MV - Community Lighting MV & MZ

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Started by ImaginaryVillain 1279 posts Page 42 of 64 View original ↗
  1. Skurge said:
    Been looking to find a lighting plugin to port to MZ, origionally I was using Khas lighting and it's fantastic, but so far incompatible for my project, does this plugin have a lighting option bound to terrain tags?

    This is so I can mark preset colours to already map maps with terrain numbers set.

    You can use Region/Terrain tag to be either light sources or ignore any lighting that should be on them, yes.
  2. I can see in the plugin demo (using trial version) the volcanoe room has the event giving the commands for terrain tags, but i was wondering if it was possible to get them on the database/tileset's notes.

    A common event handling this might do the trick, but i'm afraid it may slow the project's performance down if it's continually checking the common event.
  3. Skurge said:
    I can see in the plugin demo (using trial version) the volcanoe room has the event giving the commands for terrain tags, but i was wondering if it was possible to get them on the database/tileset's notes.

    A common event handling this might do the trick, but i'm afraid it may slow the project's performance down if it's continually checking the common event.

    Code:
    * TileLight   id ON c r
    * RegionLight id ON c r
    * - Turns on lights for tile tag or region tag (id) using color (c) and radius (r)
    * - Replace ON with OFF to turn them off
    *
    * TileFire, TileGlow, RegionFire, RegionGlow
    * - Same as above, but different lighting effects
    *
    * TileBlock id ON color
    * - Turns on light blocking for tile with tiletag id (id) using color (color)
    *
    * TileBlock id OFF
    * - Turns off light blocking for tile with tiletag id (id)
  4. Alexandre said:
    Code:
    * TileLight   id ON c r
    * RegionLight id ON c r
    * - Turns on lights for tile tag or region tag (id) using color (c) and radius (r)
    * - Replace ON with OFF to turn them off
    *
    * TileFire, TileGlow, RegionFire, RegionGlow
    * - Same as above, but different lighting effects
    *
    * TileBlock id ON color
    * - Turns on light blocking for tile with tiletag id (id) using color (color)
    *
    * TileBlock id OFF
    * - Turns off light blocking for tile with tiletag id (id)
    Thanks for that, I was having difficulty with this new method of plugin commands.
    Lighting is doing quite well, it just seems from this plugin I am unable to put the setting in note tags but might have to via common events.

    By the way how do I change the light source offset on a event's note tag?
  5. Skurge said:
    Thanks for that, I was having difficulty with this new method of plugin commands.
    Lighting is doing quite well, it just seems from this plugin I am unable to put the setting in note tags but might have to via common events.

    By the way how do I change the light source offset on a event's note tag?

    x0.5: shift the event 24 pixels right (half a case)

    Y-1: shift the event 48 pixels to the top (a complete case, remember Y axis is reversed in video games)
  6. I tried to configure the same settings but with a comment command, is there a such a thing implemented for comments? I don't think I can find any.
  7. Skurge said:
    I tried to configure the same settings but with a comment command, is there a such a thing implemented for comments? I don't think I can find any.

    I don't know if @Aesica implemented the feature for MZ (or at all, since I'm still using clever eventing to have the kill switch active whenever I want).
  8. Comment commands? Do you mean comment-based note tags? It should be in. If so yeah,that should be in. Basically it can be used to override the default note tag on a given page, but it must be the very first comment on that event page.
  9. Ah managed to figure out what was going on, you are correct about the comments.
    I wanted to know also if there was a way to configure the flash light effect on player vehicles?
    So for example if the player vehicle is parked - 0 lights.
    But when entered the flash light is on.
  10. Any plugin with an "on vehicle enter" and "on vehicle exit" common event hook should be able to do this.
  11. Loving this plugin. Would you guys say its one of the most lightweight light systems? Or is there other lighting systems that are more lightweight in terms of slowing down fps, etc? Thanks for any info
  12. InaMorAta said:
    Loving this plugin. Would you guys say its one of the most lightweight light systems? Or is there other lighting systems that are more lightweight in terms of slowing down fps, etc? Thanks for any info

    I never made the comparaison with other light plugin, so I couldn't say.
    If you are looking for a really straightforward plugin, I would suggest you the
    Ultra Mini Community Lighting version (see first message of the thread).
  13. Alexandre said:
    I never made the comparaison with other light plugin, so I couldn't say.
    If you are looking for a really straightforward plugin, I would suggest you the
    Ultra Mini Community Lighting version (see first message of the thread).
    Thank you very much! I'll check out the Ultra Mini version today
  14. This is a really great plugin, but I've got a small issue. Some lights change color when you move away or go closer to them. Like the fire in the screenshots (bottom of the screen):

    Screenshots
    close.png
    Far.png
    This what's in the notetag:

    <cl: Fire 300 #ff8800>
  15. WinterDepression said:
    This is a really great plugin, but I've got a small issue. Some lights change color when you move away or go closer to them. Like the fire in the screenshots (bottom of the screen):

    Screenshots
    View attachment 215419
    View attachment 215420
    This what's in the notetag:

    <cl: Fire 300 #ff8800>

    It seems like in your case that you have multiple light sources that are superposing each other. Since #FFFFFF is more luminous that your fire, it takes priority over the fire's light.
  16. Alexandre said:
    It seems like in your case that you have multiple light sources that are superposing each other. Since #FFFFFF is more luminous that your fire, it takes priority over the fire's light.
    Alright, thanks for the reply!
  17. Hello, I am very thankful for the idea of this plugin and excited to use it. However, I seem to be having a problem right away.

    It simply doesn't work, period? That is, I'm on the demo itself...and there's no lights. No tints. No time system. Nothing at all happens in the demo, its just default lighting. (i.e. no lighting or tint) I haven't altered anything. Just trying to play the demo and there's no lights or tints in it even when I try the slime's option to change the time. (Nothing happens or changes.) I tried making my own map with events, doesn't work there either.

    I could try putting the script in a new project and testing. However, it doesn't seem needed considering the demo is already nothing but the script?

    Anyway, thank you for reading and I hope it's just something I'm missing.
  18. muffinswords said:
    Hello, I am very thankful for the idea of this plugin and excited to use it. However, I seem to be having a problem right away.

    It simply doesn't work, period? That is, I'm on the demo itself...and there's no lights. No tints. No time system. Nothing at all happens in the demo, its just default lighting. (i.e. no lighting or tint) I haven't altered anything. Just trying to play the demo and there's no lights or tints in it even when I try the slime's option to change the time. (Nothing happens or changes.) I tried making my own map with events, doesn't work there either.

    I could try putting the script in a new project and testing. However, it doesn't seem needed considering the demo is already nothing but the script?

    Anyway, thank you for reading and I hope it's just something I'm missing.
    You downloaded which version exactly? MV? MZ?
  19. Alexandre said:
    You downloaded which version exactly? MV? MZ?
    I'm sorry, it's the MV version. I checked too to see if it was switched off in the options for some reason, but there's no option in the option menu. The script reads as on in Plugins.
  20. muffinswords said:
    I'm sorry, it's the MV version. I checked too to see if it was switched off in the options for some reason, but there's no option in the option menu. The script reads as on in Plugins.

    Did you saved the script as describedin the help file on Github?
    If you simply use 'save as' on the plugin file, you will instead download an html page.