KAZESUI'S PROFILE

Doing Super Programming
on Super Computers
for Super Performance
The Curse of Cpt. Lovele...
Nautical-themed cephalopod-pirate-based action-shmup.

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3D rendering in rm2k3? Perfectly possible

I'm basically just throwing in OpenGL into rm2k3, so yeah, texturing should be very possible.

[DynRPG Plugin] DynModeSeven

DynModeSeven can not be used to recreate doom-like graphics. The algorithm I used for DynModeSeven is a simplified ray casting algorithm (only renders "floor" with depth), while for doom, you would need a more general ray casting algorithm (one which also does walls and roof, but must be perpendicular on each other), something which requires more sophistication, and would have me rewrite too much of the plugin.

3D rendering in rm2k3? Perfectly possible

@link Haven't tested how many it can handle yet, but given the test with this object, I would assume it to be quite a few.

@newblack long time no see indeed. Hope you've been doing well

3D rendering in rm2k3? Perfectly possible

"It's fucking impossible to pronounce 'a hair dryer' without saying 'an' instead of 'a'!"

Fair point I suppose. He messes up whether the h should be pronounced or not half of the time anyway, and is not very good at pronouncing it even when he decides to try.
it would probably be safer for him to just stick to an, even though that would just lead to him keep saying "I'm an angry man" rather than "I'm a hungry man".

"It's fucking impossible to pronounce 'a hair dryer' without saying 'an' instead of 'a'!"

As uttered by a french friend of mine

Advice fir craetibg a costom menu for 2K3

To show the numbers (as well as any text associated with the cms) there are generally three approaches.

1. Using lot's of branches and picture commands.
2. Using the Picture Pointer Patch to open specific pictures, by applying a patch
3. Using the DynText Plugin

Out of these, Using the DynText Plugin is probably the most convenient, as it will very easily allow you to write text and numbers to anywhere on the screen, which are both stuff you'll need for the CMS. This way you can avoid having to make tons of pictures for your menu as well, which is unavoidable in any other solution.
Problem is that you're stuck to font used in the engine, and the font size is also constant (if you for whatever reason would like it in any other size)

[DynRPG Plugin] DynModeSeven

The thought has honestly crossed my mind a couple of times, as it would give me a good excuse to create a plugin called "rm2k3d". While I have a general idea about how I would approach it, lack of time and some lack of DynRPG functionality, this is very unlikely to happen anytime soon.

[DynRPG Plugin] DynModeSeven

I'm not entirely sure what you're suggesting, but regardless, the current algorithm is a simplified floor casting one, which does not really allow for double sided planes without a major overhaul.

@McBick I got the bit where you wanted to have a command for rotating outside of rotating the map. From what it sounds like now though, it sounds wanting rotation in similar fashion of paper mario (i.e. flat sprites which could be rotated). This is not really possible, no, because there is no real 3D rendering going on here. There are probably ways to simplify the rendering for this particular scenario, but it would still require big changes, so no.
Any rotation would either be along the screen plane or along the map plane, given that you've drawn all the necessary poses within the spritesheet.

As for red flashing... for that I you should probably check out your tileset settings and see if you have and tiles dealing damage when stepped upon. There is to my knowledge nothing which would cause you to see flashing like that from the Plugin side.

[DynRPG Plugin] DynModeSeven

There were 2 main reasons for including sprites.
first was to allow sprites of any size, and the second, being just as important, was to give any amount of angles to the sprite. The latter would be beneficial to people good at spriting, wanting to really give the sprites a more 3D feel.