Terrax Lighting system

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Started by Terrax 1467 posts Page 41 of 74 View original ↗
  1. Terrax, another utility: You can add an option in the option menù, for example called "Light" that with the On/Off player can enalbe/disable the lights with a common event that contains the new "script enable/disable", or a call script that call that function, don't know if it's possible, but is a professional thing.
  2. Ashouse said:
    Edit2: I don't really care to do this, but I'm very curious. Can you code it to get the real time from the computer and display that time of day? So if it's dark irl, it's dark in game? There was a gba game that did that as it's main gimmick I believe.



    That's not hard to do, ill include a plugin call next update :)

    DarkSearinox92 said:
    Terrax, another utility: You can add an option in the option menù, for example called "Light" that with the On/Off player can enalbe/disable the lights with a common event that contains the new "script enable/disable", or a call script that call that function, don't know if it's possible, but is a professional thing.



    Messing with the menu is no easy task. But some others have already made it possible. It might take some time to figure out, but check out Yep.14 Main menu manager from Yanfly


    http://yanfly.moe/2015/10/17/yep-14-main-menu-manager/
  3. DarkSearinox92 said:
    That's only for the menu ingame, not for the options :(

    Ah :) Well, ill look into it, if its simple and doesn't confict with other plugins to much ill add a menu option :)
  4. Hello and thank you for the nice plugin!

    I have now the evening with the plugin busy and find it, only what I would like to change would be the sharp transitions between light and shadow area. Is there a way to make the course smoother? So the light goes gently into the shadow area?

    Thank you so much!
  5. Terrax, how are you so cool????
  6. Been swamped in many other plugins, I love this plugin- what are your next steps?


    I'm hoping the next update will allow us to have events change colours on command.


    do we have an option for colour dominance? I noticed that when colours collide- white lights dominate above all else- is there a way we could manipulate certain colours to show above others more so?
  7. Kojote said:
    Hello and thank you for the nice plugin!

    I have now the evening with the plugin busy and find it, only what I would like to change would be the sharp transitions between light and shadow area. Is there a way to make the course smoother? So the light goes gently into the shadow area?

    Thank you so much!

    If you want the lights to be a little smoother, you can just use darker colors, maybe with a bit larger radius.


    Try the difference between


    Plugin command : Light radius 150 #FFFFFF


    and


    Plugin command : Light radius 200 #AAAAAA


    (read next answer for more info on smoother light)

    Skurge said:
    Been swamped in many other plugins, I love this plugin- what are your next steps?


    I'm hoping the next update will allow us to have events change colours on command.


    do we have an option for colour dominance? I noticed that when colours collide- white lights dominate above all else- is there a way we could manipulate certain colours to show above others more so?

    Changing color is still on the development list.


    The way white light dominates above other colors has to do with the blend filter used.


    I did some testing and there is another blend filter that gives a much smoother light effect with less domination of white,


    i don't know if everybody will like the difference, so i'm gonna make the blend filter adjustable in the plugin options in the next update.


    I will include a plugin call to change it as wel, might be nice to have softer light in one area and harder in another. (fog etc)
  8. Hey, Terrax! I'm loving your plugin! Exactly what I wanted my game to have. I'm just having a small problem using the plugin together with moghunter's time system. Here's my case: I have autorun event with a plugin command tls_moghunter on in almost every map and I've put mogtimesystem on maps that I want to be affected by the plugins. The problems are on maps that I don't want to be affected by both plugins but just the Terraxlighting plugin. While the map's tint is not being affected by the change of time, putting an event with a 'Light' notetag inside that map doesn't seem to work. Like the cave map I made. I've put a couple of light events but the black mask that should block the screen aren't appearing.


    Sorry if I wasn't able to explain it thoroughly as I'm not that good in English. I hope to hear from you soon. :D


    EDIT: Oops! Nevermind. I just noticed the Tint set and Tint fade plugin command. I stopped using tls_moghunter and switched to this option via parallel events. How foolish of me. haha! Problem solved! :D
  9. Can you use the Flashlight plugin command in a Common Event? I'm not sure if I'm doing it right or not?
  10. darkkitten said:
    Can you use the Flashlight plugin command in a Common Event? I'm not sure if I'm doing it right or not?

    Yes, there is an example of that in the demo... here is the code i used.


    ◆If:Toggle Flashlight is ON
      ◆Control Switches:#0003 Toggle Flashlight = OFF
      ◆
    :Else
      ◆Control Switches:#0003 Toggle Flashlight = ON
      ◆
    :End
    ◆If:Toggle Flashlight is ON
      ◆Plugin Command:Flashlight on 8 12 #FFFFFF
      ◆Text:None, Window, Bottom
      :    :You turn the flashlight on
      ◆
    :Else
      ◆Plugin Command:Flashlight off
      ◆Text:None, Window, Bottom
      :    :You turn the flashlight off
      ◆
    :End
  11. Bug_zpso1qq04vx.png


    While opening up the console, I always get this warning, even in a blank project with only TerraxLighting as plugin. All works perfectely otherwise.


    I was wondering if replacing 'DisplayObjectContainer' by 'Container' at line 856 and 860 was the proper way to silence these warnings.
  12. Alexandre said:
    Bug_zpso1qq04vx.png


    While opening up the console, I always get this warning, even in a blank project with only TerraxLighting as plugin. All works perfectely otherwise.


    I was wondering if replacing 'DisplayObjectContainer' by 'Container' at line 856 and 860 was the proper way to silence these warnings.



    Yes, it seems the pixi library got updated in the last RPGMaker patch, i'm still looking for a solution to the problem, the fix is easy enough (like you mentioned, just replacing it), but then the plugin wil no longer work on any game that was created before the update..


    Thanks for the notice.. working on a solution :)
  13. Terrax said:
    it seems the pixi library got updated in the last RPGMaker patch, i'm still looking for a solution to the problem, the fix is easy enough (like you mentioned, just replacing it), but then the plugin wil no longer work on any game that was created before the update..

    This is why it's also important to keep our projects updated too. Maybe if you wait some time "everybody" will be updated.


    (in case this option is not already included, I thought about a little something: a command to cycle between 2 colors, we would have to specify a first color-code and another one, lets say red and blue, then the time/frames it takes to cycle between the 2... would be quite nice to add some dynamic, midway the light would be purple. Idk if it would be very useful lol)
  14. People will likely find a use for every feature. :)
  15. @Terrax This is turning into a plug-in I can't live without. This is so awesome! The only problem is when I tried to run the game on a lower end machine it starts lagging heavily... as in very noticeable frame skips. When I deactivate the script everything flows nicely again...so it's definitely the light script that's using the memory.


    This is an example setup I have (on 1.3.3 + latest Yanfly Core):


    1. 60x60 map


    2. About 10 light sources


    3. 10 lightblock zones (each about 10x10 area)


    So my question is: what's the best way to reduce memory usage? Do I need to make a smaller map? Decrease the number of light sources? Reduce the area covered by light blocked zones? Because I am a total dunce when it comes to memory management I don't know what decreases what. It would be great if you can point out what features consume the most memory. Thanks!
  16. watermark said:
    @Terrax This is turning into a plug-in I can't live without. This is so awesome! The only problem is when I tried to run the game on a lower end machine it starts lagging heavily... as in very noticeable frame skips. When I deactivate the script everything flows nicely again...so it's definitely the light script that's using the memory.

    Its probably not the memory usage that causes the lag, but the way i programmed  the tileblocks.. i need to take another look at that code and see if i can't clean it up a bit.


    (I'm guessing that witout the tileblocks and just lighting it works faster)
  17. watermark said:
    @Terrax This is turning into a plug-in I can't live without. This is so awesome! The only problem is when I tried to run the game on a lower end machine it starts lagging heavily... as in very noticeable frame skips. When I deactivate the script everything flows nicely again...so it's definitely the light script that's using the memory.


    This is an example setup I have (on 1.3.3 + latest Yanfly Core):


    1. 60x60 map


    2. About 10 light sources


    3. 10 lightblock zones (each about 10x10 area)

    After much experimentation with parallax mapping and begrudgingly decididing on tile maps, i watch my ram usage like a hawk. With just a few light sources I havent gone over 600mb in ram and it's usually less. I havent used full features or pushed the plugin in any capacity but i'm using a host of yanfly plugins. I would reduce things a little at a time, open up your task manager and watch how the ram drops. Reducing any or all of the things you mentioned will likely drop memory usage. You'll just have to trial and error to find that sweet spot. I have had the same concerns in the past. If menory consumption is too high people would need an equal or greater machine to run the game, limiting target audience in an already niche genre. I know your pain man! Lol
  18. Just one question. 


      Why the lights do not work with Kaul Ultimate overlay plugin?    Can I make something to make it work on parallax map? 
  19. Natali said:
    Just one question. 


      Why the lights do not work with Kaul Ultimate overlay plugin?    Can I make something to make it work on parallax map? 

    Both plugins overwrite the same core script, there is a solution however.. you can find it in this post