Orange Lighting

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Started by Hudell 171 posts Page 8 of 9 View original ↗
  1. I might be doing this wrong maybe someone can direct me. I'm wanting to use the default time / day / night cycles of orange. But I also wanted to add a little light to things like fires, torches, etc around the world to make it a little more dynamic. I tried adding the events and such in but they don't show up unless I enable the light switch and when I do the world is pitch black. 
  2. thanks hudell, it works a treat. the plugin is awesome..

    Kane Hart said:
    I might be doing this wrong maybe someone can direct me. I'm wanting to use the default time / day / night cycles of orange. But I also wanted to add a little light to things like fires, torches, etc around the world to make it a little more dynamic. I tried adding the events and such in but they don't show up unless I enable the light switch and when I do the world is pitch black. 

    Hi Kane Hart, pretty sure its do with the OrangeLighting Plugin, in the parameters. Something to do with the LightMask and its Opacity Variable.
  3. InsanePridee said:
    thanks hudell, it works a treat. the plugin is awesome..


    Hi Kane Hart, pretty sure its do with the OrangeLighting Plugin, in the parameters. Something to do with the LightMask and its Opacity Variable.

    Ahh I see I will have to play around with it then. I really just wanted to use his Night / Day cycles and then when it's night Same tint level etc I like to have had it so lights I do add show up but nothing else has changed.
  4. Kane Hart said:
    Ahh I see I will have to play around with it then. I really just wanted to use his Night / Day cycles and then when it's night Same tint level etc I like to have had it so lights I do add show up but nothing else has changed.

    yeah its very complicated. Ive also tried doing what you are trying to do, you sorted it yet ? xD


    Hudell is there a script call which hide's the time and clock hud ? as my title screen is by using a map, and the time is going in the top right -_- lol thanks mate.
  5. InsanePridee said:
    yeah its very complicated. Ive also tried doing what you are trying to do, you sorted it yet ? xD


    Hudell is there a script call which hide's the time and clock hud ? as my title screen is by using a map, and the time is going in the top right -_- lol thanks mate.



    If you're using Orange Hud you can tie the hud to a switch, so it will only be visible when the switch is on.
  6. You Sir! are a boss. B)
  7. InsanePridee said:
    yeah its very complicated. Ive also tried doing what you are trying to do, you sorted it yet ? xD


    Hudell is there a script call which hide's the time and clock hud ? as my title screen is by using a map, and the time is going in the top right -_- lol thanks mate.

    Scrolling up it looks like @Hudell Does not support his night / day tint and your suppose to remove it and use what comes with this script. 



    Downside is I like how it's setup on it just wanted the added lights to it haha. I guess you have to play to get the right tints if that is possible. 
  8. OrangeDayAndNight = default tint screen, to be used only if you don't use OrangeLighting


    OrangeTimeSystemLights = plugin to integrate OrangeLighting and OrangeTimeSystem.
  9. Why cant I download the plugin? The link does not open (I think its because your blog does not open here :/ )


    The script looks amazing, so I already want to say thanks :)
  10. MemoriesLP said:
    Why cant I download the plugin? The link does not open (I think its because your blog does not open here :/ )


    The script looks amazing, so I already want to say thanks :)



    Yes, I had a problem with my database, but it's back online now.
  11. The script is amazing! It will help a lot my game!


    The blog is also working :)


    Obrigado e ate mais :)
  12. :) just a little question, is there a way to restrict light/ block light from passing through some tiles with region events or something?


    will you possible add in the future lights that are cut off from top and side so its like the light is facing down? similar to the terrax lighting system with the D1, D2, D3, D4 for different light directions. and remember.. you da boss.
  13. In a near future, yes.
  14. Is it possible to tint an inside map to act like a specific time of day? I have houses set to be inside and like them to be bright, but I'd like to create dark caves regardless of time of day as well.


    EDIT: I tried to do this by saving the time to a variable before entering a cave map and having the cave map set to a specific time of day, then setting it back when re-entering the overworld. When saving the time to a variable with the minutes set to 00, it seems to teleport back an hour when loading the time from the variable again later. IE: if it was 6:00 when saving the variable, loading it again would make it 5:00
  15. I hate notetags, so I've read all 7 pages looking for the right script calls and looked in the Sourcecode. 


    For anyone who wants to switch light on and off easy:


    /* Short Hudell Light Help */

    //Enable Light
    this.enableLight();

    //Enable Light with params for event
    //event.enableLight(flashlight, radius, color, flicker);
    //Example:
    $gameMap.event(xx).enableLight(false, 40, 'white', false);

    //Disable Light
    this.disableLight();


    //Change EventLight Params
    Hudell.OrangeLighting.addOns.EventLight.Param.eventRadius = 300;
    Hudell.OrangeLighting.addOns.EventLight.Param.eventColor = '#ffe7ac';
    Hudell.OrangeLighting.addOns.EventLight.Param.eventFlicker = true;




    The result is way easier to read and its easy to work with conditions:


    hudell_light.gif


    PS: @Hudell your notetag for eventlight flicker doesn't work (no matter how I write it)
  16. Ok now I have a question, or suggestion? Can you implement to block lighting with Region ID's (I think TerraxLighting has some approach).


    I'm using a parallax shadow for stopping the light to illumine walls. But can't stop it to shine through a wall and illuminate the room behind.


    map_shadow.png


    (don't wonder, its a little dungeon where the map is more like super mario)


    A setting would be nice for the distance of the flashlight, I know there are some settings in TerraxLighting.


    And that's maybe one solution for the problem, if the Light hits the RegionID its distance gets reduced to the end or start of the region id.


    For better understanding a picture:


    region_block.png


    I have no clue how you make the light, but for the flashlight you could set the max distance as param and reduce it if the player is facing to a region id (the ID has to be set in the script param too). I hope there is a easy way to get the distance between the player and a regionID otherwise my suggested solution wont work :p
  17. Haven't revisited this plugin in a while, does it have the ability to change the layer mask and whether a light is on or off depending on the time of day?
  18. light restriction would be amazing! :rock-left: :p
  19. hmm seems like all Orange Plugins are discontinued. 


    From Hudels blog:

    Just a quick note: I’ve stopped working on RPG Maker tools and plugins to focus on my own game.


    I had already stopped writing new plugins for a while, but now I’ve decided to stop working on them completely. I’ve also left the RM communities I used to go to. From now on all of my free time in front of a computer will be used for developing my game.
  20. Vaelen Nox said:
    hmm seems like all Orange Plugins are discontinued. 


    From Hudels blog:

    Fair play to him, he made some sick plugins. I'm sure his game will be amazing aswell. Wonder if it wi be possible for some of us to add to this current plugin, such as region restrictions.