Comparing lighting scripts. Which one to pick...

Napoleon

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I made a comparison between the lighting scripts that I know. Note that this table might not be accurate because I overlook things relatively easy.

comparison.png

Notes:

* CSCA does support presets.

I can't attach headlights to my cars... I mean.. I need a script with dynamic lights.

Basically what I need a lighting script that:
> Supports dynamic lights on moving events that are not parallel events.
> Has clear terms of use (Does not have to be free).
> Preferably comes with light presets.
> Can adjust the time of day BEFORE the map becomes visible. I hate it when I enter a map and I see the map flicker from day to night as a player.
> Compatible with large maps.

> Light offsets.

> Comes with RGB colors.

> Has the option to be turned off during battles (and preferably also during the day).

Conclusion:

None of the above scripts seem to have everything I need unless I missed out on some features?

Any ideas/tips?
 
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Galenmereth

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Viktor's lighting script has presets, and you don't need to use a parallel event either. Or am I misunderstanding you here? You also don't have to supply an id or index if you put light effects onto events, like this:

<custom light>

name: "torch"

opacity: 255

var: 45

speed: 8

</custom light>

 

You could drop all the things except the light file ("torch") I set there to have it set to the default (var 0, speed 0, opacity 255). I use Viktor's myself because it works extremely well with Viktor's fog script, it's well made, and plays fine with every other script I use. Not to mention, you can change the darkness gradually, fade lights in and out, or combine any and all of that. Like I do here:

 

 
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Napoleon

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Thanks I updated those mistakes. I never knew that this script works like that... Only event-lights require to be a parallel process. The custom one doesn't. That was my mistake.

How do you disable Viktor's lights during battle? I can't see anything while processing my battles :p . It's probably another feature that I overlooked.

I found the presets here:

#  <simple light: o>#  <simple lamp: o>#  <simple torch: o>#  <simple window 1: o>#  <simple window 2: o>But there is no build-in option to add extra presets? I'm overlooking something again am I not?
 
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Galenmereth

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But there is no build-in option to add extra presets? I'm overlooking something again am I not?
You're right about that; there isn't a built-in simple way to add new presets I'm afraid. However, it wouldn't be too much trouble making an addon like that - I took a peek into the script again to see how he does the current ones. This would be useful for my own project, so I might actually make an extension to it that lets you do that.

You could also use a script for copying events, then put events with custom lights set up on them in a "container" map and copy those events over into other maps. But it's not the most elegant solution :)

To disable in battle you could just set <shade opacity: 0>

Or does that not work properly? :)
 
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Napoleon

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An addon shouldn't be too hard for that.

Where exactly do I put "<shade opacity: 0>"? A random battle has no comment tag field afaik. And I have to restore the same opacity from the map again after the battle somehow. Or will this also require an addon?
 

Victor Sant

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Is the shade working on battles? Weird, i thought i removed this...

Good to know that, i will add an option to disable them in battles on future updates.
 
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Napoleon

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Yes it does. At least in my test project it does using:

<create shade>opacity: 200</create shade>in the map notes both with random encounters and battle processing using version 1.12.
 
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Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
 

Engr. Adiktuzmiko

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I think you can make dynamic lights in Khas... like set the light event to have 2 pages, one will have the light comment, one does not...
 

Napoleon

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Perhaps I used the wrong word. With "dynamic" I meant moving-lights. Not turning them on/off individually.

When I move a khaz-light-event the light itself stays in place.
 

Engr. Adiktuzmiko

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really? hmmm... ah yeah, I think the normal lights don't move... the only ones that move are lanterns I think...
 
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Napoleon

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I'm not sure how you got the overlay working.

<fog effect>id: 2name: 'Dark_Overlay01'depth: 999</fog effect>The overlay is not always 'centered'. I want the fog to start at coordinate 0,0. If I enter the map near coordinate 0,0 then it works fine. But when I enter the map at half a screen's height then the fog has been 'scrolled' by half a screen and then it stays fixed at that. I'm not sure how to explain this. See the images below (both showing the same lantern light):

problem.png

The circle is not centered. What did I do wrong?

The other thing that I noticed is that some lights partially penetrate the fog

test.png

problem2.png

In the second image the lantern is magically transformed into a small circle light...

no fog.png

This image shows the light without the fog

The lantern light partially penetrates the fog. It depends on it's direction and location and it causes weird effects. The torch even ignores the fog layer and just wants to render itself on top of it no matter what z-index is used. And "blend: 0" does not help.

Or did you use a super big lantern instead of fog?
 
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Omnimental

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In regards to Khas's lighting script, I know of at least one add-on script that adds dynamic lights to events.  Not sure what the creator's terms of use are though...
 

Napoleon

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For me, a script or resource that has no terms at all (or very unclear ones) does not exist :p . But yeah I have created (and commissioned) a few addons to fix the missing features and bugs myself as well in the past. But some I'm not allowed to share (their creators do not allow it).

I added a comparison sheet now. But I'm going with Viktors light script. It has some shortcommings imo but it still beats the other scripts. It comes close to Khaz's script. But Khaz's script doesn't seem to be maintained anymore.
 
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Galenmereth

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@Napoleon: You have to put Victor's fog script before the light script, but after core; then fogs work like they should :)
 

Napoleon

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Still the same problems.

I attached the demo project. Just talk to the old man directly below you and you will notice what's wrong.

I tried changing the resolution back to 544 again but that wasn't it either.

viktor light test2.zip
 

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Galenmereth

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I'm not home atm, so can't check right now. But I think I might've monkey patched the light script so it places lights on z 99 instead of 100 to fix it. I'll check later and get back to you on it :)
 

Victor Sant

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You can adjust fog Z with the setting "depth: x", if you want it to be over/bellow the lights.
 

Napoleon

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I already tried:

<fog effect>id: 2name: 'Dark_Overlay01'depth: 999move: 0</fog effect>and

<fog effect>id: 2name: 'Dark_Overlay01'depth: 1move: 0</fog effect>And they both have the same problem. Did I miss a space somewhere or something? But even if I have the depth wrong, the way those lights 'semi-randomly' penetrate the fog, that can never be intended.

I also tried removing fog with id 1 but that wasn't the problem either. It just doesn't explain how the lantern light is transformed into this super small light in the previous screenshot: http://forums.rpgmakerweb.com/uploads/monthly_12_2013/post-9339-0-92065500-1387041628.png
 
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