Orange Lighting

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Started by Hudell 171 posts Page 1 of 9 View original ↗
  1. This plugin is no longer supported.

    Spoiler
    Orange Lighting 1.0
    Hudell

    Introduction
    This is a reimplementation of Terrax Lighting system, aiming to be compatible with Orange Time System.
    Not all features of Terrax's system are available yet.

    Params


    lightMaskSwitch
    The number of a switch that needs to be ON to activate the light mask

    opacityVariable
    Set this to the number of a variable to use that variable to control the opacity of the light mask.

    tintSpeed
    The speed in which the mask color changes.

    Player params:

    playerRadius
    The size of the light globe around the player

    playerColor
    The color of the light globe around the player.

    playerFlicker
    Set this to true to make the light around the player flicke

    flashlightSwitch
    Set this to the number of a switch to use that switch to turn on/off the player's flashlight

    Time System Params:

    hourColors
    You can specify several different colors to be used on the color mask depending of the current hour in the orange time system.

    insideBuildingHourColor
    You can specify several different colors to be used on the color mask depending of the current hour in the orange time system.
    These will be used when the player is inside a building

    Plugin
    Get it here

    Add-Ons
    Event Lights
    Player Lights
    Time System Lights (Require OrangeTimeSystem)

    License
    Free to use on any game.
  2. Is "Orange Lightning" intentional, or did you mean "Orange Lighting"?  I could see either one working :)
  3. Awesome. I was thinking of using Terrax Lighting system, but wasn't sure if it would mesh with your plugins. Now I have my time system and cool lighting effects too. Color me happy.
  4. Wavelength said:
    Is "Orange Lightning" intentional, or did you mean "Orange Lighting"? I could see either one working :)
    It was supposed to be lighting, but I'm dumb and wrote it wrong probably everywhere.I'll fix it tomorrow.
  5. OMG !!! Hallelujah!)))))) Thank you so much !!!! Let's test)))  BD
  6. Is it possible to make a smooth transition from day to night and vice versa?
  7. Yeah smoother transition pls! 

    And how we can set up lights?

    Or is the light just working for the player?
  8. I'll make smoother transitions and event lights during this week, just need to finish some other stuff first.
  9. Great! Terrax's lighting wouldn't work, so I'm glad you decided to create a compatible version!

    There's but one incompatibility I'd be grateful were you to do something about it. I'm talking about Quasi Movement here. The light doesn't follow the player.
  10. I've updated the plugin with smoother transitions and a new param to set the speed of the transition.

    Quasi Movement should be working properly if you add my script after his.

    Edit: I've changed the plugin to be modular. Now there's a core plugin and a separate add-on for each kind of light effect.

    Only the OrangeTimeSystemLighting.js requires the OrangeTimeSystem to work.

    The OrangeLightingEventLights.js is new: It allows the usage of light effects on the maps events, through script calls and notetags.
  11. Hudell, everything works perfectly! Thank you) One point: It is rather difficult to calculate the slower shading. The value is already equal to 0.3. But this is more a matter of convenience)

     

    And another question: when using the command "Orange Time System.addHours ();" (sleep or moving between locations), dimming is not adjusted to the new time, and continues to move seamlessly from the previous point. However, I really like the uniform darkening of the transition between locations without changing the time. I'd like to maintain a uniform shade, but add the ability to switch the dimming level when skipping over a few hours.
  12. Lindar said:
    Hudell, everything works perfectly! Thank you) One point: It is rather difficult to calculate the slower shading. The value is already equal to 0.3. But this is more a matter of convenience)

    And another question: when using the command "Orange Time System.addHours ();" (sleep or moving between locations), dimming is not adjusted to the new time, and continues to move seamlessly from the previous point. However, I really like the uniform darkening of the transition between locations without changing the time. I'd like to maintain a uniform shade, but add the ability to switch the dimming level when skipping over a few hours.
    I'll add the feature in the plugin when I go back home, but for now, I think this script call will make the color be updated instantly:

    Code:
    Hudell.OrangeLighting._lastMaskColor = undefined;
  13. Hudell said:
    I'll add the feature in the plugin when I go back home, but for now, I think this script call will make the color be updated instantly:

    Hudell.OrangeLighting._lastMaskColor = undefined;
    Yes, it works, but when the time changes the color of an hour is rounded to an hour ahead and freezes until the next hour. Tying color to the minutes, it seems unrealistic, but perhaps easier to make time rounded back?
  14. Hm, how would you like to configure this color tied to minutes?
  15. Hudell said:
    Hm, how would you like to configure this color tied to minutes?
    In fact, I can hardly imagine how it is possible to realize ... Perhaps by analogy with transparency ... only a transition from #FFFFFF to # 000000. In the case of opacity, the numbers from 1 to 255. Here, perhaps between 1 and 180 (3 hours for twilight is enough).We set the hour of sunset and sunrise, and every minute increases (or decreases) the number by one. Something like that)) 

    Again, in general, it is not very necessary, but rather a question of realism and atmosphere)
  16. Hey, there is a small bug i found while i was using "MBS Smooth Scroll":
     
    When the color(or time?) is full dark, all event lights only move when the player move.
    So i guess the light position is only updated with a step of the player?
     
    EDIT:
    Ok i found it myself at line 322:
     

    Spoiler
    if (namespace.dirty) {
    this.refreshMask();
    namespace.dirty = false;
    this.currentMapId = newId;}
    Under that piece of code i put the following:

    this.refreshMask();Now the light positions get updated all the time i guess :)

    perfect!
  17. This plugin is perfect except for one thing

    Torches that can be turned on and off by a switch on the player.

    Oh and i dont think i did anything wrong but it seems your Time System Lights got the wrong description, says "Player Lights <OrangeTimeSystemLighting>"
  18. Ah, thanks for reporting that, I'll fix the description.

    Can you elaborate more on the torches idea?
  19. well the torch idea would work just like the flashlight but instead of a cone of light, it would make a orange flickering light ball around the player.

    This way if you set player radius to 0, you can actually make dark places that requires an item, in this case a torch, then at the enterance and exit of the dungeon you just turn the switch off.

    Making it realy hard to go trought the area unless you buy or find a torch.

    I hope that makes more sense.
  20. Hey, Hudell.

    This is probably a stupid question, how do I use the tags provided in your script?

    I mean, using them in an event's notebox does not work at all. Like, if I had a light tag, a light_radius tag and a light_color tag together in the notebox, only the <light> would work. I tried using script calls to activate the light in an event and then use the color tag, but nothing happened. So, my problem is, I can't make anything work, I only get the lights to show up.

    Am I doing something wrong or is this a bug? I've tried using them in the notebox, plugin commands, script calls.. Nothing works. Any ideas?