MZ - [MZ & MV v1.9.7] Shora Lighting & Shadow System

● ARCHIVED · READ-ONLY
Started by Shora 656 posts Page 20 of 33 View original ↗
  1. @Shora is setPluginStatus changed to setPluginState?
    as I didn't know about that change though :)
  2. Shora said:
    You can use the following scripts: $gameLighting.enable() and $gameLighting.disable()

    Alternative way is to use $gameLighting.setPluginState(true / false)
    Have combed through a couple times, but not finding in help if its there. Is there a way to set the entire screen to like "day light" Or a trick we can think of to set a single large source of light on the map so shadows still work the same in outdoors without creating a lot of events?
  3. ShadowDragon said:
    @Shora is setPluginStatus changed to setPluginState?
    as I didn't know about that change though :)
    Oh I just changed it in the current version. It was unncessesary though so I:m gonna revert it back to the old name xd.
    Puppet Knight said:
    Have combed through a couple times, but not finding in help if its there. Is there a way to set the entire screen to like "day light" Or a trick we can think of to set a single large source of light on the map so shadows still work the same in outdoors without creating a lot of events?
    Did you try the setMapAmbient plugin command? Changing it to #FFFFFF in 0 tick will make the map instantly *in daytime*, the same as having the lighting disabled.
  4. Shora said:
    Did you try the setMapAmbient plugin command? Changing it to #FFFFFF in 0 tick will make the map instantly *in daytime*, the same as having the lighting disabled.
    Ill give it a go!

    @Shora for clarity, a tick for your plugin is the equivalent of 1/60 of a frame, yes?
  5. Would love to know how to control activating and de-activating as well. I'd like to manually create and design light sources for cutscenes as well as use maps for other purposes (like plot) without the light impacting it.

    Edit: Oops sorry, a few posts loaded after the fact and I think my question might've been answered.
  6. riggsbass said:
    Would love to know how to control activating and de-activating as well. I'd like to manually create and design light sources for cutscenes as well as use maps for other purposes (like plot) without the light impacting


    In the cutscenes event you can update the ambient lighting via plugin command to suit your needs.
  7. Awesome Plugin :kaojoy: I just found it and it creates wonderful atmosphere.
    I’m pretty new here and hope you can help me to fix a little problem - trying to add lights with this plugin to GALV Map Projectiles in my project.

    In an old post by @Enigma_Productions was a solution for showing pictures above the “shadow layer”, sadly I can’t found the right lines in the current version.

    If there is an option with 1.8.4 to un-shadow pictures or if someone knows how to create projectiles with light would be awesome. :kaoluv:

    In every case thank you so much for this wonderful Plugin @Shora , I’ll definitely hit you up when I finish my game some day. :kaoluv:
  8. Shora said:
    Oh I just changed it in the current version. It was unncessesary though so I:m gonna revert it back to the old name xd.

    Did you try the setMapAmbient plugin command? Changing it to #FFFFFF in 0 tick will make the map instantly *in daytime*, the same as having the lighting disabled.
    I'm glad to see you're still active!
  9. This was probably already answered somewhere above, but when I go to your Itch.IO page and download 1.8.4, the .js file says it's 1.8.3.

    Is that a typo or is it really 1.8.3? Where can I get 1.8.4?
  10. Delete This.
  11. @Zer0Morph the version you download = 1.8.4 just wrong number as forgetting
    the number to be correctly, so you are all good :)
  12. Because I'm apparently blind, how do i alter the radius of an individual light? lol
  13. ShadowDragon said:
    @Zer0Morph the version you download = 1.8.4 just wrong number as forgetting
    the number to be correctly, so you are all good :)
    Thanks ShadowDragon!
  14. @Puppet Knight there should be a scriptcall to adjust those, depending
    where you use it, it can also be done by switches if not by variables.

    if not by variables to increase the radius, it might be a nice suggestion to add?
    but it should be explained how the radius is set, use that ID to increase/decrease
    the light you want.

    I'm to busy atm to check though.
  15. Hi, could anyone help me with this issue I'm having, I'm not sure if it's plugin limitations or if I'm doing something wrong? But basically, some lights go through walls when they shouldn't, some lights don't display due to the "Shadow Ambient" and the "Top Block Ambient" parameters being set to "Black".
    You can see these issues in the video linked below and some simple walls glitching out and letting light through. I made the switch from Khas's Lighting, and this one feels a lot more complicated to figure out as Khas's plugin did exactly what I wanted it to very easily. I also added a picture of how the regions are set up. I really hope I'm just doing something wrong. Any help is appreciated, thanks!
    https://youtu.be/ibh0nW5NZ6E
  16. @ConnyState I'm not entirely sure, but you use 2x region 2 or 3 or 4 which should
    be avoided and might cause the issue!

    the thing you could do, is where 332 and top 2, than the top there is also 3.
    so increase the top number with +1 but still, I dont know if that should fix your
    issue, or remove the bottom region number and increase the one above it, with +1.

    you should test around that, otherwise, @Shora need to take a look at it if my solution
    or guess dont work.
  17. If anyone has any idea on how to prevent the color change when 2 lights collide, I would be eternally grateful. For some reason, whenever a light gets to close to another light, a weird green light appears near the inner glow of the two lights.

    1683947427420.png
  18. @Zer0Morph what color do you use?

    if you use the same color of light, its weird, but if you use a different color,
    than I dont know, but that doesn't have to be the plugins fault, it can be how
    WEBGL or how the lights is being made works.

    which is something the plugin creator cannot fix if that would be the case.
    it's hard to tell how to solve it though and/or if it happens as well if you use
    a different color.
  19. ShadowDragon said:
    @Zer0Morph what color do you use?

    if you use the same color of light, its weird, but if you use a different color,
    than I dont know, but that doesn't have to be the plugins fault, it can be how
    WEBGL or how the lights is being made works.

    which is something the plugin creator cannot fix if that would be the case.
    it's hard to tell how to solve it though and/or if it happens as well if you use
    a different color.
    I was thinking the same thing so I tried an assortment of different colors but still got the same effect. I also removed every plugin I had except these lighting ones and it still happens. In fact, it's happening consistently using Shora's plugin, the Community Lighting plugin, and OCRam's plugin.

    It's strange, but the glowing circle appears to have 2 parts to it, a large circle where the color is displayed properly, and an inner smaller circle close to the player, where it conflicts with other forms of lighting from the same plugin.

    I've tried for the past 3 days to make the lights just display one solid color, but so far I've been out of luck.

    Edit: On a side note, when I tint the screen using the plugin, to anything WITH color (as opposed to black or white to make the screen darker or brighter), the player generated light and other event lights emit the green glow immediately around the source, as in the inner circle I was talking about before.

    This doesn't happen when using a monochrome based tint, however.
  20. Cannot say for sure, it could maybe also happen in Real Live purpose?
    if lights collides in the center?

    but I think its more of a webgl or canvas issue than a plugin issue.
    if you really want to test it out on a different basic without a plugin,
    see what happens if you use an image based (above player) that floow the player
    and 1 on the lightsource itself.

    see what happens than, but I dont think this can be fixed inside the plugin,
    it is also highly possible how the engine renders this, which makes it impossible
    to extremely hard to fix.