Terrax Lighting system

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Started by Terrax 1467 posts Page 33 of 74 View original ↗
  1. I've been working on my project, and right now I'm working on a city. I want it to have bright lights in the darkness, sort of like this image:


    bright-city-hazy-light-lights-Favim.com-428596.jpg


    But right now it looks like this:


    PULqR3f.jpg


    As you can see, not very bright.


    I'm using Terrax's Lighting in conjuction with Moghunter's Time plugin, and I have everything set up as per the text file. Can anyone assist me with this?


    EDIT: I shold have probably noted where the light events are, so I re uploaded the image circling where my events are.
  2. I just want to say thank you for this amazing pluggin. I've been using it in a project of mine and it adds an incredible amount of atmosphere... indeed I don't think the game would be half as good without it. I've posted a few screens below to show what can be done with your pluggin... including sunsets, fireflies, and scary tombs!

    Spoiler
    SUNSET:


    bandicam 2016-09-07 08-58-24-991.jpg


    UNDERWORLD


    tweet.jpg


    NIGHT FOREST


    night out.jpg


    IN TOWN AT NIGHT


    night.jpg





    Anyway - thank you again for such an amazing pluggin! Once our game is released I'll send a copy your way!
  3. First of all, this plugin is awesome. Even a single light source can make a total difference! So, I read a few pages back someone having issues with cloned event, and I'm having issues too but with moving events. Strange thing is that I'm not using light/flashlight or anything on them, they are just normal moving events (cloned).


    Edit: It seem the same solution of " "MrTS_Quicksand (version 1.3)" that someone above had. Just edit line 1543 inside UpdateMove() to this:

    Code:
    var note = ($dataMap.events[evid]) ? $dataMap.events[evid].note : '';
  4. Followed instructions perfectly. I get no tint at all with the tag on my map with moghunter. Screen still is all black with my light, and just fails to tint. I went back and checked everything mutiple times...
  5. Bump
  6. Hey guys!


    So far I am also loving the plugin. The only question I have is relatively minor. How come when I try to make my players light look like flickering fire, it doesn't work? All the regular fire sources flicker correctly but when ever I try to do it for the main player it doesn't flicker. It just looks like a light weird light source. Any solutions?


    I use Plugin Command: "Fire radius 175 #999999" I don't get any cool flickering for my main character! What gives?


    ////////////////////////////


    (UPDATE! Bug found and replicated!)


    I figured out the exact cause of the bug (I am pretty sure lol)! 


    If you attempt to adjust the players Fire effect, then if you attempt to tint the screen (because of time or weather) in the same event, this will cause the player's Fire effect to fail. It actually look like some weird forcefield effect.


    The work around is that if you ever want to adjust the player's Fire effect, never adjust the tint of the screen after, in the same event. You must tint before fire or you will glitch the fire effect.


    Just thought I would bring this bug to your attention. Its been bugging me for a few days now.
  7. Hello, it would be possible to make the lights worked in the battle screen too?


    Just as suggested here:

    Schlangan said:
    I'm going to ask something that might be complicated this time. After having nice lights on the map, having them on the battle screen would be nice too. No need for moving lights, but only lights with color and radius given by (X,Y) coordinates.


    I got another suggestion, more than on/off lights, changing their color would be great too. I have some LED displays that emit light and change from red to green if enabled/disabled (For now I just altered the note tag using a parallel event, it also works).



    Static lights even, and may be positioned for example on the windows of a house in the background...
  8. Um.. This plugin don't work on Parallax Mapping. Is anyone know how to fix or solve it??
  9. Love this lighting so much.


    Maybe I'm missing something, but I want the lighting to occur ONLY after a control switch is turned on. Under conditions I have the specific control switch checked, but the lighting is activated always whether the specified switch is on or off.


    Any way to remedy this?


    Thank you so much!!
  10. Still no help? Terra's doesn't seem to see Moghunter and tint according to switches. Acts like switches don't exist and I the .js the switches match..
  11. This thread is fricking dead. 
  12. @mrdanklesMoghunter overwrites the tint screen command. Yout best option is to use only one of the two plug-ins or make a request for a patch under plug-in requests.
  13. bgillisp said:
    @mrdanklesMoghunter overwrites the tint screen command. Yout best option is to use only one of the two plug-ins or make a request for a patch under plug-in requests.

    Terrax added compatibility for Moghunter. The js for terrace has the correct switches set to go with Moghunter. I just can't seem to get it work and I followed his instructions to a T. Yet everyone else that got this to work fails to share what they did to get it to work and seems the dev took a life long hiatus :(
  14. Ok, I'm back!


    Got a little addicted to World of warcraft again, but thats pretty much done. So time to answer some questions, fix some bugs and


    clean up the code a bit...


    Ok, for starters, mrdankles: On the map that doesn't seem to tint, do you have the Mog-hunter clock in the right corner?


    My plugin uses the default switches configured in the Mog system, these are switches 21 till 28. If you change those switches in the Mog-time system, the connection between the 2 plugins fails.


    There seem to be some issues with custom events and problems with saving variables, going to take a look at those.
  15. Hey Terrax,


    Are you aware that your plugin is incompatible with TDDP bind picture to map?
  16. Kneeshaw said:
    Hey Terrax,


    Are you aware that your plugin is incompatible with TDDP bind picture to map?

    If there are compatiability problems with other plugins, please give me a link to the download page and a general description of the error type


    (just not working, error messages etc etc)
  17. TDDP_Bindpicturestomap(documentation of plugin)


    Error when TDDP is is above Terrax.


    TypeError: Cannot read property 'addChild' of undefined
        at Spriteset_Map.createDestination (/M:/Titan%20Saga/TitanSagaOnline/js/plugins/TDDP_BindPicturesToMap.js:123)
        at Spriteset_Map.createLowerLayer (/M:/Titan%20Saga/TitanSagaOnline/js/plugins/TerraxLighting.js:1777)
        at Spriteset_Map.Spriteset_Base.initialize (rpg_sprites.js:2124)
        at Spriteset_Map.initialize (rpg_sprites.js:2257)
        at Spriteset_Map.initialize (/M:/Titan%20Saga/TitanSagaOnline/js/plugins/TDDP_BindPicturesToMap.js:149)
        at new Spriteset_Map (rpg_sprites.js:2250)
        at Scene_Map.createSpriteset (rpg_scenes.js:534)
        at Scene_Map.createDisplayObjects (rpg_scenes.js:527)
        at Scene_Map.onMapLoaded (rpg_scenes.js:383)
        at Scene_Map.onMapLoaded (/M:/Titan%20Saga/TitanSagaOnline/js/plugins/YEP_X_ActSeqPack3.js:889)rpg_managers.js:1756 SceneManager.catchException



    When Terrax is above TDDP it gives no error, but Terrax loses all functionality
  18. Kneeshaw said:
    TDDP_Bindpicturestomap(documentation of plugin)


    Error when TDDP is is above Terrax.


    When Terrax is above TDDP it gives no error, but Terrax loses all functionality



    Ah yes, i've looked at this before. The solution isn't very hard, but it cannot be fixed in my plugin. Here is the post you seek, just follow the link.





    Hope this will solve your problem.
  19. I have not changed anything in Moghunter or your script. Meaning switches or anything. Yes I also have the clock in the right hand side. 
  20. mrdankles said:
    I have not changed anything in Moghunter or your script. Meaning switches or anything. Yes I also have the clock in the right hand side. 



    Then what you need to do is call the plugin command : "tls_moghunter on" once to make the plugins talk to eachother


    and have the tag 'mogtimesystem' in the map-note of the map.


    Then finaly, you need at least one lightsource in your map because the lighting script does not run without at least one lightsource.


    moghunter.png


    I hope this helps, if not, we will keep looking.