Orange Lighting

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Started by Hudell 171 posts Page 4 of 9 View original ↗
  1. Awesome, thank you! :D
     
  2. Hi Hudell, a quick question ...

    I have the lighting enabled on a map which, when the player STARTS on that map - it works perfectly!

    However, i'd like to have a cut scene prior to that map that starts with the lighting on, then it's transferred to a map with no lighting effects or events (so everything appears bright)

    The problem is when the player is transferred to the main map, the lighting is still turned off ... is there a way of forcing the light effects to turn on? I have it set in the map note tags, and events on the map have the lighting note too.
  3. What are you using to disable / enable the light?
  4. That's the weird thing, I'm not ... on the first map it has events with the lighting note tags on.

    It then gets transferred to the second map where there are NO light tags, so it seems that all lights are turned off (so it's nice & bright)

    Then it goes to the third map where again there are events with light note tags, so it all should work as normal.

    If I place the player starting in the third map, the lights work fine.

    If I place the player starting in the second map, the lights are enabled and it's dark (apart from selected events)

    So ... yeah, ultra confusing I know :p
  5. That's the weird thing, I'm not ... on the first map it has events with the lighting note tags on.

    It then gets transferred to the second map where there are NO light tags, so it seems that all lights are turned off (so it's nice & bright)

    Then it goes to the third map where again there are events with light note tags, so it all should work as normal.

    If I place the player starting in the third map, the lights work fine.

    If I place the player starting in the second map, the lights are enabled and it's dark (apart from selected events)

    So ... yeah, ultra confusing I know :p
  6. Hmm, can you make this happen on an empty project and then send me that so I can test it?
  7. Very nice. You been busy.

    I need to go around updating my plugins for the project. My friend who was helping has given up sadly.

    I need to find a good way to like Auto generate vast lands someday maybe break it up so I can just fill it in haha. 
  8. I'm not sure I understand what you mean.
  9. Hudell said:
    I'm not sure I understand what you mean.
    Oh nothing for this plugin I just mean overall I need like a Procedural Generation Plugin or program outside of RPG Maker then import it into RPG Maker lol. So I can do large vast lands and then put the meat and potatoes into it. 
  10. Possible to make a demo as if I'm confused how to setup things....
  11. I have a stupid question:


    I am using your time system and day-night system, etc and I am trying to make it so streetlights turn on when it is dark. I have the OrangeLighting and OrangeLightingEvents plug-ins. For my streetlight event (which only appears in day period 4 which is nighttime), I put in the <light> and <light_radius:40> notetags. However, whenever I start a new game, the whole screen is completely black, even though the event light turns on correctly. When I turn off the OrangeLighting plug-in, the screen tints normally with the time of the day, but then the event light does not turn on (I believe this is because the EventLight plug-in requires the OrangeLighing plug-in).


    How do I get the normal tinting that I have with the Orange DayNight plug-in/Time System plug-in working with the OrangeLightEvent plug-in so I can have lights to make my game more realistic? I am probably doing something really stupid haha (I wish the Time and Weather Demo you made also included the Light System ;) )


    Thanks for your help!
  12. fitsbach said:
    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 :)


    Capture_176.jpg



    I'm kinda confused about this as well, but... scrolling through the comments, and there are quite a few, it seems each request for help on this just hasn't been answered. Could you provide any help here Hudell?
  13. Greetings magnificant scripter! ^_^ I doth have a question for you if you please :)


    I am trying to set it so the opacity changes with the day/night tint, I have an opacityVariable setup, and the numbers setup. The PROBLEM is that it won't "update" unless I interact with something or force the map? to update or something. I setup a couple Common Events that will "Fade" the opacity down or up (depending if it was greater or less than the previous one), and that works.... kinda..... but only when I'm <<Moving>> ((guessing it's calling the .update()  on the move?)) 

    So I was wondering if it's possible to put in a function (if not one already - I couldn't find one though) to have the script auto-update itself when using the opacity Variable, and the variable has changed. So for a clear example (I'll use my current system):

    if the Hour is currently 20 (8pm), my Opacity is set to 190. let's say time goes by a bit with the Timesystem you have going there :)  , and now the Hour is 4 (dawn).
    <> Set variable (0061)"opacityVar_New" = 135
    <> If: (0064)"opacityVar_New" < (0061)"opacityVariable"
    Switch: "FadeDown" = ON  ((NOTE: I use additional Common Events to begin the 'fade" screenshot attached)) 
    else: Switch: "FadeUp" = ON

     

    screeny.png
  14. Hey people, sorry for taking so long to reply, I was unable to enter the forums the last few days. I've got a lot of threads to reply to, so I'll check all the posts when I get home tonight and reply to all of them.


    I'll also make a demo including all my plugins so that may solve some of your problems too.
  15. First, thanks for the plugins! It's people like you who help people like me realize the dream of making my own game. Without your plugins/help, it would be impossible for me to achieve this.


    Second, I have a question.


    I would like to change the colour of the mask to a fairly transparent blue mask. Is this possible? And if so, how do I go about doing it?  I've read the help over many times, and I can't figure out how to change the opacity, let alone the colour. I have figured out that through the plugin I can set it through a variable, but I have no idea how to go about doing that.


    Thanks for any help!
  16. Handsome_Sorbo said:
    First, thanks for the plugins! It's people like you who help people like me realize the dream of making my own game. Without your plugins/help, it would be impossible for me to achieve this.


    Second, I have a question.


    I would like to change the colour of the mask to a fairly transparent blue mask. Is this possible? And if so, how do I go about doing it?  I've read the help over many times, and I can't figure out how to change the opacity, let alone the colour. I have figured out that through the plugin I can set it through a variable, but I have no idea how to go about doing that.


    Thanks for any help!



    In the Plugin Manager you'll have OrangeLighting. You double click that (or right click -> Edit) and in there will be options. You can set the opacity variable to a variable number (for example mine is 61 as you can see in my question/screenshot). You can then somewhere in your game set the opacity by changing the variable..... however.... you have to do this usually before map transition, or do something to call an update

    ((which is the problem I'm having with right now and asking Hudell if he knows how to change it automatically, since it wont' update unless I'm walking around or interact with another event, etc)) :\ 
  17. I updated the OrangeLighting with a fix for the opacity issue just now.
  18. Hudell said:
    I updated the OrangeLighting with a fix for the opacity issue just now.



    Sweeeeeet it works! You sir, deserve your own named NPC too :p Thank you so much for all your hard work ^_^ (or more so the time out of your day to do this... I'm only an armature scripter, but typing code doesn't seem 'hard' just... time consuming lol) So thank you once again! You rock :)
    -------------------



    EDIT2: Okay so it's not the same in OrangePlayerLight's updatemask lol hmmm.. maybe I'll wait for your response before fiddling with stuff I barely understand xD 

    EDIT: I have also noticed that the "flicker" functions don't really seem to work (unless I'm doing something wrong), but all radius's remain static regardless.... HOWEVER I figure now with that little bit of additional coding to update the mask... I figure I could probably copy/paste that bit and change it.

    I created an additional event that will reduce/increase playerlight radius if a switch (flicker_player) is on. So I figure I can update that by variable too and should create a proper flicker effect. Of course...... if I've been doing something wrong this entire time and other people are getting the flicker to work.. then I would be most appreciative as to "how" lol. ((I know you're working on a demo :p If it's in there, I can wait for that to come out))

    Just thought you ought to know :)



    -LordV
  19. I'm thick.  Right now I have it set up so that the screen tints when but I think that's different front the mask since the lighting isn't working.


    When I set the opacity variable to 0 everything works fine. The screen is pitch black except in the places I set up lights.


    However, when I try to set the opacity variable to five, that's where things go wrong.


    I'm not trying to do anything complex with time or day or anything like that. What I want is for the lighting to kick in (with a light blue mask) when my character uses a certain item.


    Right now I have my opacity variable set to 5. Under that variable I have tried putting a conditional statement changing the tint, but I'm thinking that's different from the mask.  The tint changes, but it is unaffected by the lighting.


    Sorry for the ignorance on my end and thanks for any help.
  20. When you set the opacity to 0, it shouldn't be dark, 0 means completely transparent. To make it go completely black you have to set it to 255. 


    Are you changing the parameter "OpacityVariable" or the value of the variable that is defined there? You have to set the number of a variable in that parameter and then change the value of that variable to control the tinting (change the variable to a value between 0 and 255, 0 being everything visible and 255 being everything dark).


    You're changing the tint with the "change tint" event command? Because my plugin doesn't use that tint, it creates it's own.