Terrax Lighting system

● ARCHIVED · READ-ONLY
Started by Terrax 1467 posts Page 52 of 74 View original ↗
  1. Skurge said:
    I've loaded it in and tinkered with the events timers along with the tags, but the delay seems way off, also lag has returned with the region and terrain and it's dropped frame rate worse than ever. :/

    I have not upgraded the region and terrain tags so far, only normal light, region and terraintag are still on the upgrade list


    To help with timing i could build in an option to throw the selfswitches of the lights, so if you have a red-green-blue cycle, it will throw selfswitches 'A' 'B' 'C', will that help?
  2. That could perhaps work, as the pages progress each one switches the other off until the last page enabling a loop.
  3. Hi I just installed your plugin and did the simple instructions but nothing happens. I must be doing something wrong since everyone else on here can get it to work. The download says it comes with a demo which I did not get either. 


    1. Put an event into the map.
     2. In the 'Note' field (Next to the name) put the following text :
     Light 250 #FFFFFF


    Is there anything else I have to do?
  4. kkool87 said:
    Hi I just installed your plugin and did the simple instructions but nothing happens. I must be doing something wrong since everyone else on here can get it to work. The download says it comes with a demo which I did not get either. 


    1. Put an event into the map.
     2. In the 'Note' field (Next to the name) put the following text :
     Light 250 #FFFFFF


    Is there anything else I have to do?

    No, that's about it, that should work.


    Did you install the plugin in the plugin manager?


    The demo is only included in the zip package from http://mvplugins.com/plugin/Terrax/Terrax%20Lighting%20System  Its not on github.


    (read the readme).

    Skurge said:
    That could perhaps work, as the pages progress each one switches the other off until the last page enabling a loop.

    I've uploaded a new testversion to github with an additional option.


    Light 200 cycle #FF0000 50 #00FF00 50 #0000FF 50 SS:ABC0


    After the normal definition you can add a new option (SS:0000) to select what selfswitches should be thrown in the event.


    In this case it will throw selfswitch A on the first color, selfswitch B on the 2nd color and selfswitch C on the 3rd color.


    (always include all 4 switches in the definition, even if you use less colors, use '0' if you do not want a selfswitch thrown)


    Another example to clarify:


    Light 200 cycle #FF0000 50 #00FF00 50 #0000FF 50 SS:00A0


    Will only throw selfswitch A when the 3rd color is active.
  5. Sadly I'm going to have to wait for the lag issue to be fixed to test this new function as I'm getting alot of bugs interfering my tests.
  6. [Edited for clarity; pardon my French]

    Hi Terrax,

    Great pluggin! It looks fantastic, so I tried using it for my game... but I can't get the script to start.

    It seems specific with my game, though. I created a new one as a test and booted the plugin on it, and it worked. I then went back to the original game, turned off all my plugins except for yours (Terra Lighting System), but it still would not work.

    This leads me to believe that there's a setting I must've toggled on or off within the game itself for it not to work.

    I'm using RPG Maker MV, updated to the 1.3.4 version

    Do you or anyone have any idea as to what could possibly be interfering with your plugin? Perhaps I deleted the image used to darken the screen, or is everything one needs in the plugin itself?

    Thanks,
  7. I have found the solution to my problem.

    While the program itself was updated to 1.3.4, the files within the project were not.
    I realized this while trying to implement Yan's YEP.116 - Grid-Free Doodads and following his tutorial instructions for installation.

    It also explains why creating a new project allowed for your plugin to work.
    Hopes this helps someone in some way.

    Cheers!
  8. Greetings, Terrax!

    For my game i wanted my main character to fall into an mostly dark cave, but then he is surrounded by red eyes. Can i make exceptions for events to be visible in the darkness?
  9. Is there a way to deactivate DayNight on the map without deactivating the lighting system entirely? I tried using the kill self switch to turn it off, but it didn't seem to care. Should that have worked and I'm missing something or is there no way to do that?

    I tried setting the speed to 99999999999999999999999999999 to make it really, really, really slow, but in addition to doing that it for some reason wants to change the time of day to night, too.

    The reason I'm trying to do this, is I basically use the DayNight lighting on one map for one cutscene that takes place at the very beginning, to fade night into day. But after it's day, I just want it to stop and never change outside lighting again.

    Suggestions? I can't seem to get it to stop.
  10. Is there a way to deactivate DayNight on the map without deactivating the lighting system entirely? I tried using the kill self switch to turn it off, but it didn't seem to care. Should that have worked and I'm missing something or is there no way to do that?

    Yes, just remove the daynight tag from the map, then set the tint to dark when you enter the map..
    Use plugin command : Tint set #333333

    For my game i wanted my main character to fall into an mostly dark cave, but then he is surrounded by red eyes. Can i make exceptions for events to be visible in the darkness?

    you can give them a very small light radius so only the face area is visible.
    something like 'Light radius 12' in the note-tag.
  11. I'll try that, but... it's the DayNight system with a speed of relatively fast that makes my cutscene transition from day to night when set to just before light, so that it goes from total black to morning very quickly.

    I supposed I could redo this entire thing by changing tints, but I probably won't. I'll probably just use a cutscene map and a gameplay map.
  12. Hi Terrax! A question :) What about that idea for "deactivate" light only when you don't see the light on screen, or you're too far from it? For better performance and lag reduce in large maps. Do you remember it?

    Let me know! :)
  13. DarkSearinox92 said:
    Hi Terrax! A question :) What about that idea for "deactivate" light only when you don't see the light on screen, or you're too far from it? For better performance and lag reduce in large maps. Do you remember it?

    Let me know! :)

    I've build in clipping but it didn't help much with lag related issues, the main reason the script slows down is related to reading the events-objects, they seem to take a rather crazy amount of time compared to other code. I'm working on a major improvement in the region and tile lightsources. After that i'm going to do some more time testing and work on the script in general because it needs a lot more structure, all the functions i've added are turning it into spagetti code.
  14. I have really weird FPS drop in a really small, mostly empty 27x15 room surrounded by dark regions. Only 9 events in there and 6 light effects but for some reason the FPS drops to like 25 or bellow even in this small map.
  15. Hey there. So I'm having an issue hoping someone can help me out.

    I've done a few light that work after a switch or trigger etc

    Light 1 only lights up after Switch 1 has been activated. The issue I'm having is that they aren't working after #9. So for instance Light 100 #FFFFFF 1 with the plugin command light on 1 worked a charm for a switched on light, Light 100 #FFFFFF 9 with plugin command light on 9 worked a charm, but anything higher like Light 100 #FFFFFF 11 with plugin command light on 11 is NOT working.

    Am I doing something wrong or can you only have 9 trigger-able light sources?
  16. New version (1.4.6) now available

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

    or

    https://github.com/Terraxz/TerraxLighting

    Update : Major improvements in the script speed, both normal and tile/region lights are much faster. This should help with a lot of lag issues on larger maps.



    Nate Hound said:
    Hey there. So I'm having an issue hoping someone can help me out.
    Am I doing something wrong or can you only have 9 trigger-able light sources?

    I put 15 switches and lights in a row and they seem to work fine, are you sure you didn't mix up some definitions.
  17. Hello!
    I have a major problem. I just can't turn night on. When I try to change anything daynight related - game crashes, showing TypeError: undefined is not a function.
    Tried to reinstall plugin, turn off all others but it's not working. What to do now?
  18. @Chuumoon
    Please show a screenshot of the console windows when the crash happens - that contains the full error data instead of only the abbreviated form you wrote down.
    The two most common causes for any "undefined" are either you loaded an old and incompatible savefile, or there is a conflict with another plugin - and the console lists all files involved in the error.
  19. @Andar
    Thanks for quick response,
    here it is:

    EDIT:
    actually, in demo version I have same exact error.
  20. Chuumoon said:
    @Andar
    Thanks for quick response,
    here it is:
    EDIT:
    actually, in demo version I have same exact error.


    I can't seem to reproduce the error and i can't find issues with the demo either. Are you sure you have the current version installed, and if you are using more plugins, try to put terraxlighting plugin at the bottom of the list and see if that works better.