MZ brought - for me - the option to make pretty maps without too much stress and having to parallax. Given how much time I spend on mapping and creating locations, that is a massive factor, and it gets me to the maps I want faster than with parallaxing and with a lot less fuss when setting up tiles (having to make specific tiles where something is already on a table as I do not have enough layers etc.). Yes, the RTP don't have them as is, but the 4 layers and transparent autotiles make really pretty water setups possible that are a lot of fuzz to make in VX - MV, allow you to use rounded cliffs a lot more easily and so on. Making this map in Ace or MV would have been a pain in the butt and you would either have to create a lot of "special" tiles, use tons of events or utilize plugins, in MZ it was a little editing (or not even that anymore, you can grab the edited thing in my thread) and after that you are all good setting it up in the editor without any needed events.
![rpg maker xp 3d rpg maker xp 3d](https://i.pinimg.com/originals/3f/94/8f/3f948f44e7d6d7617b8a65046525bb54.jpg)
Yeah sure more might be what I want, but is that actually what I need? Plus for plugins you always have to consider the want and need. So yes, VX Ace and MV give you more options off the bat - resources and scripts/plugins - while MZ has some quality of life features that make developing itself more comfortable. Plus something that many people forget is: if you need something to be made or help with, it is usually more likely to find people supporting you on the newest engine. If you choose XP and need a graphic, there might not be that many people around still being able to emulate the style and since there are so few XP users, the graphic would not help many other people besides you. If someone looks for something for MZ, people are more likely to jump in an help for those reasons. If I had to recommend someone what to buy, I would say: Get MZ as main engine for the comfort and be very careful with planning and what plugins you want/need. Not that anyone will use this.You might need some support, but maybe you can alter your concept to work with what is there. If you find any bugs, don't hesitate to tell me. I can tell you from experience that it is a horrible idea. a DLL that does all this for you), so remember, unless you like low framerates, do not use models larger than 48 frames. Most issues that were present with the old system are gone, except performance obviously, I can't fix that without some external help (e.g. To set the spritesheet used to generate the model, use. When making a new model object, the class name is Sprite3D. Using this script is similar to using plain old sprites, with a few differences. Make sure the output file is a PNG file - the system will not work otherwise. Now copy the image into 'Graphics/3D' in your XP project (create a 3D folder if you haven't already). Once you have one open, type 'vox2png ' into it.
![rpg maker xp 3d rpg maker xp 3d](https://i.ytimg.com/vi/cmhExaGq4Cs/maxresdefault.jpg)
vox model and open a command prompt in that directory. To do this, place the vox2png.exe file into the same directory as your. Instead, you have to use this tool to convert your. vox file into your game, since that's not how the system works. Please make sure your model's width and depth are equal! The system will not work if you don't. This allows you to actually see what your model will look like.
![rpg maker xp 3d rpg maker xp 3d](https://img.itch.zone/aW1nLzQ5ODU1MzQucG5n/original/Pe1naf.png)
Instead, I'd use MagicaVoxel, a free Voxel editor. You could just draw each frame by hand, but that's time-consuming. A 'model' is actually just a sheet of sprites that are stacked on top of each other. This can be really hard if you go about it in the wrong way, due to the way models are rendered in this system. While not completely incompatible with vanilla XP projects, there are a few Essentials methods used in the script. This is where you will store all of your model sheets. To install, simply make a new script section above Main, paste the included script into it, then create a new folder inside 'Graphics' called '3D'. Bonus video showing smooth rotation and movement of models.