Terrax Lighting system

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Started by Terrax 1467 posts Page 61 of 74 View original ↗
  1. I activated a flashlight on an event (event1) and I wish activate an eval condition on another event (event2).

    60765-4d24736e7762dd43730c6c818132987c.jpg

    -
    Here, "flashlight area" would be = beamlength + beamwidth of the event.
    -

    60766-d2ec8348c841e7460a903fa8e4dbf4e0.jpg

    The condition that would be something like that:
    if " Event2 is in the flashlight area of Event1 "

    Is it possible to make that? In the script, what is the corresponding information?
    And if not, is there a way to add a patch?

    Thank you in advance.
  2. dragon1up said:
    Using Pixi.js 4.0.0 and having some issues : Flashlight never seems to work, despite a direct copy and paste from the demo, region/tile blocking isn't working at all, it worked once and never again. Wondering if I have to revert to older versions of Pixi to get things working + any advice forum wise is great. And what codes for region lighting : RegionGlow




    Reverted to an earlier version in the 1.5.0 demo but no luck.

    Kind regards

    dragon1up

    I have not had an issue with Regen blocking (I'm using 1.5.1 but I have not tested the flash light.
  3. Hi! I have Big problem with yours Plugin and plugin MogHunter.

    As if I did not set plugins, the screen is still slightly dimmed and the time of day does not change.
    Time passes, but nothing changes on the screenaaaaaaaaaaaaaaaaaaaaa.png

    it probably does not work because your script does not support high switches
    I discovered that as the switches are high-numbered, it does not work! \. \.
    But I can not change them to low because all low are already used!

    I'm fuc**** pissed because I lost 12 hours!

    How do you adjust it without changing the switches?
    Normally the original obfuscation of the MOG plugin works, only terrax does not

    Bez-tytfhruułu.png

    I am begging for help!!!!!!!!
  4. @jinrey

    For you to have high numbered switches with MOG's plugin, to make them fully comparable, you will have to alter terrax plugin.

    Around line 1265 there is a section of mog comparability. Inside it there are the set values for the switches. Change those values to the switches you're using within mog and it should work.

    <You will need a text editor to make these changes, Notepad ++ works well, so does normal notepad, but having the colours help identify different parts works well>

    Spoiler
    Please note I have changed my the switches below due to my own changes to teh default low mog switches.
    Code:
    if ($gameVariables.GetMog() == true) {
    
                            if (searchdaynight.search('mogtime') >= 0) {
    
                                var debugline = "";
                                var new_phase = 0;
                                if ($gameSwitches.value(141)) {
                                    new_phase = 0;
                                    debugline = debugline + " SW21:DAWN "
                                } //Dawn
                                if ($gameSwitches.value(142)) {
                                    new_phase = 1;
                                    debugline = debugline + " SW22:RISE "
                                } //Rise
                                if ($gameSwitches.value(143)) {
                                    new_phase = 2;
                                    debugline = debugline + " SW23:DAY "
                                } //Day
                                if ($gameSwitches.value(144)) {
                                    new_phase = 3;
                                    debugline = debugline + " SW24:SUNSET "
                                } //Set
                                if ($gameSwitches.value(145)) {
                                    new_phase = 4;
                                    debugline = debugline + " SW25:DUSK "
                                } //Dusk
                                if ($gameSwitches.value(146)) {
                                    new_phase = 5;
                                    debugline = debugline + " SW26:NIGHT "
                                } //Night
    
                                if (debugline == "") {
                                    debugline = "No switches (21-26) active, Mog is probably not loaded"
                                }
  5. hello hello
    anyone knows why when i activate plugin I get the following error message: cannot read property 'childrens' of undefined
    I have all the mog plugin enabled. if anyone knows how to help me ^^
  6. very nice plug-in ... just a question, is it free to use? Commercial and not? Do I have to say anything in the credits in a possible my future game?
  7. i figured out the problem. they don't work with the player flash light turned on

    but i got horrible straight shadow lines though :o how do you fix that please
  8. Excuse me, I have a question. It may have been asked, but... 61 pages.
    Is it normal for, if the event (not the player) the light is on moves, the light has a delay to move to where it is now?
  9. Hello everyone.

    First I’d like to thank Terrax for this wonderful plug-in.

    I have an odd question. I created a torch using items and common events. This works very well in a dungeon I have created where the player can see but it’s mostly black around them without a torch, but they can see even better with the torch.

    The problem is, if they are on another map -say, an outdoor map with a lit campfire (meaning the script has been initialized for that map), if they randomly turn on the flashlight, the whole map goes dark as though they were in a dark dungeon, with only the torch light around them. Is there a way to prevent that?

    Tldr; I want to keep the black darkness overlay for dungeons, but want to lose it in outdoor zones regardless of whether the player uses a torch or not. I read through 20 pages of this thread so far so if the answer’s in there please let me know.

    Thank you.

    Edit: problem was solved using Tint set plugin commands. They lighten or darken the “black area” as necessary.
  10. Hello all,

    I have recently run into a problem with Terrax lighting that I have never had before. It was triggered, I believe, by the recent RPG Maker MV update.

    recent.PNG newbadness.PNG

    There is a new, bright, smaller circle around the source of my light that was never there before.

    Does anyone else have this problem, or know how to correct it?
    Please let me know. Thank you so much!
  11. Hey meow, I'm trying to get the player radius turned off, but when I set the default player radius to 0 in the plug in manager, it um.. doesn't turn off?
    If I need to elaborate or anything please meow me.
  12. Hi Terrax,

    Is there anyway to adjust the players X & Y location of the radius? For example rather than a perfect 360 i'd like the light in front of the player. (not as a flashlight though, as a lighter effect)

    For clarity, if possible the light to be in front of the character model rather than perfectly centred. Can this be achieved through event commands or will the code need editing?

    Would really appreciate the help

    cheers
  13. Hello there .. I just updated from 1.3.1 and now none of my lights from the old save are working. The player flashlight and the darkzone still generate. But the actual lights seem to have stopped. Is this normal does it just need a new game because of the plugin change? Or is there a compatibility issue?
  14. every time you change plugins it is a good idea to not use a save file from before the change. it is changing the internals of how the game works, and if it affects the save - like, in this example, how the map is - then it has a chance to cause conflicts.
  15. unknownnumber said:
    Yes, really good work!

    Is it possible to creater corner lights? I know that D1-4 create wall lights, but a mixture would be cool.
    So I could put a light in the top right corner and mix D1 and D2.
    I second this, I'm finding issues when creating lights that shouldn't be seen on roofs, but have a corner nearby (for example, street lights)
  16. Hello, and thanks for the plugin, it's very nice ! Is there a way to make lights do not light through the walls ? If you don't know what i mean, i can add a image later. Thanks !
  17. MXMichaU said:
    Hello, and thanks for the plugin, it's very nice ! Is there a way to make lights do not light through the walls ? If you don't know what i mean, i can add a image later. Thanks !
    Look at Drirtwood Gaming tutorial on youtube named
    "How to toggle terrax lighting"
    This should help.
  18. Krystek_My said:
    Look at Drirtwood Gaming tutorial on youtube named
    "How to toggle terrax lighting"
    This should help.
    I know how to use it, i was asking how to make light stop on walls.
  19. Hi all and Terrax, thank you for your work and your plug-in is very good !!

    As @Waterguy I have a little lag on an event when he move, the light some time need one second to join the event position, I try aaallll I can this week end and I lost all my hairs (I check all possible conflict, problem etc..) !! No solution on my side, sometime it work (rare).

    Have you an ideas guys ? @Waterguy have you found a solution ?

    Thank you in advance for your help, it's important for me because it break all my cutscene effet ! ;)

    Bye

    Sorry, I see after this on previous page :
    Edit2: actually I did. If you have the same problem change the movement type from fixed to custom. It should be fixed after this.
    From @Huassassin and it seems to work !! I will make some other tests ! very good news ! thanks