Terrax Lighting system

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Started by Terrax 1467 posts Page 22 of 74 View original ↗
  1. StarWarrior00 said:
    I gotta say this is a really neat plugin,  unfortunately  it has a bug in it to where it doesn't work properly if the game resolution is changed via plugin. The effect only takes up part of the screen.

    You can see for yourself with the demo I made using your plugin and Yanfly's Core Engine plugin. The resolution is set to 1920x1080.

    https://www.dropbox.com/s/gauvg2vew9mi3q4/Lighting%20Test.7z?dl=0

    If you want to use higher resolution (then the default) you can adjust screensize X and screensize Y in the parameters of the plugin to the screensize you want to use.
  2. Terrax said:
    If you want to use higher resolution (then the default) you can adjust screensize X and screensize Y in the parameters of the plugin to the screensize you want to use.


    Thanks for that!

    Now I have another problem. I set the tint so it's not totally dark yet for some reason it slowly fades away into total darkness. I disabled the day and night system with:

    Daynight speed 0
  3. Is it possible block out the light from Event-torches and other light sources but still let your players torch shine through the blocked out autotiles. 
    For example, I have a torch on a cliffside next to a set of stairs leading to a higher point on the cliff, I don't want the torch to light the top of the cliff, but your player can still walk up there so I want the players torch to be visible through the blocked tiles.
  4. StarWarrior00 said:
    Thanks for that!

    Now I have another problem. I set the tint so it's not totally dark yet for some reason it slowly fades away into total darkness. I disabled the day and night system with:

    Daynight speed 0

    There was a bug a few updates ago that gave his problem, are you sure your using the most recent version?

    PhantomCooper said:
    Is it possible block out the light from Event-torches and other light sources but still let your players torch shine through the blocked out autotiles. 
    For example, I have a torch on a cliffside next to a set of stairs leading to a higher point on the cliff, I don't want the torch to light the top of the cliff, but your player can still walk up there so I want the players torch to be visible through the blocked tiles.

    Not at this moment, maybe you can deblock the tiles when the player is on the cliff with a script? You might also be able to create this effect using the lights that only give half a radius (check out the demo for examples)
  5. Terrax said:
    There was a bug a few updates ago that gave his problem, are you sure your using the most recent version?


    Ah yeah, my version was indeed outdated, that fixed the problem!

    Now I seem to be having trouble creating the kind of item I want to create. I'm basically creating a light source that works much like the torch only you can turn it on or off. Basically it's a lantern. Well supposedly. Only problem is, I can't get it to work.

    What am I doing wrong?

    Toggle Lantern Common Event.PNG
  6. StarWarrior00 said:
    Now I seem to be having trouble creating the kind of item I want to create. I'm basically creating a light source that works much like the torch only you can turn it on or off. Basically it's a lantern. Well supposedly. Only problem is, I can't get it to work.

    What am I doing wrong?

    Instead of Plugin command : Light on radius 100 #FFFFFF use this one : Plugin command : Light radius 100 #FFFFFF


    Instead of Plugin command : Light off radius 100 #FFFFFF use this one : Plugin command : Light radius 0 #000000
  7. Terrax said:
    Instead of Plugin command : Light on radius 100 #FFFFFF use this one : Plugin command : Light radius 100 #FFFFFF


    Instead of Plugin command : Light off radius 100 #FFFFFF use this one : Plugin command : Light radius 0 #000000


    OK that worked for the most part. Only problem is now, when I turn off the lantern the light radius that's supposed to appear around the player disappears completely.
  8. StarWarrior00 said:
    OK that worked for the most part. Only problem is now, when I turn off the lantern the light radius that's supposed to appear around the player disappears completely.

    if you want some light around to player to remain just use


    Plugin command : Light radius 50 #AAAAAA  (or something like that) when you turn off the lantern
  9. Hey Terrax, anyway to create a lighting effect where a light shines down from a window? I tried doing this adding the flashlight into the note section and it looks great. The issue is that I can't seem to turn it off using just the event. I have a Day&Night System where I deactivate and activate your lighting plugin, and at night its activated. So when it is night time and I enter this house with the window that has the flashlight note, the window is shining down light when it should not be because it is night time.


    How do I do it so that the event disappears? I tried erase event but that doesn't work. Is there a plugin command so that the flashlight command doesn't work anymore for that particular event?
  10. Hirokusha said:
    Hey Terrax, anyway to create a lighting effect where a light shines down from a window? I tried doing this adding the flashlight into the note section and it looks great. The issue is that I can't seem to turn it off using just the event. I have a Day&Night System where I deactivate and activate your lighting plugin, and at night its activated. So when it is night time and I enter this house with the window that has the flashlight note, the window is shining down light when it should not be because it is night time.


    How do I do it so that the event disappears? I tried erase event but that doesn't work. Is there a plugin command so that the flashlight command doesn't work anymore for that particular event?

    If you note-tag defintion is 'Flashlight 8 12 #888888 1 2'  you can turn off that light with 'Light off 1'  and turn it on with 'Light on 1'.
  11. Great! Thanks so much! It works, have to say your plugin is amazing :)
  12. Thanks again!

    Now just one more question about your plugin for now. For the day and night system, is there a way to get the plugin to go by player's computer time? If not, do you think you can add such a feature? I really love it when games do that. 
  13. Is there a method I can use to have vehicles use the light sources much like the car events I spoke of earlier? And if possible have the lights only activated when the vehicle is entered?
  14. Hello, I'm having an error.


    I have a switch "Night" which when is activated the torch is lit. And it works very well as you can see in picture 1. But yesterday when I returned to project, the project began to occur the error "Object too deep" when I tried to transfer the player as you can see in the second image (it worked right until a week ago).


    The only solution I found was to disable the "Night" switch before the player being transferred, via a command in the door, as you can see in the picture 3.


    I updated the plugin to the latest version and it does not work.

    Spoiler
    WC4F64J.png
  15. Draken said:
    Hello, I'm having an error.


    I have a switch "Night" which when is activated the torch is lit. And it works very well as you can see in picture 1. But yesterday when I returned to project, the project began to occur the error "Object too deep" when I tried to transfer the player as you can see in the second image (it worked right until a week ago).

    This error isn't thrown in my plugin, but seems to be some odd RPG maker error that 'sometimes' happens.


    All i found on the subject is this post. As i can't reproduce this error, i realy can't fix it.


    Other topic on the same error
  16. Terrax said:
    This error isn't thrown in my plugin, but seems to be some odd RPG maker error that 'sometimes' happens.


    All i found on the subject is this post. As i can't reproduce this error, i realy can't fix it.


    Other topic on the same error



    I managed to solve. As I said I had a switch "Night" which turn on and off the torches.


    I removed this command and put a common event which ... well does the same thing and it worked! (I think it should be a problem with the RMMV).

    Spoiler
    0IaTOYY.jpg
  17. I'm having some trouble turning the player Flashlight off.


    I have a common event used to turn it on through activating a "Flashlight" item in the inventory, which uses "Plugin Command: Flashlight on 8 12 #FFFFFF 1" to activate it. That works fine. Upon activation, it turns a switch to "on", and a parallel process begins reducing a particular variable by 1 every second. When it reaches 0, it's supposed to turn the flashlight off, but it doesn't. Additionally, activating the flashlight from the inventory while it's turned on is supposed to turn it off, but it doesn't. To turn it off, I'm using "Plugin Command: Flashlight Off". I've also tried using "Light Off 1", but that doesn't work either. (I figured the 1 after the colour code might have identified the player flashlight like it does for an event owned flashlight). 


    Upon further investigation, event-owned torches don't work either, using the code example in the Help button "Flashlight 8 12 #888888 1 2", as well as a color altered "Flashlight 8 12 #FFFFFF 1 2"
  18. raitoningu said:
    I'm having some trouble turning the player Flashlight off.


    I have a common event used to turn it on through activating a "Flashlight" item in the inventory, which uses "Plugin Command: Flashlight on 8 12 #FFFFFF 1" to activate it. That works fine. Upon activation, it turns a switch to "on", and a parallel process begins reducing a particular variable by 1 every second. When it reaches 0, it's supposed to turn the flashlight off, but it doesn't. Additionally, activating the flashlight from the inventory while it's turned on is supposed to turn it off, but it doesn't. To turn it off, I'm using "Plugin Command: Flashlight Off". I've also tried using "Light Off 1", but that doesn't work either. (I figured the 1 after the colour code might have identified the player flashlight like it does for an event owned flashlight). 


    Upon further investigation, event-owned torches don't work either, using the code example in the Help button "Flashlight 8 12 #888888 1 2", as well as a color altered "Flashlight 8 12 #FFFFFF 1 2"



    You were close, but sometimes it comes down to the details (i should have fixed this by turning all commands into lower case).


    Plugin command : 'Flashlight off' should turn off the flashlight (note there is no capital 'o' in off)


    Terrax
  19. Oh wow, what a pedantic script :D Thanks for the prompt reply! Works perfectly now.
  20. Is anyone else having a problem with this and variables? I noticed today that for some odd reason, when i have this plugin turned on, not even any commands from the plugin, just turned ON in the plugin manager, it seems to increment Random Variables... mostly Variable number 30, i start a new game and Variable 30 is at 2, then i move to another room and Variable 30 is values 38... variable 30 isn't even assigned to anything in my game yet... i turned all of my plugins off one by one, and only by turning this one off did the problem stop, am I the only person to have this issue?