Terrax Lighting system

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Started by Terrax 1467 posts Page 37 of 74 View original ↗
  1. Skurge said:
    Trying to get around it haha, it's such a pain in the arse to condense and such. I'll see what I can do.



    I've managed to locate the plugin that is causing the problems. Its Yep_SaveEventLocations. I will look into the code this evening and see if we can make it work together with the lighting plugin without problems.
  2. I never thought of that- it's strange that the plugin refused to work even with all plugins turned off.


    You're the professional- but maybe just double check that plugin if turned off also.


    Thank you for looking into the matter.
  3. Skurge said:
    I never thought of that- it's strange that the plugin refused to work even with all plugins turned off.


    You're the professional- but maybe just double check that plugin if turned off also.


    Thank you for looking into the matter.

    If you put Yep_SaveEventLocations below TerraxLighting in the plugin list, everything should work without an update.


    I cannot give spawned events a lightsource. (yet)
  4. Hiya Terrax!


    Gonna start by saying your plugin is extremely helpful in my "second version" of my first project.


    Actually learning how to use plugins is very helpful overall...


    Anyway, my question to you is if there is any way to make your flashlight function's vision to be blocked by walls etc, so it doesn't let you see what's on the other side of a wall in a dark room?


    I've ofcourse looked around in your very detailed description and gone through most lines in the script file itself without finding anything about it.


    I just wanted to know if there was anything I had missed or if it's something you're currently working on.


    Thanks for any help!
  5. Sefiroz said:
    Anyway, my question to you is if there is any way to make your flashlight function's vision to be blocked by walls etc, so it doesn't let you see what's on the other side of a wall in a dark room?

    I'm sorry, but no there isn't. My plugin doesn't look at the gamemap, so it realy cannot tell where the walls are. If i would build in a function like that, it would consume a huge amount of processortime and it won't run on lower-end machines.


    So i'm not planning on building something like that.
  6. Thank you for helping out man, do you intend to do future installments that add directional lights? So if for example and event is moving directional left/down would there be a light angled with them?


    Also tried to have an event switch colours on it's self- using plugin command Light radius 100 #FF0000 but it only refers to the player: is there a way I can assign this to a specifed event or if it'self?
  7. Skurge said:
    Thank you for helping out man, do you intend to do future installments that add directional lights? So if for example and event is moving directional left/down would there be a light angled with them?


    Also tried to have an event switch colours on it's self- using plugin command Light radius 100 #FF0000 but it only refers to the player: is there a way I can assign this to a specifed event or if it'self?

    Question 1 : The current game only has updown/leftright as directions. Moving directional is probably done with a plugin, and communication between plugins is hard to do


    Question 2 : Events cannot switch colors, there are a few work arounds.


    1) You can switch colors when you use region/tile lights


    2) Replace one event with another event with a script


    I'm currently exploring a way to add lighting effects to the plugin. I'm trying to get QuasiABS to work, but the demo still throws errors for me.
  8. Terrax said:
    Question 1 : The current game only has updown/leftright as directions. Moving directional is probably done with a plugin, and communication between plugins is hard to do


    Question 2 : Events cannot switch colors, there are a few work arounds.


    1) You can switch colors when you use region/tile lights


    2) Replace one event with another event with a script


    I'm currently exploring a way to add lighting effects to the plugin. I'm trying to get QuasiABS to work, but the demo still throws errors for me.

    Hm I can try to work around them with these, do you have leads to possible plugins/scripts that can assist with this?


    Just curious to know- how come the plugin is incapable of simply switching colours? I am assuming because the note tag is present on the event regardless what page it's on.


    Would there also exist a change note tag script that could alter this?
  9. Skurge said:
    Hm I can try to work around them with these, do you have leads to possible plugins/scripts that can assist with this?


    Just curious to know- how come the plugin is incapable of simply switching colours? I am assuming because the note tag is present on the event regardless what page it's on.


    Would there also exist a change note tag script that could alter this?



    I'm working on spawned lightsources, explosions and color changes in the next major patch (just starting, so not this weekend yet ;)
  10. Oh sounds very promising, particularly the explosions- i can already visualize it it with a sudden fire light effect with an explosion animation playing. Perfect for my project when destroying buildings etc.
  11. As soon as RPg maker MV has been updated to 1.3.2 everything has stop working as it was in 1.3.1. I think this issues has to be addressed.  Please fix it. This plugin is probably the best lighting plugin so far.
  12. Natali said:
    As soon as RPg maker MV has been updated to 1.3.2 everything has stop working as it was in 1.3.1. I think this issues has to be addressed.  Please fix it. This plugin is probably the best lighting plugin so far.

    You will have to be a bit more specific.. what has stopped working?
  13. Terrax said:
    You will have to be a bit more specific.. what has stopped working?

    Everything has become black. Even though I see my previous setting reflect the light on the objects but the map itself is totally black.  So MV seems changed something. Before I used, for example,  the command Light radius 10000 #76d7c4 to tin screen to make it look like at night. Now it doesn't work. I have just checked back. When I restore plugins from v1.3.1 (MV plugins) everything is working as before.
  14. Probably my fault. I have just checked out your demo in mv 1.3.2. Everything is working.  Disregard my post.
  15. Natali said:
    Everything has become black. Even though I see my previous setting reflect the light on the objects but the map itself is totally black.  So MV seems changed something. Before I used, for example,  the command Light radius 10000 #76d7c4 to tin screen to make it look like at night. Now it doesn't work. I have just checked back. When I restore plugins from v1.3.1 (MV plugins) everything is working as before.

    I did some checking and it seems the definition of light got a little to strickt, if you type in an extra space between 2 commands something goes wrong atm.


    So check if you have 1 space between each parameter (Light_radius_10000_#76d7c4). I will make corrections next update so it becomes less strick again.


    Thanks for the bugreport!


    You could also use Plugin command : Tint set #333333  for the same effect. Its probably much faster then drawing a huge circle as well.
  16. Terrax said:
    I did some checking and it seems the definition of light got a little to strickt, if you type in an extra space between 2 commands something goes wrong atm.


    So check if you have 1 space between each parameter (Light_radius_10000_#76d7c4). I will make corrections next update so it becomes less strick again.


    Thanks for the bugreport!


    You could also use Plugin command : Tint set #333333  for the same effect. Its probably much faster then drawing a huge circle as well.

    I did some checking and it seems the definition of light got a little to strickt, if you type in an extra space between 2 commands something goes wrong atm.


    So check if you have 1 space between each parameter (Light_radius_10000_#76d7c4). I will make corrections next update so it becomes less strick again.


    Thanks for the bugreport!


    You could also use Plugin command : Tint set #333333  for the same effect. Its probably much faster then drawing a huge circle as well.


    Thanks for the answer. Ithink I did try tint set by something was not right so I found in order to make lights even better I just increased radius a lot instead.


    By the way I got what was the problem. In MV 1.3.1 I had to use mini plugin named pixi-tilemap. To fix some glitches with tiles. It seems they fixed it in mv 1.3.2. So this plugin is not longer needed. As a result it messed all around. Now everything is back to normal.
  17. Natali said:
    I did some checking and it seems the definition of light got a little to strickt, if you type in an extra space between 2 commands something goes wrong atm.


    So check if you have 1 space between each parameter (Light_radius_10000_#76d7c4). I will make corrections next update so it becomes less strick again.


    Thanks for the bugreport!


    You could also use Plugin command : Tint set #333333  for the same effect. Its probably much faster then drawing a huge circle as well.


    Thanks for the answer. Ithink I did try tint set by something was not right so I found in order to make lights even better I just increased radius a lot instead.


    By the way I got what was the problem. In MV 1.3.1 I had to use mini plugin named pixi-tilemap. To fix some glitches with tiles. It seems they fixed it in mv 1.3.2. So this plugin is not longer needed. As a result it messed all around. Now everything is back to normal.

    Ah, well.. i did find a bug myself then ;)
  18. Terrax said:
    I'm sorry, but no there isn't. My plugin doesn't look at the gamemap, so it realy cannot tell where the walls are. If i would build in a function like that, it would consume a huge amount of processortime and it won't run on lower-end machines.


    So i'm not planning on building something like that.

    Ahh alright, that's a real shame :( Oh well, guess I'll just have to make the flashlight slightly shorter to prevent it from revealing what's on the other side of that fabled wall.


    Thanks alot for the answer :)
  19. @Terrax Please...How do I make the light go along with the fireball (in this case, shot by quasiABS). Thank You.
  20. Magha88 said:
    @Terrax Please...How do I make the light go along with the fireball (in this case, shot by quasiABS). Thank You.

    I'm still working on that (can't even get quasiABS to work though)