Terrax Lighting system

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Started by Terrax 1467 posts Page 32 of 74 View original ↗
  1. AestheticGamer said:
    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.



    Well, yes, that's the hemicircle. But that's not what I'm looking for. A window emitting a hemicircle of light would only make sense if the lightsource was very close to the window. However, since the lightsource (sun) is far away, it should look more like a parallel ray of light. I attached an image showing what I basically want to achieve (it's photoshoped, not done with the actual plugin).

    light_sample.jpg
  2. Raen Andaleio said:
    Well, yes, that's the hemicircle. But that's not what I'm looking for. A window emitting a hemicircle of light would only make sense if the lightsource was very close to the window. However, since the lightsource (sun) is far away, it should look more like a parallel ray of light. I attached an image showing what I basically want to achieve (it's photoshoped, not done with the actual plugin).


    View attachment 44656

    You might have to do it a bit artifically. On a project I'm working on, I wanted something similar. Obtained from some overlay and Terrax's plugin.


    02.png


    Using opacity, a bright color, and an event over it will do the streaming effect if you can draw how you want it out, and can use Terrax as a light source over that. I even have the light stream animated in the above scene by animating it and it's opacity slightly.
  3. I want to command an event to change its light source colour when I please, reading the plugin help page I can't understand how to do this.


    My other light source problems I have listed about.
  4. Skurge said:
    I want to command an event to change its light source colour when I please, reading the plugin help page I can't understand how to do this.


    My other light source problems I have listed about.



    If I am not mistaken there is no such "commmand". 


    Anyway you can do workaround using  relatively simple way. For example red/green color event make 2. equal events each with different color 


    Event 1 - Red, light on


    Event 2 - Green, light off


    If you want switch color, simply use plugin command


    Light on 2


    Light off 1


    and on standard editor use "set event location" / "exchange with another event"
  5. Hey guys


    I love this plugin it's awesome, but i can't seem to make it work with spawned events, i've used two plugins to copy events from a another map, none of them works, whenever i spawn an event i get an error saying the plugin cannot read the note from the spawned event, i messed around a little bit with the plugin and i got rid of the the error but it still can't detect spawned events as a light source .


    Any help please ?


    thanks
  6. Hi.


    I am also using mog hunter's time system and I successfully set terraxlighting with it.


    The only concern I have is let's say, I have a lamp that will lit up at 9PM time based on it's own event. However, by the time the tinting of the screen kicks in at 6PM, there's already a light radius surrounding the Lamp event even though it's not yet 9PM.


    Am I doing something wrong here?


    Thanks in advance!


    *edits*


    Oh never mind, solved it! :D
  7. Hello! I need to ask you this: you know the Yanfly save event location plugin? This plugin is conflicting with it. When I use this plugin, the events that I used save location on, instead of retaining their directions, they end up always facing up (no problem regarding their locations). Also, the lights don't show up where the saved events are, they show up where they were (like if I didn't save), resulting in a light floating on nothing. But I'm not using  these two plugins in the same event, so no problem (yet).
  8. Hi again,


    How do I make a certain map blackened and have the player with the light on? (ex. in cave or dungeon)


    I managed to set this up with Mog hunter's time system and the only issue I encounter is that even in a cave or dungeon where I intend it to always remain dark, it goes away when the time changes. 


    Thanks in advance!
  9. Yoryd said:
    Hello! I need to ask you this: you know the Yanfly save event location plugin? This plugin is conflicting with it. When I use this plugin, the events that I used save location on, instead of retaining their directions, they end up always facing up (no problem regarding their locations). Also, the lights don't show up where the saved events are, they show up where they were (like if I didn't save), resulting in a light floating on nothing. But I'm not using  these two plugins in the same event, so no problem (yet).

    Hi Yoryd--


    This may sound silly, but I also had a conflict with one of Yanfly's plugins - the Save Core.  The issue was borderline inexplicable, but I moved Terrax's plugin to the top of my plugin list above the plugin that it was conflicting with, and it resolved the problem.  Might not solve it, but maybe give it a try?
  10. Portkey89 said:
    Hi Yoryd--


    This may sound silly, but I also had a conflict with one of Yanfly's plugins - the Save Core.  The issue was borderline inexplicable, but I moved Terrax's plugin to the top of my plugin list above the plugin that it was conflicting with, and it resolved the problem.  Might not solve it, but maybe give it a try?

    Thank you! It did work for the first problem! The second one is not a bother for my game, so no problem!
  11. My computer says that the download is unsafe...  :(  Do you think you could put the 1.3.1 download up on a website like Mediafire and PM me the link? Thanks. :)  
  12. Hello! love this plug-in. Just curious as to in a future update if you will be fixing the raytracing issue to create more dynamic lighting so light doesn't pass through walls and would kinda wrap around them as you move through the dungeon.


    currently using the tileset and region id's is nice but I'd like the light to not pass through onto the other side to get the feel I'm going for, and it just make sense reality wise.
  13. Hello! I just downloaded the plugin and popped the tag: Light 250 #FFFFFF into my event to test it out, and i got the error you see in the picture. I am using the Yanfly engine and Orange overlay plugins, one changes the size of my game window and one just lets me use more advanced parallaxes.


    Any idea what may be wrong?

    error.png
  14. is this plugin free to use in commercial and non commercial games?


    also is there away to have the light effect slowly turn on instead of it being instant it makes it look a bit odd with the time plugin im using because it'll go from everything being bright to all of a sudden only you and the lights around you are the light source 
  15. Is there a plugin command to turn the daynight debug off?


    EDIT: Like Portkey89 and Yoryd found out, it messes up the YEP save if not placed at the top.


    Now I'm discovering that some lighting settings aren't being saved (it will keep the light settings until the game closes). Like if I set the time to go slower and the current time to 6 hours, then I save, close the game, run the game, and reload, the time will go back to default and the time will be at 17 hours. I actually was able to continue on and just have a common set the correct settings after saving, but I can't have the common event set the time without making a bunch of conditional branches.


    EDIT: Okay in case anyone else is having the same problem, I found a way to correct the time, without setting conditional branches. I need to run the plugin "daynight hour # #", and I need to use variables for the numbers, so I used a script to turn the variables into strings then run the command with the strings:


    txt = "Daynight hour "
    txt += $gameVariables.value(1).toString()
    txt += " "
    txt += $gameVariables.value(2).toString()
    args = txt.split(" ");
    var command = args.shift();
    this.pluginCommand(command, args);


    This will set the daynight hour to variable 1 hours and variable 2 minutes. I transferred the hour and minute variables to other variables and used those, in case closing the game and reloading it would change the original variables hour and minute variables to the incorrect values before the script could be run.
  16. Terrax, is there an option for player light to be moved from default position by +- X / Y coordinates?


    As my player sprite size is significantly bigger than default 48*48 it looks really strange to have light center somewhere about knees :). Especially for small radius like candle. 
  17. DarkSearinox92 said:
    I've tryed it. But it didn't work. Can you try to use Yanfly Core Engine and look at it? Because before that person, i've written the same issues...


    Thank you



    This plugin need a better support here, Terrax... :(
  18. Awesome plugin!


    One problem I would like to ask you. I'm now trying to build an ARPG game and I'm using QUASI ABS, it seems that when I try to play animation on the map, the terrax lighting layer black-out the animation, I guess it's because of the layer is above the animation layer or something like this. Would you please suggest a way to fix this problem? 


    Thanks!
  19. Not sure if this has been reported, but the plugin errors out when attempting to do an event test. The error message is "Cannot read property 'toLowerCase' of undefined. I looked in the script and noticed it was calling that property when looking up map note tags, which was failing on the event test map. I found a fix for the problem. The event test uses a map id of -1.


    Broken Code:
            if (scriptactive == true) {    


    Working Code


            if (scriptactive == true && $gameMap.mapId() !== -1) {    
  20. i am not good at english, hope you understand my problem....


    use day-night cycle on a map,


    when time is (0:00:00-----0:59:59), i save game,


    close game program,


    start game, load save,


    time is wrong ,time is not (0:00:00---0:59:59),time is about 18:00;


    look the picture.......

    1.png

    2.png

    3.png