Hey Hudell,
Quick question for you. I love this system and how seamlessly it works with your time system. I'm a parallel mapper though and while using the lighting system, the light appears to be under the "Overlay" layer of the maps. Now this could easily be because of the plugin I'm using to bind the map in game (TDDP's BindPictureToMap http://mvplugins.tordamian.com/plugins/bind-pictures-to-map/). Is there a way around this that you know of? Do you have a parallax mapping script that I haven't seen on here maybe?
I included a picture just to make it easier to see what I'm talking about.
Thanks again,
Sindaine
Orange Lighting
● ARCHIVED · READ-ONLY
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Hmm, I put the lighting layer directly under the weather layer. I checked that plugin and it has 6 layers for pictures, only one of them is over the ligthing (and weather). Are you using the "top" layer for that? Try using the "under_weather" layer instead.
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Hey Hudell,Hmm, I put the lighting layer directly under the weather layer. I checked that plugin and it has 6 layers for pictures, only one of them is over the ligthing (and weather). Are you using the "top" layer for that? Try using the "under_weather" layer instead.
Awesome! That totally fixed it. It was my oversight. I appreciate the prompt response though!
Sindaine -
Hi there Hudell, sorry for the multiple posts ...
I'd like to change the player radius (in-game) with either a Script Call or Plugin Command - is this possible? -
Script call:
Code:Hudell.OrangeLighting.addOns.PlayerLight.Param.playerRadius = 200; -
Thank you so much! As ever your plugins are unreal ... off to support you on Patreon now.Script call:
Hudell.OrangeLighting.addOns.PlayerLight.Param.playerRadius = 200; -
One more ... sorry ...
I see the note tag <light_flickle:true> should that be <light_flicker:true>? -
Indeed.One more ... sorry ...
I see the note tag <light_flickle:true> should that be <light_flicker:true>?
I've updated the script and now you can use either. -
Great, have updated though and now no event lights are showing at all :(
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Ah, sorry for that. Should be working now.Great, have updated though and now no event lights are showing at all :(
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Hudell to the rescue again! Many, many thanks!
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Back again (sorry)
Is it possible to have the lighting disabled via an event on a specific map? I'd like to run some cut-scenes that don't require the Player Light (or lighting at all) -
I've updated the player light add on to support the following script calls:
to disable:
Code:and to enable:Hudell.OrangeLighting.addOns.PlayerLight.enabled = false;
Code:to disable all lights:Hudell.OrangeLighting.addOns.PlayerLight.enabled = true;
Code:and to enable it again:Hudell.OrangeLighting.enabled = false;
Code:Hudell.OrangeLighting.enabled = true; -
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Do you get any errors? What do you have on the other page of that event?
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No, no errors - the lighting system is enabled.
On the second page I have nothing. -
Hmmm, try picking the last version of OrangeLighting again.
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Just tried it, and it's still the same - it's not mega pressing for me, at the moment. But though you should know :)Hmmm, try picking the last version of OrangeLighting again.
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Okay, I'll test it properly after work.
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Hi there Hudell!
Thanks for your amazing collection of scripts!
So far everything works well but it seems that I can't get the event lights working...
Am I doing something wrong?
No light emits from the event at all :(
I tried using just the note, just the script and as shows in this screenshot, both in the same event.
Thanks in advance :)
