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Kadajah UltraD - True HD 2D Maps & Real-Time Engine 

Step out of the flat 2D grid. Build immersive, atmospheric worlds directly inside RPG Maker MZ.

Traditional RPG Maker maps are flat, bounded by strict two-dimensional layers. Kadajah UltraD shatters the ceiling, transforming your RPG Maker MZ project into a fully rendered, true 3D environment powered by the Three.js engine.

Build towering cities, deep dungeons with sunken pits, and atmospheric forests without ever leaving the MZ editor. With dynamic 3D point-lights, high-resolution building facades, and billboarded sprites that retain your classic retro charm, you can now deliver a stunning HD-2D or classic 3D-retro aesthetic with zero coding required.

v4.5 Update: Added custom camera distance and angle parameters, along with "Secure Fade-In" loading to ensure maps and cameras settle completely before fading in, eliminating visual popping.

v4.8 Update: Introduced sunken terrain mechanics (Region IDs 10 to 13) for creating riverbeds, trenches, and lower floors, plus automated texture animations for water and waterfalls.

v5.0 Update: Complete architecture overhaul featuring the Live Map Watcher (Real-Time Editor), Dynamic Point-Light systems (Player, Event, and Ambient lighting), and High-Res Facade overlays with side-rendering support.

Key Features

  • True 3D Voxel Architecture: Use Region IDs (1 to 9) to effortlessly stack tiles vertically and build walls, pillars, and towering structures. Use Region IDs 10 to 13 to carve out sunken pits, trenches, and water beds (-0.2 to -0.5 blocks deep).
  • Dynamic 3D Lighting Engine: Take complete control over your atmosphere. Set global Ambient Light, attach an adjustable Lantern/Point Light to the player, or turn any event into a glowing torch, magical crystal, or streetlamp using simple notetags (<light: #ffaa00, 1.5, 5.0>).
  • Smart Fence & Wall Auto-Connecting: The engine automatically detects B-E tileset connections. Fences and thin walls automatically orient horizontally, vertically, or create corner intersections based on surrounding tiles.
  • 3D Weather & Atmosphere: RPG Maker's default Rain, Storm, and Snow are dynamically converted into 3D particle systems that fall through the Z-axis in real-time, complete with depth fog and screen tint synchronization.
  • Advanced Event & Sprite Manipulation:
    • Layering (<L1> to <L9>): Place birds flying high in the sky, floating chests, or NPCs standing on second-story balconies.
    • Doors (<door>): Stick event graphics flat against 3D block faces for seamless, realistic doorways.
    • Billboarding & Fixed (<fixed>): Keep retro sprites naturally facing the camera, or lock their rotation in 3D space for architectural objects.
    • Scaling & Offsets: Fine-tune event positions (<offsetX/Y/Z>) and scale (<scale: 1.5>) down to the decimal.

The Workflow: Real-Time Live Editor & Facades

Stop guessing how your 3D map looks. Build and iterate in real-time.

  • Live Map Watcher: When running your game in test mode (NW.js), the engine actively monitors your project's JSON files. Simply save your map in RPG Maker MZ, and the 3D game window instantly reloads and rebuilds the geometry in milliseconds, no restarting required!
  • The Facade System: Don't limit your buildings to repeating 48x48 tiles. The Create Facade plugin command allows you to take any high-resolution image from your pictures folder and overlay it directly onto the front and sides of your 3D voxel stacks. Build custom storefronts, detailed castle gates, or HD-2D background wallpapers effortlessly.

Creative Gameplay Mechanics

  • HD-2D & Retro 3D Aesthetics: Combine classic pixel-art characters with dynamic 3D lighting, depth fog, and custom screen colors (SetScreenColor) to recreate the feel of modern retro masterpieces.
  • Atmospheric Stealth & Horror: Strip away global ambient light, wrap the world in pitch-black fog, and force the player to rely entirely on a short-range lantern to navigate terrifying 3D labyrinths where monsters lurk in the shadows.

Perfect Game Examples

  • 3D Dungeon Crawlers & Labyrinths: Perfect for angled top-down or isometric dungeon exploration with claustrophobic walls and glowing torches.
  • Atmospheric Horror Games: Leverage the dynamic fog, custom screen lighting, and localized event point-lights to build terrifying, shadow-drenched environments.
  • Modern HD-2D JRPGs: Elevate a standard top-down RPG into a visually stunning isometric/3D world without needing to learn Unity or Unreal Engine.

Compatibility & Requirements

  • Engine: RPG Maker MZ.
  • Platforms: Windows, macOS, Linux, and Web Browsers (requires WebGL support).
  • Dependencies: Automatically loads Three.js (r128) seamlessly in the background.

Technical Specs & Plugin Compatibility

Built for stability. Designed to play nice.

The Kadajah UltraD engine uses non-destructive Method Aliasing for its core hooks. It operates as a high-performance WebGL rendering layer over the standard tilemap without breaking underlying RPG Maker collision, passability, or event logic.

Modified Classes: The plugin safely extends the following core classes:

  • Game_Map: Adds 3D facade tracking, lighting variables, and the Node.js live-update file watcher.
  • Scene_Map: Handles Three.js world generation, camera mathematical tracking, weather conversion, lighting updates, and sprite billboarding.
  • Sprite_Animation & Sprite_AnimationMV: Automatically projects 3D world coordinates back to 2D screen space, ensuring your standard RPG Maker spell and battle animations play at the exact correct screen position over 3D events!
  • Game_CharacterBase: Hooks into canPass to ensure 3D wall collisions respect tilemap passability flags.

Performance & Memory: Optimized with intelligent texture caching, matrix auto-update disabling for static voxels, and custom canvas-texture extraction for autotiles and animated water.

Terms of Use

  • Commercial and non-commercial projects: Allowed.
  • Redistribution: You are NOT permitted to resell or redistribute this plugin (js file), either on its own or as part of a bundle.
  • Editing: You ARE permitted to edit the plugin's code for your own project's use. However, you are NOT permitted to redistribute the edited version of the plugin.
Updated 2 days ago
StatusReleased
CategoryTool
AuthorKadajah
Made withRPG Maker
Tags3D, plugin, RPG Maker, RPG Maker MZ, rpgmakerplugin, tool
AI DisclosureAI Assisted, Code

Purchase

Buy Now$7.99 USD or more

In order to download this tool you must purchase it at or above the minimum price of $7.99 USD. You will get access to the following files:

Kadajah_UltraD.js 54 kB
Kadajah_UltraD_Documentation.pdf 74 kB
ULTRAD_Demo.zip 94 MB

Comments

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(1 edit)

I have mirrors and other items on walls that do NOT show up .. I just bought this and I'm VERY excited...  but I use mirrors a lot for dimensional travel, the event works but the mirror image from the tileset is gone.  also STEPS seem to not be passable, so I had to remove steps at entrances because this plugin changed that..   is there a way to get the wall decorations to show up and why am I unable to walk over steps?

 I also created a new event and tried to set up a facade..  I had an image in pictures, pointed it at it,   the pic never shows up just the ground turns into a block but its the map ground and not the facade...  do I have to first have a map-based image and then create the facade ?   A more in-depth video showing how to set these different things up would be grand and very helpful... especially when some wall deco never shows up and if I do a region ID to lift it, it's very strange.. ..   not quite sure I can use this just yet I had to turn it off and go make a whole new projec file to play with everything.      And the documentation is cut off at the creative ..... nothing else..  that last section isn't there.    This is a  VERY exciting premise I fully hope to be able to get a more clear doc or video on how each feature can be set up... even if just one example per feature..   and rules like if you HAVE to already have a map editor image BEFORE you can place a facade?     Thank you. 

Please and thank you..   Allie Knight   knightstudiosflorida@gmail.com

Hey bro, how's it going?

For the mirrors, there are two possible approaches: you can add them as events and use tags like `<door>` to ensure the event appears in front of the wall, or use a plugin command to set the sprite as a "facade." As for the steps, I'll need more details to understand what's going on.

Do you use Discord?

I have to go to bed due to work... HOWEVER I will try the <door> tag now and see.  I place that in the event note right?

Yes, all the tags and usage instructions are in the documentation; let me know if any questions arise.

Well the bottom half of the mirror shows up but not the top..  even when I made the door tag for both top and bottom...   its on a wall, so I'm wondering if I might need to rebuild the map as I'm new to this region ID level concept, but again, VERY happy with the idea..   I will try in depth tomorrow after work and get back with you.      High Hopes!!    You have breathed new inspiration ....  If you're struck for time like myself I'd look into hiring someone to make one in-depth video on each feature of your plugins..   you have FANTASTIC Ideas just fleshing out the how for the consumer is needed.

  Thank you.

(1 edit)

Thanks for the feedback. Unfortunately, I cannot afford to hire someone to create a video tutorial on how to use my plugins; given the price I charge to bring these tools to the community, there isn't enough margin to cover that, especially considering the time spent on development and support. However, guidance is available in the documentation and the plugin's help section, and I am, of course, available to provide clarifications, answer questions, and promptly resolve any bugs or errors caused by the plugin. I must emphasize that a system of this complexity (a 3D system) requires an investment of time; several hours to understand how the tool and its dependencies (such as layer systems and region IDs) fit into your game, alongside testing and experimentation. It also requires a complete map overhaul, as 2D coordinates (x, y) may not accurately represent an object's position on a 3D plane (x, y, z). I have another tool called ISO 2.5D that is more robust than this one (UltraD) and includes a visual editor; it might be a better fit if this one seems too complex or user-unfriendly. Thanks again for your comment; please let me know if you run into any issues.

(2 edits)

Okay so I made an event on the overworld map with no icon or anything, but it calls the create facade and I point it in the image folder to the file called mush...  its a mushroom house and yeah it is png..    I set it up for all sides and same image on all sides..    but it never shows up.   if I choose a map tile from the overworld THAT shows up and overrides the facade.     does this not work in overworld??   I'm trying to make a mushroom house entrance.


As for steps, its just the tiles that represent steps from any tileset..   I chaned it to a flat floor tile and it was fine, but the steps should not change the passthrough just due to having the plugin on right?

Ill check back tomorrow.  Thank you VERY much for all of your fantastic help 

Change your event to a parallel trigger; if it isn't called, it won't display the graphic. Remember that it is good practice to add a self-switch so the event doesn't keep running endlessly.

The plugin command does not require the <door> tag; that tag is only meant to be applied to the event containing the sprite.