![]() □ fix bump, emissive, specular, and json configs not loading on older versions of node. □ fix light shadow casters not working sometimes □ fixed some map settings not being cleared properly between maps □ Fixed clicking on events offset outside of their original tile not causing interaction. □ Fixed animations flickering when game window not focused or when fps above 60 ✔️ action data and bone data for imported gltf models ( allows setting bone scale, animation speed, and renaming actions ) I also plan to add the wait feature to more plugin commands in the future to eliminate the need to add a wait manually, but for now this is the only command where it works. (you probably don't want to use it together with loop) The action plugin command also has a "wait" option which pauses the interpreter until the action finishes playing. You can use important actions to play actions that drive shape key expressions on the character, for example. This allows you to easily create actions that affect both skeletons and shape keys without having to mess with the NLA editor in blender.Īctions marked as "important" using the action plugin command will not be cancelled when changing between automatic actions (such as walking and running). The example char.glb model that comes with the example projects have a sit and fidget action that can be played using plugin commands, in addition to the standard actions listed above.Īctions that share the same name but with a different number prefix, such as Idle and Idle.001, will be played together as though they were the same action. There is a new action plugin command which will play, pause, or stop actions for a target character. These actions are idle, walk, run, jump, fall, and swim. Some actions will be played automatically based on context. The example models have configured player characters in the actor note tags. Choice to add own resolution to your game. Lighter in a sense that will make games run smoother. See the example projects for examples on how to rename actions, scale bones, and replace textures on imported models. Simple aspects just to start this topic going: -Layers when mapping. Remember these offsets don't affect collision.The main focus of this update is the control over animations on imported GLTF models, which I've renamed to actions to avoid confusion with RPG Maker's animations, and to match the name used in Blender's action editor. update 7.2- Added xoff, yoff, and zoff to tiles. 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.ī,3-4,14-15:mesh(c)\įor more examples, see the mesh test map in the demo project. The following will affect all 4 layersĪnd the big feature, you can now define custom meshes without imported models. To affect multiple layers with the same configuration, you can use a dash. Regions can also be made to affect other layers now.įor exmple, the following will configure layer 4 of region 33. This means you can use texture(0) instead of texture(B,0,0), for example, for the empty tile texture. ![]() ![]() Texture definitions can take a tile id now instead of an image and coordinates. If you end a configuration line with a back slash, you can continue on the next line. You can configure multiple tiles at once, like this: ![]() The difference is inline configurations only work for one line. (The above example is how the crates in the screenshot are made)įlat shaped tiles can now be rotated, and their width can be changed with width() to make them thicker or thinner than a regular tile.īlock configurations and inline configurations are now interchangeable anywhere. There is also a rand function available to get different random values for the same tile. Im experimenting to see if I can do a vi. I use show pictures, instead of using faces in the text events. r is a random value based on the tile or event's position. I am using renders of my 3D models in RPG Maker MV. X and Y are the coordinates of the tile or event. Three variables are supported: x, y, and r. Math expressions can be used inside some configurations.
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