Version 7 - Custom Meshes, Randomness, and more


New features:

Math expressions can be used inside some configurations. Three variables are supported: x, y, and r. X and Y are the coordinates of the tile or event. r is a random value based on the tile or event's position. There is also a rand function available to get different random values for the same tile. rand(0) is the same as r.
◇ Example: rot(360r), height(0.5+0.5r), width(0.5+0.5*rand(1))
(The above example is how the crates in the screenshot are made)

Flat shaped tiles can now be rotated, and their width can be changed with width() to make them thicker or thinner than a regular tile.

Block configurations <mv3d></mv3d> and inline configurations <mv3d: > are now interchangeable anywhere. The difference is inline configurations only work for one line.

you can configure multiple tiles at once, like this:
B,1,26: B,4,29: shape(cross)

if you end a configuration line with a back slash, you can continue on the next line.
A5,1,0:\
side(+0,+1)\
height(2)

Texture definitions can take a tile id now instead of an image and coordinates. This means you can use texture(0) instead of texture(B,0,0), for example, for the empty tile texture.

Regions can also be made to affect other layers now.
For exmple, the following will configure layer 4 of region 33.
33,4:height(2)
To affect multiple layers with the same configuration, you can use a dash. The following will affect all 4 layers
33,1-4:height(2)

And the big feature, you can now define custom meshes without imported models. This one is a premium only feature. The configuration is a little complex so I might edit this post or make a new post later with more instructions, but here's a few examples.

// table models
B,3-4,14-15:mesh(c{1,.66,.33|||{+0,+6px,1,26px},{0},{+0,+32px,1,16px}})\
height(.33)

// simple cube (works in events)
mesh(c{|||{A1,0,0}})

// chairs
B,5-6,13: mesh(c{.75,.6,.25|0,-.075,0||{+0,+10px,48px,17px},{0},{+0,+27px,1,13px}}\
c{.125,.65,.125|-.3375,-.075,.25||{+0,+4px,7px,22px},{0},{+0,+26px,7px,5px},{+7px,+31px,34px,6px},{+0,+26px,7px,5px},{+7px,+31px,34px,6px}}\
c{.125,.65,.125|.3375,-.075,.25||{+41px,+4px,7px,22px},{0},{+41px,+26px,7px,5px},{+7px,+31px,34px,6px},{+41px,+26px,7px,5px},{+7px,+31px,34px,6px}}\
c{.125,.125,.875|-.3375,-.3375,.375||{+0,+-45px,7px,7px},{0},{+0,+-38px,7px,42px}}\
c{.125,.125,.875|.3375,-.3375,.375||{+41px,+-45px,7px,7px},{0},{+41px,+-38px,7px,42px}}\
qq{.55,1|0,-.3375,.75|0,90,0|{+7px,+-45px,34px,55px}})\
height(.25)

For more examples, see the mesh test map in the demo project.

-update 7.2- Added xoff, yoff, and zoff to tiles. Have fun. Remember these offsets don't affect collision.

Files

mz3d-plugin 7.1.zip 1 MB
Jan 29, 2022
mz3d-plugin-demo 7.1.zip 1 MB
Jan 29, 2022
mz3d-project 7.1.zip 30 MB
Jan 29, 2022
mz3d-project-demo 7.1.zip 30 MB
Jan 29, 2022

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