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I tried this. Very cool! I'm making a game with it, and it has helped a lot.

I'd recommend it for 3D Platformers and many games that take advantage of this plugin in general.

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Thank you for making and updating this plugin! Hope you got your vaccine!

The event command Change Tileset doesn't work when this plugin is on, but does work when it is off.

1) A nifty guide on how to use notetags for events and tilesets: https://forums.rpgmakerweb.com/index.php?threads/mv3d-3d-rendering-for-rmmv-with...

2) How do I stop the camera panning up from the bottom of the map/under the map whenever I turn the plugin on. I don't get why the camera views starts at the bottom of or underneath the map.

Hi, how can i change an event z by script? I changed its _mv3d_z to a higher number but it had kept jumping back to  origin value

Are specialized assets needed usually? As it is doors and plants seem to be floating when they're at the correct 2D place...

No specialized assets are needed, but events might need to be configured to appear how you want. See the demo project.

nella versione a pagamento il personaggi si muove in 8 direzioni , come lo modifico in 4 , e il contatto discord e scaduto 

Do you have a discord available for people to ask debugging questions?

There's a link to it at the top: http://cutievirus.com/discord/

I bought the plugin a few months back but can't seem to find the premium edition in my purchases? Is it a separate purchase from the plugin?

From what I can gather, it's literally nothing more than a few changes in the plugin. Look at the bottom of https://mv3d.cutievirus.com/documentation, it gives a brief rundown of the new commands there.

For example: "3D models can be imported using the model() function. For example, model(filename.obj) will load filename.obj from the models folder." - this command only works in the Premium plugin (mv3d-plugin 0.6.8.2), not the demo one(mv3d-plugin-demo 0.6.8.2)

The website for the docs doesn't work. No wiki? Any link to how to modify this? Just bought the paid version and tried to apply it to an existing project and getting errors. Any help?

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Try https://mv3d.cutievirus.com/documentation and https://mv3d.cutievirus.com/external_tutorials perhaps? Poking around the demo answered a lot of my questions too. This requires a LOT of setup, but you can copy-paste a lot of it over from the demo to get you started.

Thanks for the reply. They put the website back up so that is amazing. Also, I bought the new version mainly to show support as this is great work.

No problem. I admit that I, too, tried to apply this plugin to an existing project first only for nothing to work. That deleted post up above is mine. It was only after doing some reading that I realized that you need to build the entire game around this plugin, not just attach it to something else and expect magic to happen. A bit disappointing, but the results are worth it. 

Hi thanks for the awesome plugin! I've been building pretty much everything around it now. I have a question though. I updated from 0.6.4 to 0.6.8 and it somehow added mouse acceleration of some sort. With 0.6.4 mouse camera input was nice and linear but with 0.6.8 the camera rotates more in the same given mousepad space when you move the mouse slower. It's not just a little bit, it's like game breaking aiming your camera with a wet noodle. Am I doing something wrong or is that just how it behaves now?

Never mind I actually figured it out. I had to change the base number it used as its constant for x and y and shaved off the 0.1 which I think is the smoothing modifier. I don't know if this is the correct way to do it but it feels linear again.

Just curious about an idea I have: is there a way to lock the camera from following the character going south or north and only follow the character if it goes east or west?

Hi this is awesome I am probably going to buy your bundle next week but I am just learning it now as we speak.

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Hello, I want to build a  game using MV3D and I wanted to know how much it supports.  I'm making a game like etrian odissey 5 you think that MV3D can with a dungeon explorer with this  detail,I plan to export large constructions to the game from blender so  I want the textures to look good, and I also wanted to know if the skybox can rotate to do time effects, and if it  supports more than 1 sky box at same time? 

Thanks in advance for your answers.

Using large amounts of 3D models  might cause performance issues. And currently skybox rotation and multiple skyboxes at once aren't supported.

I see, About the battle scenes, isn't there anything related to this yet?

I have a question how do you make 3d furniture? like bookshelves bed ex?

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oh?

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Hey! I've been experimenting with the free version and am planning to upgrade to Premium once I have a project to work on, but since all the comments seem to be tech support questions I thought I'd leave you a comment talking about how amazing this is! The amount of effort you've invested on it is amazing and it looks so good in all the trials I've done with it, thank you so much for creating the superb tool!!

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hey is there a command to turn rotation on and off? testing out script now great work by the way!

Is it possible to move the camera with the mouse?

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Is there a Roadmap for MV3D ?

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Any chance for depth of field support?

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It's not planned at the moment, but thanks for the suggestion.

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The premium plugin is now included with mv3d.js and isn't needed any more. I'm not sure why the new version would cause any lag.

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how do i put textures on a 3d obj?

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just want to confirm if the obj works for anyone else? they aren't working in the demo for me

HOLD UP THE PREMUM FEATURES AREN'T EVEN ON IN THE DEMO-

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Can the player be a 3D model? It isn't necessary to be animated, but can the typical .PNG be replaced with an .OBJ?  Say, placing this in the Actors "Notes" area?  <mv3d:models(example.obj)>

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I was able to use a non-animated, rudimentary .OBJ file for my game, as I create abstract games that don't require animation.  Then, I got an error for trying to do a player transfer.  Was able to connect with the developer over it, but there's been no updates as of yet - this was about 3 weeks ago.

do you know how to add textures?

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No, but that's because  I make my models in Asset Forge or in MagicaVoxel.  They export their shaders at .mtl files that are paired with the .obj file.  My art style is generally different than the norm.  I prefer shaders and abstract.  Most of the art/design I see in RPG Maker seems to be fixated on FFI - ChronoTrigger - every other RPG game.  I make my games to push my musical persona.  I'd head on over to the MV3D Discord channel, literally TONS of folks over there with answers galore. http://cutievirus.com/discord

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This is an old guide, but this person talked about how they made a 1st person dungeon crawler for 2k3 where instead of using the default player, they created an event and then used conditionals to move it and checked the event's coordinates to handle things like switches & doors to simulate it being the player: https://rpgmaker.net/forums/topics/11259/

You could probably employ the same method if you're able to assign 3D models to other types of events that aren't the player/Hero

Could I export wall, bridges and other detailed assets in 3d to create my dungeon?  


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can someone please explain this?

mv3d:shape(wall),z(0),xoff(-0.51),scale(0.9,1.3),rot(270)>

Brilliant script! Is there any way we could get some sort of bump mapping on tiles?

The joint of several slope tiles is not implemented at an angle? Or is something wrong with me?

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Hey.
For some reason, the tilt does not work correctly at height 4.
Above and below everything is normal.
Has anyone encountered a similar problem?

This is written in my tilesets:
D,0,3:slope(1)

D,0,3:side(A3,2,0)

Very interesting.
If you remove height 4, then height 5 starts to behave incorrectly.

Adding height(0.5) partially solved the problem.

Hello.
I wanted to write that I would gladly purchase the premium version of the plugin for the MZ.

All the same, it will be more convenient to draw there in layers.

I would also like to see Terrain tags for displaying rounded objects and sloping roofs.

This is fantastic, I'm really enjoying using it. Out of the box it looks good.


One thing though, I can't get srdudes character customisation working due to the renderer. Can you help please?

I found a free patch letting the two work together: https://yoraerasante.itch.io/srd-ccex-enhanced-x-v2

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Hey, this is awesome!

I looked through all your examples in the demo project but can't find any examples where something is 2 tiles wide. I tried using different codes but couldn't get it right and this is the best I could do (see the town that's split). What's the best code to render something like this? Thank you!!


The code I was using for the above is:

B,4,7:shape(sprite)

B,5,7:shape(sprite)

I did try a number of different things with top, side, etc but couldn't get the right combination. I see you have an example of a lampost that is two tiles high but couldn't figure how to apply the same thing to wide objects.

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This is incredible, I would love using it (and paying for it, of course) but I just made the change to MZ is there any possibility for it to be ported later?

I just picked rpg maker mv (with a juicy discount) right now and while checking for tutorials (I'm a total noob and have never used it) I found this and I just thought this was an incredible plugin! :O I just buy it to give my support  so you can keep working on this project :) good luck!

Does it work with parallax mapping? I mean, using imagens instead of tilesets?

With parallax mapping you use a 2D image for the map, so that isn't going to work for a 3D environment. You can use custom images for textures from outside the tileset though.

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Hey there. I just have another question. Is it possible to add a feature that will allow us to change the perspective to something like the image in the below where the single tile passages are wider and similar to the image o. I tried playing around with the FOV options, but it doesn't give the same results. 

Thanks again for making this plugin, and keep up with the good work.


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