Terrax Lighting system

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Started by Terrax 1467 posts Page 38 of 74 View original ↗
  1. Hi! I'd like to start by saying I absolutely love this plugin and appreciate all the time and effort you've put into it. :)


    I do have a question though, is it possible to make the player light source flicker like fire? The static circle seems out of place when I'm holding an oil lantern.


    If this isn't currently possible that's totally fine! I still love the plugin just as much. 


    EDIT: Nevermind, it says right in the help that changing Light to Fire causes it to happen... I'm a doof.
  2. I've made a beta test available for people that want to test the Quasi ABS compatibilty with TerraxLightsystem.


    https://github.com/Terraxz/TerraxLighting/tree/Betatest-Quasi-ABS


    You can download the script on this seperate github branch.


     The setup is easy.


    1) Make sure the terraxlighting plugin is below the quasi abs plugin in the list


    2) If you want to add lights to the quasi arrows/missles and such add 2 lines to the definition in the database->skills section


    The definition should look like below



    <absSettings>
    collider: box, 12, 36
    through: 3
    tx_missle: 40, #FFAAAA
    tx_blast: 300, #FFAAAA, 50
    </absSettings>
    <absSequence>
    user pose atk
    wait 15
    picture arrow true 4
    move forward 250 30
    wait 30
    trigger
    </absSequence>
    ```
    Added to the normal abs stuff is


    tx_missle: 40, #FFAAAA       -> this will light up the missles/spells with a radius of 40 and color #FFAAAA (red/yellow)


    tx_blast: 300, #FFAAAA, 50   -> when the event triggers, it will light up the area with a radius of 300, color #FFAAAA and duration 50 clicks.


    Its not realy easy to setup Quasi ABS, so don't dive into this test if you've never run it before. This test is mostly for users that already use Quasi ABS and


    want to test the features i've added.
  3. Hey Terrax- is there a way to have torch lights on events turned off and on via a plugin command or script call? It seems only light on and off plugin calls work for fire's and normal lights.
  4. Skurge said:
    Hey Terrax- is there a way to have torch lights on events turned off and on via a plugin command or script call? It seems only light on and off plugin calls work for fire's and normal lights.

    Turning on and off flashlights works simular to normal lights, the definition is a little confusing maybe


    tag: flashlight 8 12 #888888 1 2


    plugin command to turn on :  light on 1


    plugin command to turn off : light off 1


     8=beamlength, 12=beamwidth, #FFFFFF=color, 1 = on/off switch number,  2 =  direction
  5. Is there a way to change the color of the player's light globe? If it is possible, how?


    EDIT: Nvm, I was too stupid to realize that there is a feature in the plugin already.
  6. Thanks for that, I've tricked the plugin with giving my car events the default face down with an invisible graphic- works very well.


    You're demo has the boat with a flashlight equipted that has an event present on the map along with it giving self switches to determin if the light's are on or not- is there a way we can get around this with having the boat light work by a common event?
  7. @ Terrax  Wow! Thank you to see it for me. The light makes the fireball look better ...
    I know it's painful for you, but one more thing: the light just gets in the fireball at the top left of the map. the more the player goes down on the map, the more the light moves away from the fireball. (But still follows the direction and speed fireball).
    I will test a new game and clean, to see if the same thing happens. Anyway, thank you.
  8. Skurge said:
    Thanks for that, I've tricked the plugin with giving my car events the default face down with an invisible graphic- works very well.


    You're demo has the boat with a flashlight equipted that has an event present on the map along with it giving self switches to determin if the light's are on or not- is there a way we can get around this with having the boat light work by a common event?

    I'm not sure what your asking, the boat has a event script so the light turns on when you get in, i guess it doesn't realy matter if its a normal (invisible) event or a common event.

    Magha88 said:
    @ Terrax  Wow! Thank you to see it for me. The light makes the fireball look better ...
    I know it's painful for you, but one more thing: the light just gets in the fireball at the top left of the map. the more the player goes down on the map, the more the light moves away from the fireball. (But still follows the direction and speed fireball).
    I will test a new game and clean, to see if the same thing happens. Anyway, thank you.

    I did not test it very well yet and i found it hard to set up, if you find any bugs i would like to ask that you make a small demo to show the bug and find some way to get the demo to me.
  9. Terrax said:
    Skurge said:
    Thanks for that, I've tricked the plugin with giving my car events the default face down with an invisible graphic- works very well.


    You're demo has the boat with a flashlight equipted that has an event present on the map along with it giving self switches to determin if the light's are on or not- is there a way we can get around this with having the boat light work by a common event?

    I'm not sure what your asking, the boat has a event script so the light turns on when you get in, i guess it doesn't realy matter if its a normal (invisible) event or a common event.

    My question about this is because self switches can't be activated in common events since they don't have there own pages such as A,B,C,D? My inquiry was sort of regarding if there is a way to avoid having to place an event on each map to operate your vehicle lights. All in the line of trying to reduce the use of events.
  10. @Terrax


    Hei! I tested it on a new game, using only the necessary plugins (QuasiInput, QuasiMovement, QuasiAbs and TerraxLightingBeta) and ... It worked perfectly. (Well, on maps 17x13).


    Apparently, the bug is a conflict with another (or others) plugin.
    Thank you very much.


    A2.gif


    PS.: I found the cause of the bug. Plugins that change the size of the screen as the QuasiSnippets (I had to disable), and the Yanfly YEP_CoreEngine (works while keeping the screen size 816x624). And will only work on maps 17 x 13. If the map is larger than this, the bug happens, and i tested with the quasimovement in movement by pixel and movement 48 MV...
  11. Hey Terrax,


    awesome plugin you have there.


    But there is a issue, I can't solve on my own.


    Since the update to 1.3.3 your lighting system doesn't seem to work with MOG Timesystem anymore.
    On their own, they work perfectly fine but when turning both ON, the tint stays the same.


    I tried turning MOG's screen tinting on and off several times and followed your compatibily instructions to the letter.


    Is there anything I am missing?


    Edit:


    I also tried turning off all other plugins, still no effect.
  12. Gonor said:
    Hey Terrax,


    awesome plugin you have there.


    But there is a issue, I can't solve on my own.


    Since the update to 1.3.3 your lighting system doesn't seem to work with MOG Timesystem anymore.
    On their own, they work perfectly fine but when turning both ON, the tint stays the same.


    I tried turning MOG's screen tinting on and off several times and followed your compatibily instructions to the letter.


    Is there anything I am missing?


    Edit:


    I also tried turning off all other plugins, still no effect.

    Can you try calling :


    plugin command : tls_moghunter debug


    This should give a debug screen that shows if the switches are correctly configured.
  13. Hi there!


    I want the outline of a fire radius to be smoother.


    Witch value inside the script do i have to change?


    Edit:


    If i use the Resolution 1280x720 there is a small stripe (arround 40px width) on the very right side without the black overlay :(
  14. im using the "Light radius 1 #FFFFFF" command and yet the player radius isnt changing
  15. Skotty TV said:
    Hi there!


    I want the outline of a fire radius to be smoother.


    Witch value inside the script do i have to change?


    Edit:


    If i use the Resolution 1280x720 there is a small stripe (arround 40px width) on the very right side without the black overlay :(

    I meant to report this as well to you, @Terrax


    I fixed this by (if I recall correctly) adjusting the nighttime overly bitmap's position to be 20px left, and drawn 40px wider.


    Also, lights (even before my fix) were being position on the top left of the sprites/events hosting them, causing two evenly separated lights to look really weird. I adjusted this by moving the light drawing function 24px left.
  16. Terrax said:
    Can you try calling :


    plugin command : tls_moghunter debug


    This should give a debug screen that shows if the switches are correctly configured.

    I'm so dumb...


    I changed the switches in MOG Timesystem and your plugin to 121, 122 etc.
    When I updated RPG Maker to 1.3.3 I also updated your lighting plugin but forgot (!) to change your switches again as they are not in the changeable parameters.


    That's why it didn't work.


    :headshake:


    Thanks for the help, I probably would've been looking for the error for quite a while...
  17. jm_gamemaking said:
    im using the "Light radius 1 #FFFFFF" command and yet the player radius isnt changing



    You seem to have the plugin call right, and if i try that call in the game the radius instantly changes to 1 (1 pixel radius), so it seems to work good.

    Skotty TV said:
    Hi there!


    I want the outline of a fire radius to be smoother.


    Witch value inside the script do i have to change?


    Edit:


    If i use the Resolution 1280x720 there is a small stripe (arround 40px width) on the very right side without the black overlay :(

    1) You could try fiddling around with the color and the radius a bit


    With a bit larger radius and a little darker red (#990000) you can achieve a lower glow.


    Try 'Fire 200 #990000 D30'  (darker color with increased brightness in center).


    Maybe increase the flickerrate and color shift a bit with plugin call : Setfire 15 20


    2) Just set the resolution in the plugin higher, 1400 x 720 won't cause any errors.
  18. Terrax! I just came across a bug.


    When you start the game with the plugin's parramiters having the players light off- starting a new game causes them to reset.
  19. Magha88 said:
    @Terrax Hey! 


    About light, fireball and Quasiabs...
    As I said, it works perfectly on maps 17x13 tiles (816X624).
    But if the map is larger than this or if I increase the screen size with some plugin has bug ...


    http://www.mediafire.com/file/tx8z2tryre1gy86/Teste.rar



    Thanks for uploading the test area,


    I fixed the error and uploaded a new version (beta2) into the beta branch on github!

    Skurge said:
    Terrax! I just came across a bug.


    When you start the game with the plugin's parramiters having the players light off- starting a new game causes them to reset.

     I will have a look at this bug tomorrow :)