Terrax Lighting system

● ARCHIVED · READ-ONLY
Started by Terrax 1467 posts Page 49 of 74 View original ↗
  1. I'm using 1.4.2, do I need to update or can I wait for the next version with the shifting colors? (That is crucial for my game).


    Another thing,setting the tint as  Plugin command : Tint set #444444 , does make my nights a little bit lighter, but can


    I make them a bit more?
  2. XGuarden said:
    I tryed to put  Light 1 #000000  or  Light 100 #FFFFFF  instead but that change nothing, no visual change.

    Is your map dark with light around the player?

    luiscesjr said:
    I'm using 1.4.2, do I need to update or can I wait for the next version with the shifting colors? (That is crucial for my game).


    Another thing,setting the tint as  Plugin command : Tint set #444444 , does make my nights a little bit lighter, but can


    I make them a bit more?

    The current update can only change the color with a plugin call, if you want colors that change automatic on a cycle you will


    have to wait till next update (soon) ;) .


    You can make it lighter and darker by changing the color.


    Tint set #333333 will make it a little darker.


    Tint set #555555 will make it a little lighter.
  3. No my map still without any dark. I tryed in  a new projet and it's work, but not in my current projet. MY current projet was started in version 1.2 and now in version 1.3.4.


    So basicly it's exactly like in the video that i post.
  4. I'm unsure what version, I have no idea to be exact- If i need to update I will, but I need to know how to properly before breaking anything since alot of people complain about how RPG Maker updates..
  5. Unfortunately I guess only your pixi3 file works for me (from version 1.4.2 or so). I am on the latest version.


    The tint set #XXXXXX doesn't seem to work for me as a plugin command in a loop. However, it does work when run with a parallel process event. Do you have any idea why this might occur?
  6. I can send you a copie of my projet if you want to take a look. It's work on a new projet but refuse to work on my old projet.
  7. I am having the same problem as XGuarden. I tried to use this in the game I am working on but to no avail. I kept getting a TypeError about "undefined." When I saw her last post I also created a new game and set the lighting up the same way I had previously and it worked. On my original game, I turned off all other plugins but that didn't help. It won't work.


    UPDATE: The error says "undefined is not a function."
  8. JabbyWonky did you start your projet with version 1.2 of rpgmaker mv and then upgrade rpgmaker mv to 1.3.4 but did't update file of the projet?
  9. XGuarden said:
    JabbyWonky did you start your projet with version 1.2 of rpgmaker mv and then upgrade rpgmaker mv to 1.3.4 but did't update file of the projet?

    Yes, and I still can't get it to work, but I found another plugin tonight that works well. It is this one below. Just make sure that you also install the Add-ons for Events and Players.
  10. Ddi you also start your projet un vx ace and use upgrading software for map to cam in mv?
  11. I fix the issue by upgrading projet source .js file. It's work now. But it's not what I thinking... How desactivate by default the dark for a specified map?
  12. Skurge said:
    I'm unsure what version, I have no idea to be exact- If i need to update I will, but I need to know how to properly before breaking anything since alot of people complain about how RPG Maker updates..



    Upgrading isn't very hard, but make sure you always make a backup when you start (just zip up everything just in case)


    1. Create a backup of your game.


    2. Make sure RPG Maker MV is updated to the latest version


    2. Create a new game in a different directory then your own game.


    2. Go to your own game, delete all files in the js directory except the plugin directory and 'plugins.js'


    4. Go to the js directory of the new game and copy all the files including the 'libs' subdirectory, but do not copy 'plugins.js'


    5. Paste the new files into your game.


    6. Almost done, only one file to go.


    7. Go to your own game, and delete the index.html file in the main directory


    8. Go to the main directory of the new game and copy index.html.


    9. Paste index.html into your own game.


    10. That's all!

    XGuarden said:
    I fix the issue by upgrading projet source .js file. It's work now. But it's not what I thinking... How desactivate by default the dark for a specified map?



    You can use the plugin command : 'Tint set #333333'  to make it less dark.
  13. hi, thank youfor this amazing plugin! just one question: is it possible to use the 'Light on 1' command work for fire too (like lighting a torch on the wall)? i think i read something on an earlier post that its not working?
  14. Terrax said:
    You can use the plugin command : 'Tint set #333333'  to make it less dark.



    It's because I have a day/night system. But i surely use it wrong becaus all my map was dark now.


    In your demo, the main map was not dark, so it's surely me using it wrongly.


    But apparently with a normal brightness environnement, your script are not able to add light, right?
  15. Hey thanks for the guide to updating- when i tested my colour eventing event it was working for a few seconds with high lag and then eventually crashed with this message:


    erorr again.png


    And just to show what I have set up for test purposes is this: ( Page 2 is irrelevant)


    lite.png
  16. Skurge said:
    Hey thanks for the guide to updating- when i tested my colour eventing event it was working for a few seconds with high lag and then eventually crashed with this message:


    And just to show what I have set up for test purposes is this: ( Page 2 is irrelevant)

    I will look into it, but i'm trying to finish the update with the automatic cycle tonight, so you might want to wait for that.. no parralel script needed then, just a new tag type


    I

    XGuarden said:
    It's because I have a day/night system. But i surely use it wrong becaus all my map was dark now.


    In your demo, the main map was not dark, so it's surely me using it wrongly.


    But apparently with a normal brightness environnement, your script are not able to add light, right?

    No, my script cannot lighten the environment, it has to be made darker to create light.

    AsamandraVardeen said:
    hi, thank youfor this amazing plugin! just one question: is it possible to use the 'Light on 1' command work for fire too (like lighting a torch on the wall)? i think i read something on an earlier post that its not working?

    Yes, just put 'Fire 300 #FFEE00 1' in the note tag to create a firey lightsource, and turn it on with 'Light on 1'
  17. ok I see, did you planing to add an option for make light on a normal environnement eventually? can be usefull for a candle opn at day for exemple.


    But I did't get how disable it for a map or activiate it for only some map..


    Thanks.
  18. Terrax said:
    I will look into it, but i'm trying to finish the update with the automatic cycle tonight, so you might want to wait for that.. no parralel script needed then, just a new tag type

    Thanks for helping regardless, I shall wait for the update :)
  19. XGuarden said:
    ok I see, did you planing to add an option for make light on a normal environnement eventually? can be usefull for a candle opn at day for exemple.


    But I did't get how disable it for a map or activiate it for only some map..


    Thanks.



    Are you talking about lights on and off during certain periods of the day? Depending on which time system you use, they store


    day time and/or period on switches/variables. So you can always event those, I do that in my projects, like street lights that


    only go on on certain periods, beach parties with fire that happen on a pre determined period of the week and of the night... etc.


    Simply event those.
  20. No i man that once I activate the script, automaticly, it's activat on all my maps. So I ask myself where I need to tell witch map need to have it activatd.