGM for vehicles. This common event depends on the activation of Switch 29 to work.
Common Event 5: Rain - Define makes the Rain System set up its configurations for the first time.

Any initial configuration regarding the systems in your game, must be done by this Common Event.
This should be called at the beginning of your game via an auto-start event to give the starting trigger for all systems in the demo.


Default Script Changes

rpg_objects.js


Line 7483 (Add)

$gameSwitches.setValue(7, true)

-------------------------------

rpg_scenes.js


Line 837 (Add)

$gameSwitches.setValue(73, false);


Line 843 (Erased)

AudioManager.stopBgs();


Lines 847, 848 and 849 (Add)

BattleManager.playBattleBgm = function() {
AudioManager.playBgm($gameSystem.battleBgm());
};


Terms of Use

Free for commercial & non-commercial use.
Do not repost, link to the original thread instead.


Credits

-----------------------------------------
EVENT BASED SYSTEMS
-----------------------------------------

CoopNinjask

Time
Rain
Day and Night
Sunlight & Moonlight (Requires mv3d-patr3on.js)
Camera Routines
Flashlight
Clock HUD
Dynamic BGM
Smooth Transitions
Day and Night in Battle Integration
Weather in Battle Integration
3D Battlebacks Support


-----------------------------------------
PLUGINS
-----------------------------------------

Dread_Nyanak

MV3D - 3D rendering for RMMV


Yanfly

Core Engine
Core Updates and Desktop Optimization
Main Menu Manager
Message Core
Save Core
Battle Engine Core
Action Sequence Pack 1
Action Sequence Pack 2
Action Sequence Pack 3
Animated Sideview Battlers
Battle System - ATB
Battle System - CTB
Battle System - STB
Battle A.I. Core
Buffs & States Core
Element Core
Level Up Growth Effects
Victory Aftermath
Item Core
Item Upgrade Slots
Skill Core
Skill Cooldowns
Equip Core
Auto Passive States
Base Troop Events
Region Events
Region Restrictions
Save Event Locations
Event Chase Player
Move Route Core
Extended Move Pack 1
Quest Journal System
Animated Tile Option
FPS Synch Option
Keyboard Config
Patch Notes
Picture Spritesheets
Script Call - Plugin Commands
Dragonbones Integration


Dan "Liquidize" Deptula

MadeWithMV


Zalerinian

Gamefocus


Yami

Yami_SkipTitle


Christian Schicho

Fullscreen


DrDhoom

DhoomParallaxUtils


Tsukihime

HIME_BattleWeather


Moghunter

MOG_BattlebackEX
MOG_EnemyHP


Galv

GALV_RollCredits


Ocean Pollen

Shutdown


-----------------------------------------
IMG/BATTLEBACKS1
-----------------------------------------

CoopNinjask

All graphics, except Vaporwave


ShutterStock

Vaporwave (80s Game Background Images)


-----------------------------------------
IMG/BATTLEBACKS2
-----------------------------------------

CoopNinjask

All graphics


-----------------------------------------
IMG/CHARACTERS
-----------------------------------------

CoopNinjask & Kadokawa

$Scarecrow


CoopNinjask, Avery & Kadokawa

Chest 4dir


Kadokawa

3_Actor1
3_Actor2


-----------------------------------------
IMG/PARALLAXES
-----------------------------------------

CoopNinjask

CloudySky3
CloudySky4
CloudySky5
StarlitSky2


-----------------------------------------
IMG/PICTURES
-----------------------------------------

CoopNinjask

0
1
2
3
4
5
6
7
8
9
Am
Pm
Dois Pontos
Lua
Lua e Nuvem
Lua, Nuvem e Raio
Sol
Sol e Nuvem
Sol, Nuvem e Raio
Relógio


-----------------------------------------
IMG/SV_ACTORS
-----------------------------------------

Kadokawa

3_Actor1_1
3_Actor1_8
3_Actor2_7
3_Actor3_8


HiddenOne

SV_Slime


-----------------------------------------
IMG/SYSTEM
-----------------------------------------

Kadokawa

Weapons1
Weapons2
Weapons3


Moghunter

EnemyHP_A
EnemyHP_B


-----------------------------------------
AUDIO/BGM
-----------------------------------------

North Sound / Composer: Daisuke Shiiba

Battle5 [RPG Maker MV Original Soundtrack (2015)]
Battle_Endless [RPG Maker MV - Remixes from 2003 (2015)]


-----------------------------------------
//
-----------------------------------------


ALL RESOURCES INCLUDED IN THIS DEMO THAT WERE NOT CITED
IN THE ABOVE LIST BELONG TO DEGICA AND KADOKAWA CORPORATION,
AS PART OF THE STANDARD PACKAGE OF RPG MAKER MV.


Patch Notes

Version 1.2.1 - Minor clock correction in am/pm mode.

Version 1.2 - Clock HUD position now automatically adjusts to any resolution.
The Clock HUD position can now be locked via Switch 77: Clock HUD - Locked.
Flashlight now is bug free.
Vehicle lights have been removed due to lag and bugs.
Some minor bug fixes.
Chests and Scarecrow have 4 direction sprites now.

Version 1.1 - 3D Battlebacks Support included.

Version 1.0 - Environment System's launch.


Download

(MV3D 0.4.8) Environment System 1.2.1
 
Last edited:

Kes

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@CoopNinjask As this is such a long post (it needs to be), I think it would be helpful if you put the supplementary information into spoilers. What I mean is everything from 'Default Script Changes' onwards.
 

CoopNinjask

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@CoopNinjask As this is such a long post (it needs to be), I think it would be helpful if you put the supplementary information into spoilers. What I mean is everything from 'Default Script Changes' onwards.
Good ideas! Done! :awink:
 

Parallax Panda

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Very nice. The updates smooth transition of the parallaxes looks very good too. But man, this is a lot to dive into if one wants to understand how it works. Also, is there a reason some things are left with Portuguese names?
 

CoopNinjask

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Very nice. The updates smooth transition of the parallaxes looks very good too. But man, this is a lot to dive into if one wants to understand how it works. Also, is there a reason some things are left with Portuguese names?
As I told you, the system itself is quite complex, since almost everything was done by common events. It is not as simple as copying and pasting a javascript plugin, but I think the result was quite satisfactory and decided to share the work with you.

The reason for leaving some things in Portuguese is the fact that I used these names when developing some systems and changing these terms to English would do an excessive amount of work without any change in practice. Leaving them in Portuguese does not interfere with anything, nor does it hinder the understanding of how it works. The important things like the names of the switches, variables, common events and comments are all translated.
 

CoopNinjask

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Guys, I just released a new update: (MV3D 0.4.5) Environment System 1.1.
This is already in the main post, I'm just commenting here to up the thread.
Enjoy! :ewink:
 

CoopNinjask

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New update, guys!
Version 1.2 has just come out.
 

CoopNinjask

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Version 1.2.1 is here!
The Environment System also had the version of MV3D updated to 0.4.8.
 

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Hello Coop! Man, I really love that system of yours! It's Insane! and Awesome!
I am testing it with the SF Outside tileset. It went well. I also wanted to change the enemies such that, they would be humans. I tried to use the character generator to create a few, but they are short. Did you create the character sheets and SV sheets of the Actors yourself? Or did you use any character generator? If it was some generator, can you please give me it's name?
 

CoopNinjask

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Hello Coop! Man, I really love that system of yours! It's Insane! and Awesome!
I am testing it with the SF Outside tileset. It went well. I also wanted to change the enemies such that, they would be humans. I tried to use the character generator to create a few, but they are short. Did you create the character sheets and SV sheets of the Actors yourself? Or did you use any character generator? If it was some generator, can you please give me it's name?
Hi my friend!
First of all, thanks for the compliments!

The Characters and SV Actors present in the demo are part of the Dark Fantasy Character Pack, released by Kadokawa itself.
However, there is actually a very good tall character generator, I found it right here on the forum, follow the link:
The quality of the characters generated is really very good and it matches well with the style of the graphics of the MV3D maps.
I am using it to make the characters used in the ABS that I am developing for the MV3D.

As for the SV Actors, unfortunately I never found a tall character generator, but there is a video tutorial on youtube that teaches how to increase the size of the characters in a simple way, but with a less polished result.
Follow the video, anyway:
I hope it helps you.
Let's make amazing games with MV 3D!

A big hug! :hwink:
 

Action20

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Hi my friend!
First of all, thanks for the compliments!

The Characters and SV Actors present in the demo are part of the Dark Fantasy Character Pack, released by Kadokawa itself.
However, there is actually a very good tall character generator, I found it right here on the forum, follow the link:
The quality of the characters generated is really very good and it matches well with the style of the graphics of the MV3D maps.
I am using it to make the characters used in the ABS that I am developing for the MV3D.

As for the SV Actors, unfortunately I never found a tall character generator, but there is a video tutorial on youtube that teaches how to increase the size of the characters in a simple way, but with a less polished result.
Follow the video, anyway:
I hope it helps you.
Let's make amazing games with MV 3D!

A big hug! :hwink:
Thanks dude! I have an idea of combining it with Atelier Rgss's Chrono engine. It might be awesome. It would take me years to do so. Will you be able to join me? I would be pleased to work with you!
 

CoopNinjask

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Thanks dude! I have an idea of combining it with Atelier Rgss's Chrono engine. It might be awesome. It would take me years to do so. Will you be able to join me? I would be pleased to work with you!
Moghunter's system is amazing!
Despite that, I'm not that good at scripting, so I'm creating my event-based ABS.
If you manage to develop a compatibility patch between it and the MV3D, for sure, it would be an amazing result!
I am here to help! Any questions, send a message and I try to help you. :cool:
 

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New update:
Portuguese version of the tutorial was added.
 

Action20

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I have created a combined version currently. It's still in its basic structure.
This is the Chrono3D. I need some help dude. I can't use the left and right buttons, and there is a texture error. I can't upload photos.
 

CoopNinjask

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I have created a combined version currently. It's still in its basic structure.
This is the Chrono3D. I need some help dude. I can't use the left and right buttons, and there is a texture error. I can't upload photos.
Yeah! That's a known issue.
These 2 plugins have serious problems of compatibility.
Because of this, i prefer to create my own ABS from scratch.
Maybe you can get a better help from MV3D Topic, because i'm not too good with scripts.
Sorry.
 
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Action20

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Sorry, I was not clear with the above message. Well, it worked better. But there was a texture error on the marked tile . But I was able to use the one below it. It worked perfectly.

IMG_20200225_191933.png

The another problem was that I could not use the left and right buttons to move. Only the Q and E buttons could be used to turn.

Earlier while sending the other message ,that you had replied for, I could not upload photos in the message due to a technical error.

This is not some compability error (Texture and Movement errors) as they had worked quiet perfectly in your environment system. If you say that you don't know what to do? , then who should I consult?
 

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