Has anyone else had any issues with events being properly illuminated? I am trying to craft a dark environment but events that aren't a wall or sprite shape basically don't react to any other light sources and are constantly dark.
Is there anyway to adjust first person mode so the player's view is directly ahead of them? It appears to be tilted a bit toward the floor in its native state.
There's an issue with version 0.9.2.8 Project Demo. When you move out of a boat or ship, the characters are lower to the ground and move in any direction. This doesn't happen when you have only one person in your party, however.
Hi, I've been working with this for a while now and I still love it, especially as I get into the art creation phase of my game, it's super fun.
Here's the thing, the game I'm making uses static camera angles, which I find by adjusting Pitch and Rotation and all that. Then I just lock the camera to a specific point and swap it as needed. Effectively, this mimics how FF7-9 handled the camera. However, since I can't actually see the Pitch and Rotation, it's a lot of guesswork.
Is there anyway for me to like, 'debug' it and show Pitch and Rotation values on screen? It would be incredibly helpful for me!
Here's a screenshot to show what I mean: No matter where you are in the room, this is where the camera is pointed.
I have a question that is killing me, the FPS on computers that are not mine is very low, on my computer it is 60 and on my friends' it is below 10, is there anything I can do?
I'm doing some tests to make the maps as light as possible, if you have any tips that could help? because I've already programmed a lot of things with the 3D maps :(
I tested it on my other friend's PC and it also worked, so the problem is on older PCs, but I'm a little worried about performance on these not-so-good PCs, you know :(
How could I always set the game in First Person? The creator of the plugin and some people here say they have to set the "camera" to 0, but this option simply doesn't exist in my plugin, I downloaded the one from here and the one from github, but none of them have this option to set the camera, or I may be looking in the wrong place, but would anyone know how to do this?
In first person mode (90 degree turns), when I turn, all of the light sources (lamp, event flashlight, etc) visibly move, e.g. when you turn to the left they move slightly to the right of where they're supposed to be, and when you turn backtow3ard them, they jump back to the intended placement. Is there a way to prevent this? It's kind of jarring.
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Is there an MV-compatible version of OmniMove? I purchased it only to find it works exclusively with MZ
Has anyone else had any issues with events being properly illuminated? I am trying to craft a dark environment but events that aren't a wall or sprite shape basically don't react to any other light sources and are constantly dark.
I've been trying to figure this out so I hope someone can help me, is there a way I can have a texture being applied for a specific tile on the map?
Is there anyway to adjust first person mode so the player's view is directly ahead of them? It appears to be tilted a bit toward the floor in its native state.
There's an issue with version 0.9.2.8 Project Demo. When you move out of a boat or ship, the characters are lower to the ground and move in any direction. This doesn't happen when you have only one person in your party, however.
Hi, I've been working with this for a while now and I still love it, especially as I get into the art creation phase of my game, it's super fun.
Here's the thing, the game I'm making uses static camera angles, which I find by adjusting Pitch and Rotation and all that. Then I just lock the camera to a specific point and swap it as needed. Effectively, this mimics how FF7-9 handled the camera. However, since I can't actually see the Pitch and Rotation, it's a lot of guesswork.
Is there anyway for me to like, 'debug' it and show Pitch and Rotation values on screen? It would be incredibly helpful for me!
Here's a screenshot to show what I mean: No matter where you are in the room, this is where the camera is pointed.
is there anyway to use mv3d values, for example camera pitch in a conditional branch
I have a question that is killing me, the FPS on computers that are not mine is very low, on my computer it is 60 and on my friends' it is below 10, is there anything I can do?
https://drive.google.com/file/d/1V-XmdL7XtvsdDB_4mQuCJ0S5Qez5lefO/view?usp=shari...
https://drive.google.com/file/d/1GaMBiSJjmO1qh6qJwLf78-K1MK7oR_OP/view?usp=shari...
what is yours and your friends PC specs?
I'm doing some tests to make the maps as light as possible, if you have any tips that could help? because I've already programmed a lot of things with the 3D maps :(
Is that your friend’s PC specs?
I tested it on my other friend's PC and it also worked, so the problem is on older PCs, but I'm a little worried about performance on these not-so-good PCs, you know :(
yeah
How could I always set the game in First Person? The creator of the plugin and some people here say they have to set the "camera" to 0, but this option simply doesn't exist in my plugin, I downloaded the one from here and the one from github, but none of them have this option to set the camera, or I may be looking in the wrong place, but would anyone know how to do this?
In your map note, put the tag:
<mv3d>
camera(dist:0)
</mv3d>
Is it compatible with tile resolutions higher then 48x48?
In first person mode (90 degree turns), when I turn, all of the light sources (lamp, event flashlight, etc) visibly move, e.g. when you turn to the left they move slightly to the right of where they're supposed to be, and when you turn backtow3ard them, they jump back to the intended placement. Is there a way to prevent this? It's kind of jarring.
It's probably because of the "dynamic offset" that sprite shapes have. try giving them <mv3d:doff(0)>
Thanks for the quick response! It worked great.
Hi, assuming you just want the camera tilt, but no actual 3D effects, how would you do that?
A bug occurs when a texture is applied to only one side of a square in a .glb file. However, it displays correctly in an .obj file.