We have previously tested how It feels to let the map without shadows at night and the feeling is that something is missing. but now that I know that our own maps are. RPG Maker MZs random 'Generate Dungeon' feature is pretty barebones and doesnt give you a means of generating dungeons in-game. My interest in the sample maps is the same as many, starting points. Your opinion is valid, but I think we disagree with that. Thread starter LadyBaskerville Start date Tags encounters rmmv 1 2 Next. json files and we have to share those files with others to share our own maps. I understand that this detail may not have pleased you, but we on the project development team like the shadow as it is. What happens is that we apply denser shadows for the night, to simulate the moonlight in the environment (as it happens in the real world, when it is at night with a full moon, the shadow is bigger). We tested applying the same texture to the walls and pillars and we don't like the result very much.Įven so, I will try to take your advice into account when creating the next maps. I understand what you said about the textures, but this divergence between the texture of the wall and the pillars of the castle was intentional. Change tiles, Doodads, parallax plugins, lighting plugins - anything like that and similiar things will have a high chance of crashing on your larger maps, simply because no plugin writer takes that enlarged map into consideration.Īnd of course the higher demand on computer resources is still there even on full computers, so older ones might fail the same way mobiles fail.Click to expand.Thanks for the feedback, it helps a lot! Third (and what I suspect is the reason for where the maps crashed the engine) any plugin that accesses or changes the maps is a no-go after increasing the mapsize. One of the reasons for the reduced size limit is that most mobiles simply don't have the hardware capacity to handle larger maps, so your game is limited to full computer deployment The next problem is that this cannot be deployed to mobiles. Now open the second project and right click the area with the map names. So you could have a project that is just for holding your 'sample maps' Simply open the project with your pre made map and right click the maps name. That is not easy and you should make backups of the mapfile as soon as it is finished to prevent anything from going wrong (like having 75% of your map erased for a single wrong click). But, you can move a map from one project to another. The airship will collide with walls if it isnt.
While it uses the usual engine's mapping to set it, many common practices on the usual engine do not work the same way on an mv3d map. Regions and terrain tags can also be used to control the height of tiles. Mapping for MV3D is different than mapping for the usual Rpg Maker maps. Wall tiles (A3 and A4) are transformed into 3D walls, allowing you to easily create 3D maps. Because the size is set in the map properties and any access to them will enforce the limits of the editor (reduce the map to 256). Author: Cutievirus Version 0.6.1 A 3D rendering plugin for RPG Maker MV. And while inside and outside of an RPG Maker home are usually not the same size, your interior should at least roughly resemble your. The problem with the editor is that you need to create a map to the regular maximum, then edit the mapfile for larger size and then load and work on that map WITHOUT accessing the map-properties. 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. Click to expand.yes, there have been reports that a larger map creates problems in the engine as well as in the editor.