4/5/2024 0 Comments Rpg maker mv 3d map![]() However, I differ on one point: even if I don't use pixel movement (for compatibility issues, as most of them get rid of mouse movements), a Collision Map Plugin for MV would be a great asset for many dev here who work with parallax mapping + diagonals. I didn't want to ask for something related to one specific pixel movement plugin, it wouldn't have been realistic to ask for someone to code a plugin entirely linked to GALV/Altimist/SAN or other pixel movement plugin. Well I understood that collision maps are linked to movement data, which is precisely why in this post I made it an open suggestion: for having collision maps for random 48*48 tiles. I use VictorEngine's plugins for diagonals/8frames and so on, but the requested map collision plugin would be purposely very light, just drawing the collision image and not depending on a pixel movement setup - as there are many. ![]() png file to put in a folder in img: maybe a new folder with a name like "collision", or even the preexisting "parallax" folder. It would be a collision map to insert while parallax mapping. Colored pixels on the collision map would be unpassable, and transparent ones would be passable. The idea would be to have just one plugin whose only purpose would be to draw a collision map on each map, maybe with a map notetag. You can find it here: Īnother one by HIME exists, but is not an MV plugin: Unfortunately it needs QMovement, which needs QPlus, and because of a long list of incompatibility reasons I can't use QMovement. The only one I could find for MV is the QCollisionMap. A lot of the room goes unused, which is unlikely.Out of idea, I'm asking here if any brave soul would be able and willing to code a Collision Map plugin for MV. Here we seem to have a very boring shop, as the counter implies, but for a very weird reason the owners bed is right next to it even though he has an upstairs room as well where he could do his private stuff. People don’t just randomly build houses and throw stuff in there, they try to make the best use out of the space they have. This is always something to keep in mind. To map it to the actual wall though it needs to be covered partly by the ceiling. ![]() ![]() I used the carpet to show where the entrance is, and if it was just a carpet in the middle of the room. Most default maker graphics are placed so they use most of the sheet which make some of them seem to stand quite a bit off the place where you might want to have it, but placing it on the wall is not a good solution. The wardrobe stands on the wall instead of in front of it. The right window seems to look like it’s mapped right, but it is in the middle of the narrow part of the house, where the wall to the outside is several meters wide. The stairs seem to be glued onto the wall here, and either they go into the wall or they start a bit in front of it. If I look at my old maps, that’s probably the one I made myself the most often. That is something that happens a lot if you are not paying attention. If you have a closer look, you see that the main room has a wall with 3 tiles height, the storage room has a wall height of 2 tiles, and the ceiling is the same level. A lot of people try to make some additional corners to have their interior less square-y and more interesting, but you should still try to stick to what you’d actually see in real life.Īnd while inside and outside of an RPG Maker home are usually not the same size, your interior should at least roughly resemble your exterior for consistency.ĭon’t get me wrong, oriels and niches are a thing, just try to keep a shape that a builder would actually choose.
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