Terrax Lighting system

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Started by Terrax 1467 posts Page 9 of 74 View original ↗
  1. Sideroxylon said:
    I was facing the same problem and it is fixable in various ways, depending on what suits your situation best. So how exactly do you want the light to behave? I mean, theoretically, if you would just remove the darkness, you wouldn't see your light source anyways.
    Well I just want the light source to work with my manual Tinit, if that's possible. i have a room that is already to the Screen tint that I want. I just want a Light source similar to the one found in the Thomas Edison scripts for RPG maker VX

    Here's a link

    http://rmrk.net/index.php?topic=33433.0
  2. Yes of course.

    1. For the test mode, I want to be able to do the cycle is less than 24 seconds. For example 12, or 1 sec. That is, to deal with milliseconds.

    2. Because of this, I need not exemplary, and accurate synchronization with the time of another plugin. Really need the function depending the cycle from the variable.

    Is it possible?
  3. Lindar said:
    Yes of course.

    1. For the test mode, I want to be able to do the cycle is less than 24 seconds. For example 12, or 1 sec. That is, to deal with milliseconds.

    2. Because of this, I need not exemplary, and accurate synchronization with the time of another plugin. Really need the function depending the cycle from the variable.

    Is it possible?
    The cycle is already in a variable, you just have to set the variable number  in the paramaters in the plugin manager.

    it will cycle from 0 to 23.
  4. Terrax, I finally has understood! Your plugin everything is working perfectly, compatibility issues were in other plugins. Once again thank you for the time you spent for me! :)
  5. Hi there - I just gave your plugin a go and it's looking pretty great. I was wondering if you would consider adding in the ability to pick the shadow colouring and opacity? Perhaps add another pair of integer and hex values to the plugin call to set those, and have them have a default that works the way the plugin does currently, so if they're left out, nothing is broken.

    Thank you very much for your time working on this, and your consideration!
  6. Hello, 

    Issue 1:

    I am using same "light settings"

    for event/NPC:  Event TAG:              Fire 80 #FFCC00

    and fo actor:  Plugin Command:       Fire radius 80 #FFCC00

    Any guess why Actor color is totally different  than event one? (light globe size is the same).

    (edit: Actor globe looks like "pure light" with no ambient orange detail

    - in fact, at start it works, but after map transition i am using plugin command for :Daynight hour X   which maybe resets  light color? 

    just tried with our demo - no plugins except yours installed. 

    I am using your plugin with default demo settings

    If I add event with only plugin event command Plugin Command:       Fire radius 80 #FFCC00  on touch - color is not applied, only radius and "flickering", but even flickering pass to static light soon when I try run day/night cycle on your daynight test map.  So same situation as on my project. 

    Minor Issue 2:

    I am using own "time management" common paralel event  (1 game hour is 4 minutes) linked to other events.  So I set plugin command: "Day Night speed 0" and manage daynight  colors 0-23 (it is also based on map - forest is more green and darker tones than open plains) - also weather or moon phase modify intensity of day/night ambient light.)

    But it wont work as expected. 

    I found, game "sometimes" loose "Day Night speed 0" I dunno why - and starts move time much faster than my own time (typicaly load game, or map transitions, but sometimes pretty randomly as well)

    Current work around is to put  plugin command: "Day Night speed 0" into paralel event  to autosynchro - but I think modify plugin to  if "Day Night speed = 0" then stop counting hours should not be problem at all for you Terrax:)

    Anyway, thank you for very nice and usefull plugin. My own previous method for light was much heavier and much more complicated to operate with and also laggy. 
  7. New version (1.1.2) now available

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

    Version 1.1.2

    Small update to fix some bugs.

    Fixes : Problem with lights warping from one end of the map to the other

    Fixes : Light not coloring at radius below 100

    taarna23 said:
    Hi there - I just gave your plugin a go and it's looking pretty great. I was wondering if you would consider adding in the ability to pick the shadow colouring and opacity? Perhaps add another pair of integer and hex values to the plugin call to set those, and have them have a default that works the way the plugin does currently, so if they're left out, nothing is broken.

    Thank you very much for your time working on this, and your consideration!
    I'm afraid thats not possible

    Kilitar said:
    Hello, 

    Issue:

    I am using same "light settings"

    for event/NPC:  Event TAG:              Fire 80 #FFCC00

    and fo actor:  Plugin Command:       Fire radius 80 #FFCC00

    Any guess why Actor color is totally different  than event one? (light globe size is the same).
    Fixed this update
  8. Awesome. I love this plugin and most of the updates came before I ever even noticed the bugs in question (or simply assumed I did something wrong and caused it myself haha). Thank you very much, Terrax. :)
  9. Kilitar said:
    Hello, 

    Issue 1:

    I am using same "light settings"

    for event/NPC:  Event TAG:              Fire 80 #FFCC00

    and fo actor:  Plugin Command:       Fire radius 80 #FFCC00

    Any guess why Actor color is totally different  than event one? (light globe size is the same).

    (edit: Actor globe looks like "pure light" with no ambient orange detail

    - in fact, at start it works, but after map transition i am using plugin command for :Daynight hour X   which maybe resets  light color? 

    just tried with our demo - no plugins except yours installed. 

    I am using your plugin with default demo settings

    If I add event with only plugin event command Plugin Command:       Fire radius 80 #FFCC00  on touch - color is not applied, only radius and "flickering", but even flickering pass to static light soon when I try run day/night cycle on your daynight test map.  So same situation as on my project. 

    Minor Issue 2:

    I am using own "time management" common paralel event  (1 game hour is 4 minutes) linked to other events.  So I set plugin command: "Day Night speed 0" and manage daynight  colors 0-23 (it is also based on map - forest is more green and darker tones than open plains) - also weather or moon phase modify intensity of day/night ambient light.)

    But it wont work as expected. 

    I found, game "sometimes" loose "Day Night speed 0" I dunno why - and starts move time much faster than my own time (typicaly load game, or map transitions, but sometimes pretty randomly as well)

    Current work around is to put  plugin command: "Day Night speed 0" into paralel event  to autosynchro - but I think modify plugin to  if "Day Night speed = 0" then stop counting hours should not be problem at all for you Terrax:)

    Anyway, thank you for very nice and usefull plugin. My own previous method for light was much heavier and much more complicated to operate with and also laggy. 
    Issue 1 should be fixed now

    Issue 2 will be fixed next update (forgot to save that value, so it resets to the default after load)

    If you want a quick fix you can edit line 99 of the script.

    var daynightspeed = 10;make it

    var daynightspeed = 0;And you don't have to set it at all, it will be 0 by default.
  10. Hey Terrax! i've got some incompatibility between your plugin and quasi movement plugin, he help me fixing the incompatibility with this code, maybe is useful also for you?

    It replace the part from line 777 and 818

    Spoiler
    https://gist.github.com/quasixi/b8061d2df1b3346a9ad7
  11. Terrax said:
    Issue 1 should be fixed now - tested and confirmed 

    Issue 2 will be fixed next update (forgot to save that value, so it resets to the default after load)

    If you want a quick fix you can edit line 99 of the script. - I know - I just preffer not to mess with plugins as future updates will modify it again. Not big deal, I will wait for update and work with my temporary ingame fix.

    Thank you :)
  12. Terrax have you considered building in support for ORANGE Time System?
  13. Sinderan said:
    Terrax have you considered building in support for ORANGE Time System?
    Or Vlue's day and night system?
  14. I second the vote for Vlue's Day and Night System support if not to much work.
  15. I would like to see an integration with Vlue's plugin, and also with Hudell's plugin if it's possible.
  16. Since i am using Hudell's system , if it wouldn't be too much work , i would say please please please, but yeah epic system and thank you for taking the time for do the updates and such .
  17. Could we make the surronding area of the light less dim? Like say it's a city scene at night so the streets are dark with lamps once in a while, but it's not pitch black just really dim. Like in Khas Awesome Lighting where you could choose the intensity of the darkness?
  18. terrorchan said:
    Could we make the surronding area of the light less dim? Like say it's a city scene at night so the streets are dark with lamps once in a while, but it's not pitch black just really dim. Like in Khas Awesome Lighting where you could choose the intensity of the darkness?
    If I understand you well - you mean DayNight system.  It is included (try demo) - you can set how "deep" is night for each day hour and individually for each map (or even by event) - so I have forest city with soft green nights, but when game progressed and it is attacked by enemies and fire emerges the ambient night is red.