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Hi, I think the wiki isn't working, thought I should notify.

Is it possible to make it so that camera rotation is controlled by the arrow keys and not AD? I want to use AD for only strafing but I want to turn the camera using only the arrow keys. No matter what settings I try, both AD and left/right end up having the same function.

only slightly related, but the wiki doesn't seem to work for me. ost of the time it gives me a 503 first bite error, and sometimes i get the message "project waking up", but it also times out into a 503.

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Same :(

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Can someone help me? I wanted my character when he walked
 forward to follow the camera, but I turned the camera and  
the character walked in the same original direction, instead 
of changing direction based on the camera's rotation.   
 It's more or less like this, I press forward and he moves 
forward, If I turn to the right and he walks in the same 
direction as before.  
even if the camera is facing backwards, 
it walks in the same original direction,  instead of turning 
towards where the camera is looking.
like this 
https://www.youtube.com/watch?v=OK5r_VkNPDE
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Hay, I know this is a strange ask, but is it possible/something you plan to add a VR mode? I would like to add it to my current game so if you have a VR headset on, it will auto-enter First Person and turn on VR mode. I can't find any plugins that do this and wanted to try asking.

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This is actually something I'm planning, no ETA yet though as it isn't a priority for me right now unfortunately.

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Thank you, I'll keep an eye out for it!

I'm having some trouble with lights not displaying properly or flickering on and off when I walk to and from certain spots. Is there something I can do to alleviate this?

Hey I have a question and I was hoping someone could help me figure this out. I've been given the impression that this plugin supports using 3D models, I have found one website with very limited resources. 

So, can MV3D use 3D models and if so, what kind? Does anyone recommend software for modeling? Or perhaps links to more 3D resources for the the plugin? 

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MV3D supports obj and gltf models. I reccomend blender.

hi, is not available for RPGM-XP?

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it isn't, but you could try H-mode7 or other mode7 scripts to make a 3D-looking game.

hi , just paid. when i use mv3d disable mv3d enable as a plugin command in the paid versions i get this error..

TypeError: Cannot read properties of undefined (reading 'uniqueId')     at Object.unHighlightMesh (feature-highlight.js:40:46)     at Object.disposeHighlightMesh (feature-highlight.js:56:14)     at Object.disposeCharacter (feature-highlight.js:97:14)     at mv3d.callFeature (features.js:9:3)     at mv3d.callFeatures (features.js:15:8)     at Character.dispose (characters.js:1430:3)     at Character.update (characters.js:1015:9)     at Object.updateCharacters (characters.js:43:23)     at Object.update (main.js:95:8)     at Scene_Map.update (mod_mv.js:19:8) SceneManager.catchException @ rpg_managers.js:1949

I have the camera distance set to 0 and it looks like the player is looking at their feet. When I press PgUp then the camera looks nice. Is there a way to make it start with this setting?

Need to adjust the pitch.

Hi, trying to figure out how to lock the Camera Angle so that when the Player moves the Camera stays still. Like an old school Resident Evil/ Silent Hill type game.


You would need to move the camera target to another location with the camera target command (have it target an event instead of the player) and disable camera control for the player.

Would it be possible to make the POV into first person perspective? I am making a doom-like game so if this is possible it would help me greatly.

yes it's possible

Set the camera distance to "0" and the game will be in first person.

When I create a moutain, the slopes that are 3 and 4 high, that are faceing NORTHEAST and NORTHWEST are turned 180 the wrong way. They face outward from the slope and not inward. Is there a solution for this ? Am using plugin 0.9.2.5.

Thank you for a fantastic plugin.

People who use the MV3D and MZ3D plugin, what are the best paid and free tilesets to use? Which one is prettier in your opinion?

Is the plugin compatible with parallax? I want to create my own maps and use 3D, will it be good?

interesting, but the game is too heavy with it?

 By purchasing the MZ/MV version do I have access to all future updates?

very cool, and is there a way to turn off the plugin on specific maps? on a map I want to use the 2d platform plugin

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Hello, is there any way to disable 3d rendering with a command and play the game in 2d and then when I want to activate it again I trigger a command to stay in 3d? I used mv3d disable but whenever I change the map it goes back to 3d, I wanted something like it was on/off regardless of whether the map changes 😅

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I would like to inquire, if I have purchased your project, does that mean I can use this plugin in my commercial game? I apologize for not seeing the terms of use. Also, my English is not very good, so I apologize for any awkward phrasing or terms that may seem impolite.

If you paid for it you can, apparently: https://github.com/Electravirus/MV3D/blob/master/LICENSE.md

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Nice plugin! I'm learning some things on it while playing with it. I'm using the free version. What are your terms for non-commercial use and commercial use? I've been trying to find it but can't. Also, your Discard link is broken. 

Update*

I seen that MZ3D can be used commercially when bought. Does this apply to the MV version as well?

how do I set it to only allow turning with the mouse

I think the base of MVs program will only allow movement on the keyboard or a controler.

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no mouse works i used this with mouse too BUT would make it easier to walk with  awsd 

but no, mouse use is included with MV Base 

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Hello! I just wanted to let you know that I just published a small escape game made with your plug-in: https://bribeledenicki.itch.io/escape-the-blue Thank you for the great work :)

Not to usurp your page, but I published another game using your plug-in (available here: https://bribeledenicki.itch.io/stribors-forest). The possibilities with your plug-in amaze me, so again thank you for this inspiration :)

Hello! Great plugin! I have a question: is it possible to use 3D animations. For example, I have a rigged character walking animation, is there a way to load it?

After some digging into the code and examples, I found the solution ;) In case someone is looking for the same, if I understood right, what you need to name the animations in the model walk, swimMove, swim, sit, run, jump, idle, fidget and fall, and when you import the model to an event set the adequate movement route, the animations should start automatically.

How do I make objects 3D like the Trees and fences in the images?

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Hello, may I ask how to switch the NPC's movement to "run" instead of "walk"?

how i can make 1st person

Set the camera distance to "0".

thanks

Is there any way to check for head collisions? For example I want my character to have to duck into a vent. I got the ducking working, but she can just stand up through the ceiling. I can't figure out how to make her head collide with ceiling so she's forced to duck the whole time. 

try make an event that changes the player/actor image to one were she is crouching  when clicking the vent door : ) see if that is beter? 

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Hello, excuse me, I use the 3D model in the .glb format in this plug-in as my character model, but my character has two different appearances. How can I switch my character model to a .glb file corresponding to another appearance?To add, what needs to be switched is the .glb model used by player character, not the .glb model used by events

howdy, thanks for this wonderful plugin. I just need to know if this will work for parallax maps or is it just editor maps.

Thank you for updates! Ver. 9.2 and 9.1 make the characters near the screen look blurry.

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It's the depth of field effect, it can be disabled in the settings.

I love it, paid for it, but unfortunately can't use it. It causes too much lag when I add 3D objects. My tester ran into a few issues with files not running correctly. This is a wonderful program, but I just can't use it for the size of game I'm building. 

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Hi, I'm having an issue with auto tiles.

Specifically the waterfalls, which, won't animate?

I copied the code from the documentation and even that doesn't work.

The waterfall tiles in the demo project animate fine. You could try taking a look at that. I'm not sure why the configs you copied aren't working.

It's a neat plugin, but it dose have it's troubles with placements which can be worked out or worked around. Though I've only tried the demo which I don't know the differences between the demo and paid versions.

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First of all, I'm so grateful for this plugin! It is exactly what I dreamed for an easy 3d RM experience. But I was running into some trouble with trees. It seems that trees wider than one tile will not display right? For example, in the default assets there is a tree two tiles wide.


If I wanted to put in some of those sorts of trees (or tiles with a large size in general), is it possible? How can I achieve it? I am following a tutorial that showed me how terrain tags can make the one-tile trees stand up, but when I use the same method on the larger trees they look wrong.


EDIT: I found an example for the large tree in the project, so hopefully I can work with larger trees now somehow. I tried following your link to chat on discord about questions but it leads to a "page not found."

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I have some questions.
Are there future plans to add support for 3d models with the ".vox" file extension?
and
Is there 3d model support for characters?
Ok, thanks.

.vox file support is not planned. Supported formats are obj and gltf / glb.
3d animated character support was just recently added.

ok, thanks

Hello!

I appreciate this plugin.

[ mv3d disable ]
[ mv3d enable ]

I have a request regarding the specification of this code.

Migrating to another map resets this code.

So, can't this code be a function to keep?

This is because I want to display some maps in 2D.


For 2D maps I used to do "mv3d disable" first.

But I ran into a problem when the map had a lot of events.

Even if you execute " mv3d disable " first, "MV3D" will read the event information before that.

This makes the process very slow.


Sorry for the long comment, thanks!

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You should put configurations in the map note tag.
<mv3d>enable()</mv3d> for 3D maps, and <mv3d>disable()</mv3d> for 2D maps should work.

thank you for all the updates and work you're doing

Hello!

I appreciate this plugin.

I have a question.

If you click the model (obj) with the mouse, the player moves to the event ID.

Is it possible to disable this behavior?

I made a big building with model (obj).

This building is background and this event id has no meaning.



You're right, that certainly isn't the desired behavior. The current mouse input system wasn't designed with large objects like that in mind. Currently if a clicked mesh belongs to a character, it's set to move to that character's location, but it might be best to remove this behavior and move directly to the clicked point instead.

{
    const raycastPredicate=mesh=>{
        if(!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable){ return false; }
        if(mesh.character){
            if(mesh.character.isFollower||mesh.character.isPlayer){ return false; }
        }
        return true;
    }
    mv3d.processMapTouch=mv3d.util.throttle(function(){
        const intersection = mv3d.scene.pick(TouchInput.x*mv3d.RES_SCALE,TouchInput.y*mv3d.RES_SCALE,raycastPredicate);
        if(intersection.hit){
            const point = {x:intersection.pickedPoint.x, y:-intersection.pickedPoint.z};
            mv3d.setDestination(point.x,point.y);
        }
    },100);
}

Here is some modified code with the undesired behavior removed, you can load it as a plugin after mv3d. I hope this works for you!

Thank you for your reply.

 I don't know much about the program.

 Should I add this code to the last column of the "mv3d" plugin?


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