Environment System Pro 2.2 (MV3D


Button Common Events and Movement Control (v2.2)

Mouse Camera Control and Gamepad Analog (v2.1)

Pro Version (v2.0)

Major Update (v1.3)

3D Battlebacks Update (v1.1)

Smoothness and Battle Update

Demonstration Video

Other Versions

This demo does not include the mv3d-patreon.js plugin, as this is a premium feature of the creator of
the MV3D plugin, Dread_Nyanak.

The lack of this plugin will make the sunlight system not work, since it was developed using the plugin
mentioned above as a base.

(v1.3) The Environment System automatically detects whether mv3d-patreon.js is present and applies
the appropriate ambient color.

(v2.0) Now it detects mv3d-premium.js too.
If you have the mentioned plugin, remember to activate it in the Plugin Manager.

A copy of this tutorial was added to the tutorial folder in the Environment System Pro Demo.

Don't Use & Don't Change

I came to introduce you to the Environment System, a system that creates a dynamic atmosphere for the
game that deals with several factors, such as time, day phases, rain, sunlight (and moonlight), camera
control, dynamic BGM, among other factors; and it affects both maps and battles.

The system was created using MV3D as a base, which is the plugin that makes RPG Maker become real 3D.
I know that several of these systems are common, but I created them all by common events to ensure
compatibility with the mentioned plugin.
In addition, the compatibility between them is perfect and bug-free as well.

To summarize better what it is about, follow the list of all the systems included in the Environment System:

  • (PRO) means that this feature is only present in the Pro version.

The Environment System works as a game core, a set of systems that serve as a basis for creating games.
The ideal is to start building your game using the demo as a base, but if you already have a project and
want to use the system, you will have to take some precautions:

  • Don't use fade in / fade out effects, except those of the transfer map.

  • Don't change any file names in folders.

  • Don't change any settings in the DhoomParallaxUtils plugin.

  • Do not use pictures number 1 to 8.

  • Copy the files mentioned in the Credits to the respective folders of your project.

Don't use any switches until number 101.

Don't use any variables until number 90. (78, 79 and 80 are just for demonstration of the Yanfly Save
Core. So you can use it.)

If you used any switches or variables from the ones mentioned above, bugs may happen in your game,
so you will have to change the switches and variables you used in your game.

(v1.3) The new features will have the version number in which they were included next to their
respective paragraphs, exactly the way you are seeing it now.

Having said the important things, let's move on to the parts of the system.


The Time System has seconds, minutes, hours and days.
All of these values are controlled by the following variables:

  • Variable 1: Second

  • Variable 2: Minute

  • Variable 3: Hour

  • Variable 4: Day

You can use the variables above to create conditions in your game based on the game clock.
There is also a variable to define how much a minute equals in seconds, Variable 53: Minute - Value in
In the demo, the default value is 1 Minute equals 1 Second, but you can change it.

Minute - Value in Seconds.png
Clock HUD

The Clock HUD is totally made by pictures and displays Hours and Minutes, as well as showing the
phase of the day and the weather forecast.
This has 2 modes: 24h and 12h (am/pm). These modes can be changed freely by the player by pressing
the Control key.
The HUD can also be moved (by the 4 corners of the screen) by pressing the Tab key.

To start the clock, you have to call Common Event 27: Clock HUD - Start. This command is included in
Common Event 2: Define Start Commands.
If you don't want to allow the player to change the clock modes and position, just turn off Switch 24:
Clock - Key.
You can also forbid only changing the position of the HUD via Switch 77: Clock HUD - Locked. In this
way, modes can continue to be changed.

Clock Key - Turn Off.png

If you want to HIDE the Clock HUD, perform the routine in the image below:

Clock - Hide.png

If you want to SHOW the Clock HUD, perform the routine in the image below:

Clock - Show.png

Regarding the modes, change Variable 30: Clock HUD - Mode to:


  • 0 - 24h

  • 1 - 12h (am/pm)

Any value other than these can cause bugs, so be careful!

Regarding the positions, change Variable 47: Clock - Position to:


  • 0 - Upper Left

  • 1 - Upper Right

  • 2 - Bottom Left

  • 3 - Bottom Right

Clock - Position.png

(v1.2) The Clock HUD automatically adjusts to all resolutions.
You can continue to change the positions of the Clock's HUD using the Variables mentioned above.

(v1.3) If, for some reason (making a cutscene, for example), you need to disable the Clock HUD, you can.

To do this, simply call the Commom Event 20: Clock HUD - Disable.

Clock HUD - Disable.png

Once that event has ended, just call Common Event 21: Clock HUD - Enable to get everything back to normal.

Clock HUD - Enable.png

It is recommended that you only use this feature at a moment when the player cannot control himself
(during the execution of an automatic event, for example), otherwise some bugs may occur.

You can also stop refreshing all Systems, if necessary.
To do this, simply turn ON the Switch 21: Systems - Refresh Disable.
Remember to turn OFF this so that all game systems are refreshed again.

Day and Night

From 18:00 to 05:59, it will be night; from 06:00 until 15:59 it will be a day; from 16:00 until 17:59

it will be afternoon.
Depending on the period of the day, there will be a change in the tone of the screen, in the color of the
fog and in the displayed parallax, creating an impression of day, afternoon and night on the maps.

The change will not only affect the maps, but will affect the battlebacks too.

Obviously, the system will not affect the internal maps.
To define the IDs of the internal maps, go to Common Event 7: Map - Check and include the IDs of the
internal maps in the respective array:

Map - Indoor Maps.png

There is a way to temporarily disable the system so that you can apply your own effects to specific maps.
Turning on Switch 8: Special Panorama, the Day and Night system will ignore all self programming so
you can apply your own parallax. (It will continue to change the tone of the screen, even if you have
activated Special Panorama)
This can be used if you want to make a specific map with a different Parallax, like a boss map, for example.
When leaving the special map, just turn off the respective switch.

(v1.3) Now Day Phases have default BGS: Sound of birds singing for Day/Afternoon and Sound of owl
and crickets for Night.
They can be activated easily by including the Map ID in the respective array.

Day Phases BGS.png

If you want to activate Day Phases Default BGS on all maps in the game, you can do this easily by
including the number 0 in the array, as shown in the image above.

On maps whose IDs are not included in the array, no BGS will play for Day Phases, but Rain BGS will
continue to play normally.

If you try to play your own BGS on these maps (Wind sound, for example), it will not work, as silence is
being forced on that maps.
To do so, you must turn ON the Switch 59: Use Own BGS before playing.
This will also allow you to play your own BGS even over the Rain BGS, so if you want the Default BGS to
be played normally again, remember to turn OFF this Switch.


Whenever a day passes, the game will define whether it will rain on that specific day or not, which day,
hour, minute and second it will start to rain; which day, hour, minute and second will stop raining and
which day, hour, minute and second will be cloudy.

It may be cloudy up to 6 hours before it starts to rain.
Staying cloudy will directly affect the map, turning the day into a cloudy day, the afternoon into a cloudy
afternoon or the night into a cloudy night.
This will change the tone of the screen, the color of the fog and the parallax. In addition, battlebacks will
also be affected, applying cloudy weather to battles as well.

Regarding rainfall, there can be 2 different types: rain and storm.
This will affect the thickness of the raindrops and the BGS played.
There may also be thunder or not, and if there is, thunder can have 3 different powers, which change
the sound effects and the duration of the flashes on the screen.
The frequency at which lightning strikes is also random, with one lightning strike after another, or it may
take a long time before the next falls.

Obviously, rain will not happen on the indoor maps, but you will continue to hear the rain BGS and the
thunder SEs.

You can temporarily disable rain using Switch 10: Special Rain, in the same way that Special Panorama works.
They can also be used to apply different rain-related effects to specific maps.

You can disable the BGS from the rain without having to disable the rain itself. To do this, you will use
Switch 75: BGS Rain - Disable. This will prevent rain from automatically playing its respective BGS.
You can disable BGS from rain automatically when entering Dungeons as well. This can be done via
Switch 76: Rain - Disable in Dungeon.
Doing so will only prevent the rain from playing its respective BGS, but will not allow you to play your
own BGS normally, as the BGS break will continue to happen, according to itself programming. To play
your own BGS normally, you must activate Switch 59: BGS - Use Own BGS, so the BGS will not stop
automatically when it is not raining (or at night).

If you activate Switch 76: Rain - Disable in Dungeon and Switch 75: BGS Rain - Disable simultaneously,
every time you are out of a dungeon, Switch 75: BGS Rain - Disable will be turned off.
To turn off BGS from rain on an external map, you need to turn off Switch 76: Rain - Disable in Dungeon
and turn on Switch 75: BGS Rain - Disable.

How to define if a map is a dungeon will be shown a little later.

If you want to create a condition in your game in case it is raining, you should use Switch 18: Rain - Raining.
You can also create a condition in your game in case it is cloudy. In that case, you must use Switch 13:
Rain - Cloudy.
In the case of thunder, use Switch 5: Thunder.

(v1.3) The Cloudy Sky graphics have been reworked for all the Day Phases (Cloudy Day, Cloudy Afternoon

and Cloudy Night).
Now the Environment System is even more beautiful!
The old Cloudy Sky graphics were kept in their respective folders in case the developer wanted to use

Sunlight and Moonlight (Requires mv3d-patreon.js)

The sunlight system will generate a dynamic shadow on the map, whose shadow angle will vary
according to the time of day.
The sun will rise at 06:00 in the east, casting a shadow to the left of the map and will set at 18:00. At that
very moment, the moon will rise in the east, casting the shadow to the left of the map again, restarting
the cycle.

During this time, the projected shadow will rotate around the map as time passes. The shadow position
will be updated every 2 minutes in game time. This gives the impression that the sun (or moon) is
rotating around the map, giving an impression of a 3D effect with greater depth.

Sunlight will not affect indoor maps. In this case, a standard shadow effect will be applied, which will not
vary according to the game time.

Sunlight can be temporarily disabled by Switch 9: Special Sun. This can be used for that same idea of
applying a proper sun effect to a specific map.

Camera Routines

Camera routines define default camera settings for specific types of maps.
There are 3 map specifications: Outdoor Maps, Indoor Maps and Dungeon Maps.

To define a map as Indoor Map, you must place the desired map ID inside this array:

Map - Indoor Maps.png

To define a map as a Dungeon Map, you must place the desired map ID within that array:

Map - Dungeon Maps.png

Anything that is not defined in one of these 2 arrays will be considered Outdoor Map.

In this demo, the Camera Routine for an outdoor map, applies a view from above, from a reasonable
height, creating a slight 3D effect, while passing the 2D game impression.
The Camera Routine for an indoor map looks like the first one, but the camera is placed a little closer to
the character, as well as a little more tilted.
The Camera Routine for Dungeon Maps will be in first person.

Finally, it is also possible to disable Camera Routines temporarily.

This is done through Switch 11: Special Camera.

(v1.3) Dungeon Maps are now referred to as First Person Camera Maps.
See the First Person Camera section for a better understanding.


The Flashlight System makes the light of a flashlight automatically appear at night.
The flashlight behaves differently indoors, not appearing at all.
In dungeons, it applies a different angle from the outside maps to the light.

The player's flashlight is activated via Switch 19: Flashlight - Item. You can turn it on automatically, the
way it is done in the demo, or you can turn it on only when the player gets the Flashlight item during
gameplay. Use your creativity!

If you don't want to turn the flashlight automatically, turn off the Switch 19: Flashlight - Item in Common
Event 2: Define Start Commands.

Dynamic BGM

The Dynamic BGM System makes the BGM vary according to the phase of the day, playing a different
BGM for the day, another for the afternoon and another for the night.

To enable, first you have to define the map IDs that will have Dynamic BGM in this array:

Map - Dynamic BGM.png

Copy and paste the entire section, as indicated there.
In Variable 5: Map - Current ID, you will define the ID of the map you are configuring the BGMs for.
Under this condition, you will define the song that will play day, afternoon and night for that specific map.

Dynamic BGM.png

The Dynamic BGM applied to battles will randomly draw a Battle BGM from the playlist.

Battle BGM will never be repeated.

In this demo, there are 5 different BGMs. You can include more by changing Variable 61: Random Battle
BGM - Randomizer and adding a new condition in case the Variable obtains this new result that you just
added, placing the new BGM.

Random Battle Music.png

Dynamic BGM also applies to vehicles, and you can define a BGM for each vehicle at each stage of the day.
Thus, a boat can have 3 different BGMs, a ship can have 3 different BGMs and the airship too.
In this way, you can have a total of 9 different BGMs for vehicles, making it possible to capture the
atmosphere of the moment better in each situation.

Dynamic BGM - Vehicles.png

(2.0) A new feature was added: Dynamic BGM - Boss Battles.

This works similarly to Dynamic Battle BGMs, but treats Boss Battles as a separate group of songs.

Dynamic BGM - Boss Battles.png

Here you can decide which songs can be played when facing a Boss.

The song will be chosen randomly from those included in the playlist.

If you battle a Boss again, the music played will never be the same, regardless of whether it is a different Boss or the same.

To enable the use of Dynamic Boss Battle BGMs, you must directly call the Common Event: Dynamic BGM - Boss Battles before a Boss fight begins.

Dynamic BGM - Boss Battles Call.png

You can also not use Dynamic Boss Battle BGMs, simply by not calling the Common Event before the Boss fight, but by setting a fixed Boss song instead.

Smooth Transitions

Smooth Transitions will make the transitions between phases of the day happen in a very natural way,
applying a slight fade effect between parallaxes.
Otherwise, the transitions would happen too suddenly, which causes an unnatural aspect in the changes
between phases of the day.

For this to happen properly, you need to define any parallax in the map editor to turn on the system.
Besides that, copy and paste the following tags on your outdoor maps: (KEEP THE NAMES IN THIS

<parallax: Noite Nublado, CloudySky5>
<parallax: Tarde Nublado, CloudySky4>
<parallax: Dia Nublado, CloudySky3>
<parallax: Noite, StarlitSky2>
<parallax: Tarde, Sunset>
<parallax: Dia, BlueSky>

Don't change any settings in the DhoomParallaxUtils plugin!

Smooth Transitions.png
Battle Integration

Day and Night and Rain Systems affect battles through Battle Integration.
Thus, if it is afternoon, for example, the parallax for the afternoon will be displayed on the battle scene; if
it is raining during the night, the cloudy night parallax will be shown and it will also be raining (including
touching the rain BGS) in the battle scene.
In short: The day phase and the weather will affect battles in the same way as maps.

To enable this, you will need a battleback with a transparent background.
That done, you will go to the map properties and define your battlebacks like this: battleback1 = none
and battleback2 = your transparent battleback.
I created some pseudo 3D battlebacks with transparent parts to be able to show the parallaxes at the
bottom of the battle scene.


On an outdoor map, battleback1 will be defined automatically based on the day phase.

On an inner map, this will not happen. In that case, you need to define a battleback1 for that specific map.
If no battleback1 is defined, battleback1 for none will be displayed. In this demo, the battleback1 for none
is Vaporwave.
If you want to add new battleback1, they need to be loopable, otherwise there will be a visible cut in the

Battleback1 - Interior Map.png

The Moghunter plugin that I used to make the parallaxes appear in the battle scene does not scale the
battlebacks, just keeping the original image size.
So if you are going to include a battleback2, you have to resize the image to the size of the full screen.
The resolution of the demo is 1280 x 720p and this is the resolution of the pseudo 3D battlebacks that I
If you want to use the standard RPG Maker MV battlebacks, you need to scale them to 1280 x 720p or
lower the resolution to the standard RPG Maker MV resolution.

3D Battlebacks Support (v1.1)

I created a 3D battleback generator so that a huge variety of 3D battlebacks can be created with just a
few clicks. To learn more and download it, click

There is also the Colossal Pack available for download, it contains 2537 different 3D battlebacks ready
to use, including all possible combinations of RTP battlebacks.

To obtain it, access the link mentioned above.

Included in this demo is the entire package of 3D Battlebacks - Best Matches, this contains the best
combinations of all, in my opinion, for each RTP's battleback2, plus some original battlebacks.

To use 3D battlebacks, do as explained in the Battle Integration section.

It is possible to use outdoor battlebacks1 on indoor maps.
For example: You are inside a house, but you want the sky to appear behind the scenery, depending on
the phase of the day that is happening outside.

To do this, you need to define this indoor map as one of the maps that will use outdoor battlebacks.
Go to Common Event 7: Map - Check and define the map IDs in the respective array, as shown in the
image below:

Indoor Maps Outdoor Battlebacks.png

Including the map ID in the array shown, an outdoor battleback1 will automatically be shown on these

To use a specific battleback1 on a map, it is necessary that the ID of that map is not included in the above
array, otherwise, a outdoor battleback1 will be shown instead.

HUD Adjustment Menu (v1.3)
HUD Adjustment Menu.png

It is now possible to configure the Clock HUD through a Menu.
It can be accessed via the Main Menu, in the HUD Adjustment section.
In this way, the Ctrl and Tab buttons, used previously for this purpose, are completely free for the
developer to use for other functions again.

With the HUD Adjustment being done through the menu, the old way of configuring it using the keys is
However, it is still possible to use the old way for HUD Adjustment.
To do this, just go to Common Event 27: Clock HUD - Start and turn ON the Switch 24: Clock - Key.
When you do this, HUD Adjustment Menu will be disabled, disappearing from the Main Menu.
It is not possible to use both ways simultaneously. You must choose: either one or the other.

HUD Adjustment - Old Way.png

To lock the Clock HUD and not allow the player to change its settings ingame, just go back to the old way
and turn ON the Switch 77: Clock HUD - Locked, as shown in the Clock HUD section.

HUD Adjustment Menu is a Live Menu.
This is a Menu that is activated in the $Scene_Map, with the normal game systems in full operation.

If you have an event on the map that can significantly affect the game while running the Menu and would
like to fix this problem, create a condition in the last tab of the event with the activation of Switch 23:
Live Menu.
That way, the event will do nothing while the HUD Adjustment Menu is activated and will not affect the

Live Menu - Event Last Tab.png

Finally, it is also possible to call the HUD Adjustment Menu.
This is interesting in case you want to call the HUD Adjustment Menu in a special scene, like a cutscene
or tutorial, for example.

To do this, you must turn ON the Switch 84: Call HUD Adjustment Menu and then call Common Event 22:
Clock HUD - Adjustment.

HUD Adjustment Menu - Call.png

For this to work, Switch 24: Clock - Key must be OFF.
Otherwise, the HUD Adjustment Menu will not be called, even if you do the above procedure.

Dynamic Camera (v1.3)

Dynamic Camera is divided into 3 features: Camera Colision, Indoor Maps Behavior and Outdoor Maps

Camera collision works as follows: Every time the camera's view focuses on the wall, the camera will
focus on the actor instead.
This avoids camera's view problems during gameplay.
This feature was recently included in the MV3D and I decided to apply it dynamically to the Environment
System as well.

There are 2 distinct forms of Camera Collision: Type 1 and Type 2.

Type 1 will focus on the actor whenever his sprite is covered by an object or the wall.
This is applied absolutely, which ends up not being ideal for Outdoor Maps, because if you pass behind
only a small tree or any object, the Camera will focus on the actor and this will create an unwanted
Camera effect.
For this reason, I decided to apply Type 1 only to Indoor Maps, in which the actor will usually be covered
by the wall, which ends up making this type of Camera Collision ideal for this situation.

Type 2 will focus on the actor only if the camera's view is completely obstructed by the wall.
This is a more subtle form of Camera Collision and will not focus on the actor if he passes just behind a
small object, unlike Type 1.
Therefore, I decided to apply Type 2 only to Outdoor Maps, in which the actor will be covered by small
objects several times, but we do not want to apply Camera Collision in these situations, only to extreme
situations in which the actor is totally covered.

That said, let's move on to the next topic: Indoor Maps.

Dynamic Camera - Indoor Maps.png

Upon entering an Indoor Map, the Camera will enter Perspective Mode, a view closer to a First Person
Camera, but which still shows the actor.
Camera Yaw will always focus on the actor's back, regardless of the direction he will be looking at when
entering an Indoor Map.
In this way, the Camera gives the impression that the player really is inside that Indoor Map (weapons
shop, in the example image above), being able to see extra details like the ceiling.

Finally, let's talk about Outdoor Maps.

Dynamic Camera - Outdoor Maps.jpg

When entering an Outdoor Map, the Camera will enter Aerial Mode (as seen in the example image above).
When leaving an Outdoor Map for an Indoor Map, Camera Yaw will be memorized. Then, on returning to
Outdoor Map, the same Camera Yaw that was memorized before entering Indoor Map will be restored.
Moving from an Outdoor Map to another Outdoor Map will keep the current Camera Yaw.
With this Camera Mode, we can have a wider vision of the Outdoor Map.

These Camera behaviors will be applied independently if Yaw and Pitch controls are ON in the MV3D
Leave these controls ON, if you want the player to have full control over the Camera or turn them OFF, if
you don't.

(2.0) Two new features have been added to the Dynamic Camera: Disable Camera Pitch & Disable Camera Rotation by Map ID.

Let's start with Disable Camera Pitch.

Dynamic Camera - Disable Camera Pitch.pn

By including the desired Map ID in the array shown in the image above, you can automatically disable the camera pitch adjustment.

This way, the camera pitch will be locked at the default setting for this map.

This can be interesting to keep the perspective camera on indoor maps, for example.

The same can be done with camera rotation.
Let's see Disable Camera Rotation.

Dynamic Camera - Disable Camera Rotation

This works in the same way as the Disable Camera Pitch, so just follow what has already been explained above to understand how to use it.

This can be used to prevent the player from rotating the camera on a specific map.

To allow the player to adjust the camera pitch and rotation, just do not include the respective Map ID in the arrays shown above.

First Person Camera (v1.3)
Dynamic Camera - First Person Camera Map

The concept of Dungeon Maps has now been changed to First Person Camera Maps, to give a more
comprehensive idea, since any map in the game can feature First Person Camera.

You can easily set up a Map that will display First Person Camera, just add the desired Map ID to the
respective array.

First Person Camera Maps.png

If you want to create a game entirely using First Person Camera, just enter the number 0 in this array
and ALL maps in the game will use First Person Camera.

Note that, regardless of whether it is an Indoor Map or an Outdoor Map, the Camera will be in First Person

if the respective Map ID is inserted in this array.
First Person Camera takes priority over the default Camera behavior.

In addition, it is also possible to control the use of Flashlight in First Person Camera Maps with greater
freedom now.

You can force the use of Flashlight (you still need to turn ON the Switch 19: Flashlight - Item) in First
Person Camera Maps, regardless of whether it is an Indoor Map or an Outdoor Map, or the current Day
Just insert the desired Map ID in the respective array.

First Person Camera Maps - Flashlight.pn

Inserting the number 0 in this array will also force the use of Flashlight on ALL maps in the game.
This way, it is very easy to create a game entirely in First Person with Flashlight always in hand (as long
as the Flashlight Item related Switch has been turned ON).

If the current Map ID is not inserted in this array, Flashlight will adopt default behavior.
Indoor Maps will not have Flashlight and Outdoor Maps will have Flashlight only at night.

This is useful for creating dark dungeons, as in previous versions, but you have full control over it now.

Sprite Animations (v2.0)

There is now native support for Player's Sprite Animations.

The player character received support for the idle sprite when the player is stopped.

In addition, it also received support for dash sprites.

It is important to note that these Idle, Walk and Dash Sprite Animations also support 8 directions.

Let's start with Idle Sprite.

Sprite Animations - Idle.png

By changing the Script shown in the image above, you can set your Idle Sprite.

Let's take a closer look to understand how it works.

Sprite Animations - Actor ID.png

The number 1 highlighted in the image refers to the Actor's ID.

Let's take a look at the Actors database.

Sprite Animations - Actors Database.png

The ID 1 actor is Ald.
This means that, when applying that Script, we will be changing his sprite.

Now let's go back to the Script explanation.

Sprite Animations - File Name.png

The name highlighted above is the file name.
This must be enclosed in quotation marks: "File Name".

There is no need to include the file format (.png), just the name will be enough.

Let's check the file name to make sure everything is correct.

Sprite Animations - File Name Check.png

This way, we have checked that the file name is correct.
Now let's go to the last part.

Sprite Animations - Index.png

This last number, the 0 that i highlighted, refers to the image file's index.
Let's take a look at the template to understand it better.

Sprite Animations - Ald Template.png

As you can see, in our image file, Index 0 is the Idle Sprite.

Index 1 is the Walk Sprite and the Index 2 is the Dash Sprite.

Index 3 is empty, so you can include a extra Sprite in it, if you wish.

Indexes 4, 5, 6 and 7 are reserved to diagonal sprites.
This will be shown better later.

For now, let's get back to the explanation.

As our goal is to set the Idle Sprite, we will choose Index 0.

With this, we saw all the details behind this Script and were able to understand exactly what it does.

In addition, our work on setting the Idle Sprite is complete.
Every time the player is stopped, Ald's Sprite will be changed to this one we choose.

Now let's move on to Walk and Dash Sprites.

To set the Dash Sprites, you should to include it here:

Sprite Animations - Dash 1.png

And here.

Sprite Animations - Dash 2.png

To set the Walk Sprites, you should to include it here:

Sprite Animations - Walk 1.png

And here.

Sprite Animations - Walk 2.png

To set Sprites for followers, just do the same, changing only the values mentioned before: Actor ID and File Name.

Sprite Animations - Follower Example.png

In this example, we would be defining the Idle Sprites for the ID 2 Actor, Gustaf.

If you don't set an Idle Sprite for an actor, but keep Idle Animation ON, the Walk Animation will be displayed while the player is stopped.

Unfortunately, the graphics for Gustaf's Sprite Animations are not included in the package, but you can make them yourself.

Finally, let's talk about 8 directions Sprites.

MV3D supports 8 directions Sprites by default.

For them to be interpreted correctly, just add the diagonal sprites just below the original.

In our Ald template, notice that the diagonal sprites for Idle, Walk and Dash are just below those in 4 directions.

So if you draw a Walk Sprite, you must include the diagonal Walk sprite just below it.

After doing this, include {d} at the end of the File Name so that MV3D identifies it as diagonal.

Thus, we explain how to set all Sprite Animations.

But before we go to the next part, let's talk about one last feature.

You can also disable Idle Animation, if you think the result obtained in this way is better.

To do this, simply turn ON the Switch 92: Sprites - Idle Disable.

This way, the game will continue to apply Walk and Dash Sprite Animations normally, but will not apply to Idle Animation.

You can also disable Sprite Animations completely by turning OFF the Switch 85: Sprites - Idle.

If you want to disable it completely, remember to take a look at the Common Event 2: Define Start Commands, as the Switch 85 is being turned ON there.

Keyboard Configuration (v2.0)

Yanfly Keyboard Config has been edited to include the typical MV3D keys.

It has two preconfigured designs: Default and WASD.

Default Layout:

Keyboard Config - Default Layout.png

WASD Layout:

Keyboard Config - WASD Layout.png

But you are not limited to using these two settings, you can assign commands to almost any key on the keyboard.

See the list of commands you can assign to the keys:

Keyboard Config - Command List.png

This way, the player has complete freedom to use the keyboard as they wish, instead of being limited to pre-defined key configurations.

Gamepad Support (v2.0)

Yanfly Gamepad Config has also been edited to include the typical MV3D keys.

Take a look at the Default Configuration:

Gamepad Config - Default Config.png

The default configuration of the gamepad buttons was based on a Dualshock 2.

Different gamepads may have different default settings.

Dualshock - Environment System Pro v2.pn

It is also possible to assign game functions to any gamepad button.

This way, it is possible to change the gamepad layout freely.

An alternative version including the Ctrl and Tab buttons was also included in the plugins folder.

You can use this version if you decide to use the old HUD configuration method.

Dualshock - Environment System Pro v2 (C

If you remove the gamepad during gameplay, the gamepad config option will desappear from the menu.

When connecting the gamepad again, the gamepad config option will appear again in the menu.

If you remove the gamepad during the gamepad config scene, the game will return to the options scene.

By reconnecting it, you can access the gamepad config scene normally again.

(2.1) Dread_Nyanak implemented Gamepad Support natively to MV3D in version 0.6.4.
While this is a great addition to the package, the downside is that it is not possible to allow the player to configure the Gamepad buttons during gameplay.

Fortunately, this did not conflict with our good old Yanfly Gamepad Config, which allows us to have the best of both worlds.
It is now possible to control Camera Yaw and Camera Pitch by the right analog stick.

Move it horizontally to change Camera Yaw smoothly.
Move it vertically to change the Camera Pitch smoothly as well.

Unfortunately some gamepad models may not be fully compatible with this improvement of the right analog stick camera control.
Therefore, the buttons for the camera control were kept, so the player will never be without this option, regardless of their gamepad model.

Mouse Camera Control (v2.1)
Mouse Camera Control - Options.png

Dread_Nyanak added Mouse Camera Control natively to MV3D in version 0.6.4.

Obviously, we have included and adapted this feature to the Environment System to make the most of this new feature.

As you can see in the image above, 3 new options regarding Mouse Camera Control have been added to the Controls tab:

Mouse: Camera Control has 3 possibilities:

ON - Mouse Camera Control will be possible on ALL maps.

First Person Only - Mouse Camera Control will only be possible on maps whose ID has been included in the First Person Map array.

OFF - Mouse Camera Control will not be possible on any map.

Mouse: Invert Y Axis can be used to simulate a typical FPS Mouse Camera Control, in which the camera focuses on the ground if you move the mouse up and focuses on the sky if you move the mouse down.

Mouse: Look Sensitivity can be used to adjust the mouse sensitivity.
The higher the sensitivity, the faster the camera will change.

When Mouse Camera Control is activated, the left mouse button will act as the 'Ok' button, so you can interact with the game events using only the mouse.
The keyboard is just needed to move, something similar to traditional FPS.

When the Mouse Camera Control is disabled, the mouse will behave in the default RPG Maker MV way.

It may be interesting for some developers not to offer the option to change the Mouse Camera Control to the player and force one of the options mentioned above.


Example: Let's assume that the developer wants the player to be able to use Mouse Camera Control only on First Person Maps and does not want the player to be able to change that option.

To do this, the developer must first define the Variable 90: Options - Mouse Camera Control that holds this option with the value of 2, which refers to First Person Only.

Mouse Camera Control - Options Default V

That done, just remove this option from the Options Menu.

Mouse Camera Control - Option Removed Fr

This way, the player will be forced to use a Mouse Camera Control configuration defined by the developer.

It is also possible to remove the other options related to the Mouse Camera Control from the Options Menu.

In that case, this is even easier. Just go to the MV3D options in the Plugin Manager and mark the respective option to display them as false.

Mouse Camera Control - Other Options Rem

Thus it is possible to have full control over how the player can manipulate the Mouse Camera Control.

With all the features presented it is possible to set any control of your preference for your game: Access to the entire Keyboard; Gamepad support configurable, including making good use of analogs; Support for Mouse and Touch controls, etc.
You can even use all of these options simultaneously.
The imagination is the limit!

Options Upgrade (v2.0)

A new Options scene was created to offer more customization possibilities for the player.

Two plugins created by SumRndmDde were used to build this new scene: Options Upgrade & Options Creator.

Let's start with Options Upgrade.
Using it, we divided our options into 4 different tabs:

General, Graphics, Audio and Controls.

General Tab:

Options Upgrade - General Tab.png

At the General tab, most common options from other plugins are present.

You can look at the option description to fully understand what each one does.

Despite this, two of these options deserve more detailed explanation: Followers and Map Name Position.

Let's start with Followers.

The Followers option allow other party members to follow the main character across the map.

But there are some additional details that need to be explained:

  • On a First Person Map, the other party members will never follow the main character regardless of whether the Followers option is on or not.

  • When returning to a non First Person Map, the Followers option returns to working normally.

The Map Name Position option allows the player to configure where the Map Name Display will appear when entering a new map: Above, Center or Below the screen.

Option Upgrade - Map Name Position.png

Graphics Tab:

Option Upgrade - Graphics Tab.png

At the Graphics tab, there are options that will change the visual aspect of the game.

Red, Green and Blue Colors can be used to change the game windows colors.
The result of the color mix is the final color that will be applied to the windows.

HUD Numbers Get Colors will apply the selected color to the Clock HUD numbers, if it is ON.

The greater the Render Distance, the farther the graphics will be rendered on the map.

The greater the Field of View, the farther the camera will be from the map.

The higher the Shadow Quality, the smoother the shadow will become.

Audio Tab:

Option Upgrade - Audio Tab.png

At the Audio tab, the game volume controls are present.

Here it is possible to control the Master Volume, to set the volume of the entire game.

In addition, the default RPG Maker volume controls can also be set.

Controls Tab:

Option Upgrade - Controls Tab.png

At the Controls tab, the previously explained Keyboard Config, Gamepad Config and Mouse Camera Controls are present.

With this, we saw all the tabs of the new Options scene.

Now let's see how to add or remove options.

To include a new option from a third party plugin, you must access the following plugin in the Plugin Manager.

Option Upgrade - Adding a Option.png

At Symbol, you have to fill it with the symbol specified by the plugin creator.

To find it, you must open the plugin in a code editor and search for the following command line:

Options Upgrade - Symbol.png

If you type addCommand in the search bar, you will find the symbol.

In our example, Yanfly Keyboard Config, the symbol we are looking for is keyConfig.

Then you will type keyConfig in the symbol area to add this option.

At Category, you will define in which category this option will appear: General, Graphics, Audio or Controls.

At Description, you will write a text that will appear in the help window so that the player understands what this option is about.

To remove an option, just delete the respective values from the fields shown in the image above.

Thus, we see everything regarding including a new option from a third party plugin.

In addition, it is also possible to create your own option using the other plugin we mentioned at the beginning of this section: Options Creator.

Options Upgrade - Options Creator.png

By filling in the following values, a new option created by you will be added to the menu.

Options Upgrade - Creating a New Option.

At Name, the option name will be defined.

At Category, it is defined in which menu category this option will appear.

At Description, a help text is defined to help the player understand what this option is about.

At Position, it is defined in which position of the Options Menu this option will appear: Above, Center or Below.

At Condition, it is defined which condition needs to be fulfilled for this option to appear in the Options Menu.

At Variable ID, it is defined which variable will hold the value of the chosen option.

At Default Value, it is defined what will be the default value of this option that will be shown when the Menu is opened for the first time.

At On Change Eval, you can define which javascript commands will happen when the option has its value changed.

At Options, are defined the option values that can be chosen by the player in the Options Menu with respect to that option.

For example: Suppose we want to make the Followers option disappear from the Menu.

To do this, just go to the Condition parameter and change its value to false.

Options Upgrade - Condition False.png

You can also use the value of a Switch as a condition.
In this case, if the Switch is true, this option will appear in the Menu.

Options Upgrade - Condition Switch.png

It is also possible to make the option appear if the Switch is false.

Options Upgrade - Condition !(Switch).pn

There are so many different possibilities that it is impossible to list them all here.
For an even more in-depth learning about these plugins: Options Upgrade and Options Creator, watch the videos created by SumRndmDde himself demonstrating what can be done with these plugins.

Button Common Events (v2.2)

Due to the update that supported the Gamepad Analog, we can use the buttons that were previously used for Camera Control for other purposes.

5 Common Event buttons + Select button have been added to be used in place of the old Camera Control buttons.

For this, alternative versions of Yanfly Keyboard Config and Yanfly Gamepad Config plugins and of the core plugin rpg_core.js were created.

These buttons can be freely configured and can be assigned to any button on the Keyboard or Gamepad.

Let's take a look at the Keyboard and Gamepad layouts with the Common Event Buttons included.

Keyboard Default Layouts:

Button Common Events - Keyboard Default

Keyboard WASD Layouts:

Button Common Events - Keyboard WASD Lay

These buttons also appear in the button configuration list.

Button Common Events - Button Configurat

Gamepad Layout:

Dualshock - Button Common Events.png

Gamepad Config - Button Configuration:

Button Common Events - Gamepad Config -

Now let's see how to install:

1) Go to the js folder, rename rpg_core.js to another name like rpg_core (Env Pro).js and finally rename rpg_core (Button Common Events).js to rpg_core.js.
This way, we will replace the original rpg_core with the alternative version of rpg_core, the Button Common Events one

Take a look at how your folder should look:

Button Common Events - Js Folder.png

2) Go to the js/plugins folder and do the same with the Gamepad Config.

Here is an image of what your folder should look like:

Button Common Events - Js Plugins Folder

3) In the same folder, do the same procedure with Keyboard Config.

Again, an image of what your folder should look like:

Button Common Events - Js Plugins Folder

4) That done, let's go to the Plugin Manager.

Let's delete the Keyboard Config and Gamepad Config plugins from the list.

Here is another example image:

Button Common Events - Plugin Manager -

5) After that, we will add the alternative versions of these plugins to the list.

Here's another picture of what this should look like when completed:

Button Common Events - Plugin Manager -

6) Now that they are included, let's take a look at the settings for these plugins.

Looking at the Keyboard Config settings, notice that the new keys are included.
Here you can change the names of the keys displayed in the Keyboard Layout and in the button configuration list.

Button Common Events - Keyboard Config S

7) The same can be done in the Gamepad Config in a similar way.

Button Common Events - Gamepad Config Se

8) Completing this step, go to Common Event 76: Button Common Events.

Here you can assign your own Common Events directly to the new buttons that have been included in the alternative versions of the mentioned plugins.

As an example, I assigned the HUD Adjustment Menu to the Select button.
In addition, I also included messages to reserve the spot where you should call your own Common Events.

Button Common Events - Common Event Setu

9) To conclude, you must go to Common Event 2: Define Start Commands and turn ON Switch 97: Button Common Events, which is responsible for turning on our system.
If you don't want to use Button Common Events, just turn OFF that Switch.

Button Common Events - Switch.png

With that, we come to the end of our quick tutorial.
Following these steps, Button Common Events should already be working.

Now for some observations:
The Select button was included with the objective of giving space to create a secondary Menu, something like a Quick Menu, for example.
However, you can assign any Common Event you want to this button.
Use this button in the most convenient way for you!

The other 5 Common Event Buttons can be used in the most varied ways possible: Offering new ways to explore the maps; creating the Jump skill for the player, etc.
Use your creativity!

Here is an image of the Button Common Events being used in practice:

Button Common Events - In Practice.png
Movement Control (v2.2)

It is now possible to turn ON/OFF movement and interactions with the Player and with Events using Switches.

Let's explain each possibility of this new feature:

It is possible to disable movement and interactions with the Mouse by turning ON Switch 98: Disable Mouse Default Functions.

This will disable only the default Mouse functions of the RPG Maker MV.

Mouse Camera Control will continue to work normally.

It is possible to disable the Player movement by turning ON Switch 99: Disable Player Movement.

This will disable movement through the Keyboard, Gamepad and Mouse.

Interactions with near events will continue to work normally.

It is possible to disable the Events movement by turning ON Switch 100: Disable Events Movement.

This will prevent Events from moving, but it will still be possible to interact with them.

Events that have animation while stopped will continue to play their animations.

It is possible to disable interactions with the Ok button by turning ON Switch 101: Disable Ok Button.

The Mouse, in its default functions, does not have the left button interpreted as Ok button, so it will still be possible to interact with events using the Mouse.

On the other hand, while using Mouse Camera Control, the left button is interpreted as Ok button, so in this case, interactions with the Mouse will also be disabled.

Finally, we need to talk about Switch 23: Live Menu.

It was created to be used in the creation of alternative Menus, such as Custom Menus, for example.

It has special functions:

1) Just turning ON this Switch, all functions previously presented are disabled.

2) This Switch has the power to stop the flow of time, so the clock will be paused.

3) This Switch has the power to turn off Mouse Camera Control temporarily, so it is possible to use the Mouse to access the alternative Menu you are going to create.

Let's explain better how to use this possibility:

To do this, you must call Common Event 74: Mouse Camera Control right after turning ON Switch 23: Live Menu.

Movement Control - Live Menu - Turn OFF

When you close the alternative Menu, turn OFF the Switch 23: Live Menu and call Common Event 74: Mouse Camera Control right after that.

Movement Control - Live Menu - Turn OFF

Doing it, the game will resume Mouse Camera Control if it is enabled in the Options Menu.

With this, we can easily manipulate the functioning of the RPG Maker MV in relation to these aspects.

This can be used in the most creative ways possible.
For example: We can create an ability for the Player to stop the NPCs movement for a period of time.

To do so, simply turn ON the Switch 99: Disable Events Movement, wait a period of time and then turn OFF this Switch.

Bigger Database (v2.0)

The database had little content in previous versions, so i decided to pay more atention to this aspect.

A wider collection of Items, Weapons, Armors, Enemies, Troops and States is now available to serve as a base for initial projects.

Database - Weapons.png

The Animations and Skills have also been filled out properly to support the updates that will be shown below.

Database - Animations.png

The same was also done with respect to Classes and Characters.

Database - Characters.png
Graphics Library (v2.0)

Most graphics have been redesigned for better quality.

All the graphics included in the package were created by several artists and distributed for free on the internet, being edited and adapted by me for the RPG Maker MV format to be used in the Environment System Pro v2.0.

The credits containing the artists names are inserted in the file name itself, in addition to appearing in the credits txt, which can be found in the notes folder.


8 balloons models were included to offer greater possibility of customization for the developer.

Extra models can be found in the img/extras folder.

Graphics Library - Balloons.png

The icons have also been redesigned.

In addition to the redesign, extra icons were added to the icon sheet.

Default icons and balloons are also contained in the img/extras folder in case you want to use them.

Graphics Library - Icons.png

One of the biggest complaints has always been the characters in chibi format, but now this will no longer be a problem, as the entire RTP has been replaced by tall characters.

264 MV characters received a tall version in total.

Graphics Library - MV Characters.png

Our friends from the past have returned to participate in new adventures.

In addition to them, some newcomers also joined us.

282 XP characters in total returned to participate in new games.

These characters match well with the tall characters.

Graphics Library - XP Characters.png

Our friends from the 2K era also came back fully redesigned as tall characters.

39 2K characters received a tall version in total.

Graphics Library - 2K Characters.png

Many original characters were also included to further enrich the graphics library.

471 original characters were added to the package.

Graphics Library - Original Characters.p

(2.1) 47 MZ characters received a tall version in total.

There are 1103 different tall characters in total.

Do you think this is still not enough?

A tall character generator has been included so you can create your own characters easily with just a few clicks.

Take a look at the generator folder.

The default MV characters have been kept, so you can still use them if you wish.


588 different busts were included in the package.

You can use them in various ways, such as in conversations or in bust menus, for example.

Graphics Library - Vibrato Bust.png

Some characters received busts with several different expressions.

Graphics Library - 2K Bust.png

Some characters have busts of different styles.

Arshes has cartoon and realistic busts, for example.

Graphics Library - XP Bust.png

2335 extra faces were added to the package.

Graphics Library - Expressions Faces.png

Some characters have faces of different styles.

Basil has cartoon and realistic faces, for example.

Graphics Library - XP Faces.png

The default MV faces have been kept, so you can still use them if you wish.

Graphics Library - MV Faces.png

You probably know these battlers, made by the artist Vibrato.

Graphics Library - Vibrato MV Package Ba

In my opinion, they are the gold standard for Sideview Battles.

Although very beautiful, the biggest problem in using them is that there are few battlers of this style, which makes it difficult to create a game.

In order to solve this problem, I bring you a true collection of Vibrato styled battlers!

Most of these battlers were created by other artists and adapted by me for the RPG Maker MV format.

It is possible to use them without the need for any additional plugins.

There are a total of 93 heroes in this style included in the package, among them:

17 MV Heroes

Graphics Library - MV Battlers.png

25 XP Heroes

Graphics Library - XP Battlers.png

3 2K Heroes

Graphics Library - 2K Battlers.png

48 Original Heroes

Graphics Library - Vibrato Original Batt

This way, you can choose to build a game using classic characters or use the original characters to add a personal touch to your game.

The default MV Battlers have been kept, so you can still use them if you wish.

To use them, you must enable the default RPG Maker MV weapons.

Graphics Library - Default Weapons.png

To use Vibrato styled battlers, you must disable the default RPG Maker MV weapons.

Graphics Library - Disable Default Weapo

Monsters with the same style were also added to the package.

There are 123 monsters in this style included in the package.

Graphics Library - Vibrato Monsters.png

There are also 179 monsters with different art styles, but which match Vibrato style monsters well.

Graphics Library - Non-Vibrato Monsters.

There are a total of 302 monsters included in the package.


There are 135 original animations made by Vibrato included in the package.

Graphics Library - Replaced Animation.pn

With that, most of the RPG Maker MV default animations were replaced, presenting a higher graphic quality in the execution of the skills.

From this, original skills were also created.

Graphics Library - Original Animation.pn

The default MV animations have been kept, so you can still use them if you wish.

Graphics Library - Default MV Animation.

With the reformulation of battlers and animations, the battles are much more polished and with a better visual aspect!

Music Library (v2.0)

A problem that bothers some developers is the little variety of music that comes in the RPG Maker MV package.

The old versions of RPG Maker have very rich soundtracks, however they are in MIDI format, which makes it difficult for us to import them into the current version.

To solve this problem, I decided to remix the songs from previous versions to use in the MV projects, converting them to the OGG and M4A formats, to be used in games developed for PC and Mobile.

The songs also gained original and stereo arrangements to offer greater sound quality to the player during gameplay.

There are more than 130 songs available, which can be downloaded for free by those who purchase Environment System Pro.

You can use them in conjunction with Dynamic BGMs to create the perfect environment for each map in your game.

Now the Environment System has its own sound identity!

Extras (v1.3)
Yanfly Save Core (edited version by CoopNinjask)
Yanfly Save Core.png

Yanfly Save Core is now compatible with the Environment System.

The differences between the version edited by me and the original are:

  • When the party has less than 4 members, their faces will be aligned to the center instead of being

aligned to the left.

Despite being a small change, this offers a better layout for games that have small partys or that are
focused on just one actor.

  • It is now possible to insert Icons in the Save Core panels, either in the default panels (Playtime,

Save Count, Gold, Map Name), or in panels that contain variable values.

To insert Icons in these Panels, just include the Icon message code in the respective field.
In the case of Variables, the Icon message codes must be inserted in their names.
Example: Variable 100: \i[220] Variable Name

Yanfly Save Core - Icons.png

It is worth remembering that this is a free Yanfly plugin and the purpose of editing is only to ensure
greater compatibility and support the needs of the Environment System.
All credits must continue to be given to Yanfly.

Define Start Commands

After you have adjusted everything according to what was instructed in this tutorial, you will have to
define the initial commands to start the systems.

In this demo, this is done through Common Event 2: Define Start Commands.

Define Start Commands.png

mv3d rotationMode auto sets the camera rotation mode to automatic.
mv3d ambient #222222 defines the respective color for the environment.
Allow Followers = OFF turns followers off.
Switch 1: Time System = ON turns on the Time System.
Common Event 23: Flashlight - Automatic enables the flashlight for the player and for all vehicles. (Removed)
Switch 19: Flashlight - Item = ON enables the flashlight for the player automatically.
Common Event 27: Clock HUD - Start starts the Clock HUD.
Switch 29: Dynamic BGM Vehicles = ON enables the Dynamic BGM of vehicles.
If Switch 29 is ON
Common Event 29: Dynamic BGM - Vehicles starts Dynamic BGM for vehicles. 
This common event

depends on the activation of Switch 29 to work.
Common Event 5: Rain - Define makes the Rain System set up its configurations for the first time.


Any initial configuration regarding the systems in your game, must be done by this Common Event.
This should be called at the beginning of your game via an auto-start event to give the starting trigger
for all systems in the demo.

Default Script Changes

The changes made to the Default Scripts can be found in the Default Script Changes txt, in the notes folder.

Terms of Use

Commercial & non-commercial use.
Do not repost, link to this site instead.


The credits are in credits.txt, which can be found in the notes folder.

Patch Notes

Version 2.2 - Button Common Events and Movement Control was added.

Version 2.1 - Mouse Camera Control and Gamepad Analog support was added.

Version 2.0.1 - An important bug has been fixed.

The Exit Game option has been added to the Main Menu, now you can leave the game without having to go back to Title Screen.

Version 2.0 - A whole new version was released: Environment System Pro.

Version 1.3.2 - MV3D version updated to 0.6.3, obtaining several improvements.

A house was added to show an example of use for 3D models.

Some bugs were fixed, the most important ones being:

A bug that ocurred when trying to manipulate the time directly on an external map.

A bug that ocurred in the maps transition while the phases of the day were changing.

A bug related to Day Phases BGS.

Version 1.3.1 - MV3D version updated to 0.6.1, with the most prominent new feature being the possibility
to import .obj files.


Version 1.3 (Major Update)
MV3D Version updated to New MV3D features as Diagonal Movement and Camera Collision are
now supported.
Automatic detection of mv3d-patreon.js and application of the correct ambient color.
Day Phases default BGS.
New Cloudy Sky graphics for all the Day Phases.
Sky parallax scrolling is now smoother.
HUD Adjustment Menu.
Yanfly Save Core is now compatible. A version edited by me was included in Demo.
Clock HUD can now be forcibly disabled/enabled.
System Refresh can now be disabled.


Dynamic Camera: Camera Collision based in Map Types (Indoor/Outdoor).
Indoor Maps behavior for Camera mode and Yaw.
Outdoor Maps behavior for Camera mode and Yaw.

First Person Camera: First Person Camera Easy Setup.
Total control over Flashlight when in First Person Camera Maps.


Version 1.2.1 - Minor clock correction in am/pm mode.

Version 1.2 - Clock HUD position now automatically adjusts to any resolution.
The Clock HUD position can now be locked via Switch 77: Clock HUD - Locked.
Flashlight now is bug free.
Vehicle lights have been removed due to lag and bugs.
Some minor bug fixes.
Chests and Scarecrow have 4 direction sprites now.


Version 1.1 - 3D Battlebacks Support included.


Version 1.0 - Environment System's launch.