Terrax Lighting system

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Started by Terrax 1467 posts Page 45 of 74 View original ↗
  1. Terrax said:
    Question.. did you perhaps set the player-radius to 0? Because that will also disable the flashlight.


    If you only want the flashlight set the radius to 1, this will show the flashlight without showing a globe of light around the player.

    Yup... it was only that.. -.-


    I am sorry for this lol, thank you man! 
  2. Terrax Lighting with Moghunter time system
    I have done all the steps countless times with different projects, ive tried different plugin orders and everything but i just cant get them to work together, i have also tried both terrax lighting files, i just cant get it to work.

    Here are the steps for reminder. 
     


    Step 1:
    Downloading the Mog Time system  -> Go to https://atelierrgss.wordpress.com/rmv-timesystem-hud/
    You will download the Mog_Master_MV.zip.


    Step 2: 
    This zip contains a lot of plugins, you can use them all, but if you are only interested in the time system
    these are the files you need


    Mogmaster_MV/js/plugins/MOG_TimeSystem.js
    Mogmaster_MV/js/plugins/MOG_TimeSystem_Hud.js
    Mogmaster_MV/img/system/TimeHud_A.png
    Mogmaster_MV/img/system/TimeHud_B.png
    Mogmaster_MV/img/system/TimeHud_C.png
    Mogmaster_MV/img/system/TimeHud_D.png
    Mogmaster_MV/img/system/TimeHud_E.png


    Copy these files to the right place in the game directory.


    Step 3:
    Start up RPGMaker MV, load your game and go to the plugin-manager
    Add MOG_Timesystem and MOG_Timesystem_HUD
    In the parameters of MOG_Timesystem set the parameter 'Tint screen' to false.  <-don't forget or you get double tinting


    Step 4:
    In the TerraxLighting plugin go to the parameters and set parameter 'Save daynighthours' to 0  <-don't forget or you get weird time jumps


    Step 5: 
    To activate the Mog Time system together with the TerraxLigthing system use the plugin call 
    Plugin command : tls_moghunter on
    You only need to call this once.
    When its activated any map with the note-tag 'mogtimesystem' will have the screen tinted by the terraxlighting depending on the mog time.


    Step 6:(optional, always supply 6 colors, only needs to be called once)
    If you do not like the default colors you can change them with the following plugin call:
    plugin command : tls_moghunter tint #555555 #FFEFD5 #FFFFFF #EEE8AA #555555 #111111     
    The colors are for: Dawn, Rise, Day, Set, Dusk, Night


    Should you need to turn it off, you can use plugin command : tls_moghunter off


    Step 6: It should work now, if not you can ask in the forums.
  3. Ignore what was here before. I thought pixi3 was the new plugin but using the one without pixi makes it work fine.
  4. @Terrax This MIT license allow to use this plugin for free in both commercial and non-commercial project?

    This plugin is free for use in commercial projects?
  5. Dixie said:
    Terrax Lighting with Moghunter time system
    I have done all the steps countless times with different projects, ive tried different plugin orders and everything but i just cant get them to work together, i have also tried both terrax lighting files, i just cant get it to work.

    Here are the steps for reminder. 
     


    Step 1:
    Downloading the Mog Time system  -> Go to https://atelierrgss.wordpress.com/rmv-timesystem-hud/
    You will download the Mog_Master_MV.zip.


    Step 2: 
    This zip contains a lot of plugins, you can use them all, but if you are only interested in the time system
    these are the files you need


    Mogmaster_MV/js/plugins/MOG_TimeSystem.js
    Mogmaster_MV/js/plugins/MOG_TimeSystem_Hud.js
    Mogmaster_MV/img/system/TimeHud_A.png
    Mogmaster_MV/img/system/TimeHud_B.png
    Mogmaster_MV/img/system/TimeHud_C.png
    Mogmaster_MV/img/system/TimeHud_D.png
    Mogmaster_MV/img/system/TimeHud_E.png


    Copy these files to the right place in the game directory.


    Step 3:
    Start up RPGMaker MV, load your game and go to the plugin-manager
    Add MOG_Timesystem and MOG_Timesystem_HUD
    In the parameters of MOG_Timesystem set the parameter 'Tint screen' to false.  <-don't forget or you get double tinting


    Step 4:
    In the TerraxLighting plugin go to the parameters and set parameter 'Save daynighthours' to 0  <-don't forget or you get weird time jumps


    Step 5: 
    To activate the Mog Time system together with the TerraxLigthing system use the plugin call 
    Plugin command : tls_moghunter on
    You only need to call this once.
    When its activated any map with the note-tag 'mogtimesystem' will have the screen tinted by the terraxlighting depending on the mog time.


    Step 6:(optional, always supply 6 colors, only needs to be called once)
    If you do not like the default colors you can change them with the following plugin call:
    plugin command : tls_moghunter tint #555555 #FFEFD5 #FFFFFF #EEE8AA #555555 #111111     
    The colors are for: Dawn, Rise, Day, Set, Dusk, Night


    Should you need to turn it off, you can use plugin command : tls_moghunter off


    Step 6: It should work now, if not you can ask in the forums.



    Ok.. first question.. Does the moghunter time clock appear in your plugin?


    If it does, use plugin command : tls_moghunter debug 


    A debug text should appear that shows if the switches are working.

    pgbiolchi said:
    @Terrax This MIT license allow to use this plugin for free in both commercial and non-commercial project?

    This plugin is free for use in commercial projects?

    Yes, it's free to use in commercial project as long as you put 'Lightingsystem by Terrax' i the game credits (or something like that)
  6. Terrax said:
    Ok.. first question.. Does the moghunter time clock appear in your plugin?


    If it does, use plugin command : tls_moghunter debug 


    A debug text should appear that shows if the switches are working.


    Yes, it's free to use in commercial project as long as you put 'Lightingsystem by Terrax' i the game credits (or something like that)

    Ok, thank you a lot! I will send you a key :D   :guffaw:
  7. I just realized that this plugin causes massive lag on my world map (like, putting it to single digits zone), despite me not even having any lightning effects active on that map.
  8. Tuomo L said:
    I just realized that this plugin causes massive lag on my world map (like, putting it to single digits zone), despite me not even having any lightning effects active on that map.



    If you have a realy large number of events on the map, the plugin needs to cycle through every one of them to check for the lighteffects on the tags.


    The simple solution would be turning of the plugin off on the worldmap with plugin command : script deactivate.


    Then just activate it again on the other maps with plugin command : script activate.
  9. Terrax said:
    If you have a realy large number of events on the map, the plugin needs to cycle through every one of them to check for the lighteffects on the tags.


    The simple solution would be turning of the plugin off on the worldmap with plugin command : script deactivate.


    Then just activate it again on the other maps with plugin command : script activate.



    Okay, that makes sense. Thanks from the tip!
  10. Terrax said:
    New version (1.4.2) now available


    http://mvplugins.com/plugin/Terrax/Terrax%20Lighting%20System


    or


    https://github.com/Terraxz/TerraxLighting


    Due to Galv's amazing help, the plugin now is compatible with spawned events. I also managed to cut two overwritten core-scripts that could potentialy cause problems with other plugins.


    Added : Compatiblity with spawned events.


    Added: The in-game configuration menu now contains a menu item to turn off the lighting script. This was done because some low-end machines have problems with the rendering, players can now self choose to turn off the script if required. If you do not want the extra menu option you can set it in the plugins settings.


    Terrax

    I wonder if this is a fix that he provided me before- or rather his plugin modified for me at the time. Can't remember but still glad to hear it. What new plans do you intend to implement? I'm not sure if your latest updates contained the ability to have colours change with ease?
  11. Skurge said:
    I wonder if this is a fix that he provided me before- or rather his plugin modified for me at the time. Can't remember but still glad to hear it. What new plans do you intend to implement? I'm not sure if your latest updates contained the ability to have colours change with ease?



    Not yet, but to get started on that, how would you like to change the color


    1. By plugin command


    2. Preset 2 colors and automaticly switch between then on an interval


    3. All of the above?
  12. All of the above preferably- I'm sure if given the choice I can find what works easiest, currently my uses for cycling colours would be for:


    Traffic lights: Green/Yellow/Red


    Police Sirens: Red/Blue


    etc. There will be multiple uses- but my project is quite heavily dependent on this plugin for
  13. Is there anyway I can deactivate the shaded darkness and only use the lighting source itself?


    Tried using Light deactivate and it doesn't seem to work
  14. Aurawhisperer said:
    Is there anyway I can deactivate the shaded darkness and only use the lighting source itself?


    Tried using Light deactivate and it doesn't seem to work

    Afraid not, to create light you need darkness.


    You can make it less dark with the tint command, but overall the plugin creates a dark layer and punches globes of lights in it, it does not filter or change the background layer.
  15. Dang, that's a pity :/ oh well


    Just looks weird with the layer of darkness, rather than relying on the background
  16. Another issue and I am reading your notes. It keeps on saying lowercase error whenever I run and test this, but I'm making a party campsite whenever it comes to resting outside of towns or before major scenes. I am trying to use your light on, light off feature by the use of plugin command. It's error out if use.


    Here's what I have.


    Under notes I have : Fire 300 #FFFFFF 1


    Plugin Command: Fire on 1


    If the party member is in the party through common event. If not, the light source is suppose to not be on, along with the tent not being there. Else, light source is on and the tent is there.
  17. Aurawhisperer said:
    Another issue and I am reading your notes. It keeps on saying lowercase error whenever I run and test this, but I'm making a party campsite whenever it comes to resting outside of towns or before major scenes. I am trying to use your light on, light off feature by the use of plugin command. It's error out if use.


    Here's what I have.


    Under notes I have : Fire 300 #FFFFFF 1


    Plugin Command: Fire on 1


    If the party member is in the party through common event. If not, the light source is suppose to not be on, along with the tent not being there. Else, light source is on and the tent is there.

    Can you press F8 and link me the error text so i have a clue were to look for the error?
  18. Unsure which one you wanted, but here they all are.


     


    Uncaught ReferenceError: Yes is not defined
    pixi.js:20314 Deprecation Warning: DisplayObjectContainer has been shortened to Container, please use Container from now on.
    pixi.js:20315     at file:///C:/Users/zkeck/Documents/My%20Games/TalesOfAce/js/plugins/TerraxLighting.js:856:42
        at file:///C:/Users/zkeck/Documents/My%20Games/TalesOfAce/js/plugins/TerraxLighting.js:2728:3
    TerraxLighting.js:2654 Uncaught ReferenceError: Skill_Sequencer is not defined
    pixi.js:20096
        Pixi.js 4.0.0 - ✰ WebGL ✰      http://www.pixijs.com/ ♥♥♥


     
  19. Also, neat trick. Seems like it tells some warnings about updating and such
  20. Aurawhisperer said:
    Unsure which one you wanted, but here they all are.


     


    Uncaught ReferenceError: Yes is not defined
    pixi.js:20314 Deprecation Warning: DisplayObjectContainer has been shortened to Container, please use Container from now on.
    pixi.js:20315     at file:///C:/Users/zkeck/Documents/My%20Games/TalesOfAce/js/plugins/TerraxLighting.js:856:42
        at file:///C:/Users/zkeck/Documents/My%20Games/TalesOfAce/js/plugins/TerraxLighting.js:2728:3
    TerraxLighting.js:2654 Uncaught ReferenceError: Skill_Sequencer is not defined
    pixi.js:20096
        Pixi.js 4.0.0 - ✰ WebGL ✰      http://www.pixijs.com/ ♥♥♥


     



    Ok, i think there is some other plugin messing things up..


    1) Can you update to the most recent version of the plugin 1.4.2. (that should clear the pixi.js warnings)


    2) Move Terrax lighting plugin to the bottom of the plugin list.


    And see if the problem persists.