Terrax Lighting system

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Started by Terrax 1467 posts Page 31 of 74 View original ↗
  1. I am curious to know if I can get a small car break lights working simultaneously on a vehicle and events that already have car lights active on.
  2. Is there more than one plugin needed to use this?  The demo doesn't even have an EXE so I'm not sure how to get anything out of that.  Sorry I'm new to MV.  Ace usually had exe's or project files in their folders.


    EDIT: NEVERMIND!  I accidentally changed the file name of the plugin, that's why it wasn't working.  Wow I didn't know that if you change a js's file name it breaks the plugin. O_O  Sorry for the bother guys.
  3. I downloaded the updated version but for some strange reason lights on events do not show anymore regardless if stationary or not and i have changed the note tags as written in the help directory.
  4. @Terrax

    Hi! Is it possible to use the light in a fireball? I use the Quasi ABS.
  5. Can someone please help me with this? I've already put "mogtimesystem" in the map note and plugin call "tls_moghunter on".


    Please help....

    Untitled.jpg
  6. I really need some help, too.


    This error occures everytime after the title screen. I use also the MOG Timesystem, but this error occures also if the MOG Time System is deactivated.


    I really have no Idea what to do, since I#m new to javascript.


    I hope to get an answer soon, because my game is a birthday present for my boyfreind and I have only a few days left.

    Unbenannt.png
  7. Been making attempt after attempt to get the lights working again, managed to get flashlights on sort of on events and self.


    Lights follow events badly now- they jut around like they are lacking the frame rate to keep up, lights do not work on vehicles anymore and note tags do not work properly. In particular I am after having an event with its torchlight off and then switching it on to how I want it when I command it so- but its no use at this time.
  8. I have a light source around my character, but it is not completely black outside of the lightsource.  How do I change it from tinted black to completely black?


    Also, I am trying to get moghunter time to work with the terrax day/night system.  It was easy to get it to work when I create a new game and implement it in that game. 


    However, when I tried to put it in a game that I'm working on, it doesn't work.  Even when setting up 2 identical maps with identical events, one in the new game and one in the existing game. It still doesn't work in the existing game.


    Only difference I can think of is the variables and switches that are already used in the existing game.  Does it depend on those?
  9. Hi Terrax!


    Awesome plugin this one, very easy to setup and all.


    The only suggestion I would make is maybe allow us to use a comment <Light 250 #FFFFFF> instead of the note tag, so that maybe events can be turned on/off when switching an event page. This help a lot with, for example, monsters that use light, like a fire sprite or elemental.


    Right now as it is, once I defeat a monster that has a light, the light stays even after the monster is defeated (I use a respawn timer so monsters respawn after time). If the light was in a comment instead of the note tag, maybe it could be turned off when switching event pages?!?


    Hope I was clear :p
  10. exnem said:
    Hi Terrax!


    Awesome plugin this one, very easy to setup and all.


    The only suggestion I would make is maybe allow us to use a comment <Light 250 #FFFFFF> instead of the note tag, so that maybe events can be turned on/off when switching an event page. This help a lot with, for example, monsters that use light, like a fire sprite or elemental.


    Right now as it is, once I defeat a monster that has a light, the light stays even after the monster is defeated (I use a respawn timer so monsters respawn after time). If the light was in a comment instead of the note tag, maybe it could be turned off when switching event pages?!?


    Hope I was clear :p

    I think you can use plugin command light off/on 1 to do this.
  11. I've tried this light on/off function and nothing seems to work. Is anyone else getting light sources struggling to move smoothly with moving events since the update?
  12. z3r0boyz said:
    Can someone please help me with this? I've already put "mogtimesystem" in the map note and plugin call "tls_moghunter on".


    Please help....


    View attachment 44006

    Had this exact problem, and recently found a solution.  The switch IDs in the terraxlighting.js is set to 21 to 26 by default (dawn, day, dusk, sunset etc).  You have to change them so it matches the ones you set for moghunter in the plugin settings.
  13. Nakoruru said:
    Had this exact problem, and recently found a solution.  The switch IDs in the terraxlighting.js is set to 21 to 26 by default (dawn, day, dusk, sunset etc).  You have to change them so it matches the ones you set for moghunter in the plugin settings.

    Thanks for the reply :) .


    I've tried your method but i still get dark area like this. is it possible to make it like daynight system from terrax, without the darker area when noon?


    Thanks for the help... :)

    Untitled.jpg
  14. Hi Terrax,


    This script brings so much atmosphere to a game, I absolutely love it!


    Is there any way to pause the day/night system automatically when text boxes appear? I've been using the hour variable to send npcs to bed but they can disappear if night comes during a conversation.


    Thanks so much for this excellent script!
  15. exnem said:
    Hi Terrax!


    Awesome plugin this one, very easy to setup and all.


    The only suggestion I would make is maybe allow us to use a comment <Light 250 #FFFFFF> instead of the note tag, so that maybe events can be turned on/off when switching an event page. This help a lot with, for example, monsters that use light, like a fire sprite or elemental.


    Right now as it is, once I defeat a monster that has a light, the light stays even after the monster is defeated (I use a respawn timer so monsters respawn after time). If the light was in a comment instead of the note tag, maybe it could be turned off when switching event pages?!?


    Hope I was clear :p

    Had same problem, terrax made "killswitch" option for this issue. 


    In my case, every monster has Aura (if your party has Aura spell active, then every monster emits "aura light") - As I need turn aura off for dead enemies - I setup KillSwitch to D (like death :) )


    Now the only thing I need to do is to set monster to selfswitch=D which means NO light notetag wil be applied. 


    I hope you understand what I mean with my english.
  16. Elizabeth said:
    Hi Terrax,


    This script brings so much atmosphere to a game, I absolutely love it!


    Is there any way to pause the day/night system automatically when text boxes appear? I've been using the hour variable to send npcs to bed but they can disappear if night comes during a conversation.


    Thanks so much for this excellent script!

    I suppose easiest way is  plugin command 


    "Daynight speed 0"  


    at start of every conversation, and then set Daynight speed X  back to your previous settings (default is 10 i think) - to resume your ingame time at the possible end of each conversation branch.
  17. Hi Terrax,


    I'm looking for a means to make light shine from windows. The flashlight option works more or less, but it doesn't look really good, especially if the window is on a south wall and thus not visible for the player. Also, the flashlight's light is too defined, I'd need it to be much softer.


    Also, why can I set beam density when it's the player's flashlight, but not when it's an NPC's flashlight?


    I also tried the hemicircle option of the normal light, but a hemicircle is too wide - it would need to be more spot shaped - and the edge is way too sharp.
  18. Raen Andaleio said:
    Hi Terrax,


    I'm looking for a means to make light shine from windows. The flashlight option works more or less, but it doesn't look really good, especially if the window is on a south wall and thus not visible for the player. Also, the flashlight's light is too defined, I'd need it to be much softer.


    Also, why can I set beam density when it's the player's flashlight, but not when it's an NPC's flashlight?


    I also tried the hemicircle option of the normal light, but a hemicircle is too wide - it would need to be more spot shaped - and the edge is way too sharp.

    I'm not Terrax, but you could make a regular light with a big enough radius to not look like a sphere of light, and use the 'wall light' commands to cancel light from showing in any unneeded directions.
  19. AestheticGamer said:
    I'm not Terrax, but you could make a regular light with a big enough radius to not look like a sphere of light, and use the 'wall light' commands to cancel light from showing in any unneeded directions.



    Well... the light rays should only be like 3 or 4 tiles long. So a huge radius would not help. Also, I don't understand what you mean by the rest of your sentence, sorry.
  20. Raen Andaleio said:
    Well... the light rays should only be like 3 or 4 tiles long. So a huge radius would not help. Also, I don't understand what you mean by the rest of your sentence, sorry.

    That should be enough to get rid of the ball of light look. Choose a sort of soft color to the environment (it'll blend better, and I do recommend you use a colored light), and set the radius pixels to a bit bigger than you want (it fades as it gets further from the source, so if using 48x48 tiles, I would recommend 220 pixels or so). For what I mean by wall lights, read the plugin notes. There's a wall light command you can put in an event's tag so it won't render the light in a specific direction. For example, say you have a window on a west wall. You can make the light only transmit Eastward and not cast any light to the right of the event by using wall light commands, since a window would only cast one direction and is on a wall you can use the wall light command tag to simulate this better.