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[On hold indefinitely] Full 3D in RMXP

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first, I am not a tool. I have a brain, thanks.

Second, I was talking about industry standards for default, not "any configuration you can possibly come up with in an editor". With the power of these newer 3D programs coming out, the only standard IS default because everyone's changing their workspace to reflect how they want to use it.

So be mature and don't call people names, it's a very poor reflection on your maturity level :wink:

You might not want to bite off the hand that is helping you accomplish what you're after; you might NEED that hand later :cheers:
 
Why don't we just all calm down now and happily think of stuff as we did before? ^^"

Either way, I got a question now... In case you save a model with the x/y setup and open it up in another editor using the x/z setup, would it actually display the model "laying on it's side"? Because I dunno, it appears to me that x/y/z are just names you give your work levels, not actually values that'll be saved... is that so?

EDIT: Side note, of course I'm using legal versions. I got access to that stuff at my workplace, because yeah... I could understand 3DSmax, but what would you need AutoCAD for privately? ^^
 
Every program has different defaults. As a matter of fact, most modelling programs default to a right hand Y-up, which is not what I need.

@bluescope: while it is true that x,y,z axis names are usually arbitrary, the file formats do specifically save each axis with a certain label. If you model something in X/Y Ground plane, then it will be laying on its side if you open it elsewhere.
 
So, has there been a lot of progress on this? Or is it at a halt? I'd really like to see this get finished. (Finished meaning even without the 3d rtp, my game'll use all custom models anyway...)
 
Yeah, I just am working on a lot of things at once. In a few days, I am posting a new thread about some more helpful things for RPG Maker!
 
Indeed! I want this to get done already! :biggrin:
Just give us a character model or two, and maybe a simple level... And let us be on our way!

Wait... I can't model... :blush:

...shucks...

Will there be a new demo anytime soon that'll show off some more of the features?

Keep up the good work Demonfire, and you as well Mr(s). Modeling peoples!
 
*sigh*

bad news, bro - my folder containing my 3d models is gone, I think it may have been "cleaned up" when I was cleaning out my desktop. I'm going to go back and check my backups and see if I have a copy there.


:eek:uch:

EDIT: GOOD NEWS! I found it on my backup disc, so all's well =)

:haha:
 
I'll get something as soon as I can. I have school and work so I don't have as much time as I did when I started this. Like I said, I am in the middle of trying to make it cleaner.
 
Ok. But seriously, having collision detection would be cool. On that subject, how will passablility work?

I was thinking: Layer 1 is below player, Layer 2 is same layer as player, and Layer 3 is above player. Meaning that Layer 1 tiles will only stop the player from falling through the floor is they are impassible, and Layer 3 will do the same, but with jumping. Layer 2 would act as normal.

So:
Events - Special Objects(to be put with Layer 2)
Layer 3 - Ceiling(if player walks below an impassible tile, he can't jump)
Layer 2 - Player; Walls; Objects; Events
Layer 1 - Floor(if player walks on passible tile, he falls to his doom)

Also, on the subject of falling to his doom... could you make that customizable? Like, say, have Common Event 1 handle falling effects?
 
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