Comparing lighting scripts. Which one to pick...

Napoleon

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I tried that one shortly. I added it to the first post. But it does not offer what I need. And it uses a tint-screen ugh... It also has super low quality lights (squares in the lights).

But by now I also created 4 personal addons for viktors script:

- multiple lanterns (via comment tag)

- ALL lights (except the shade of course) can be disabled by flipping a switch

- controlling the shade through a method call

- presets

Aside from colored lights Viktors script now offers everything I need. Oh-yeah and that battle-bug but I'll 'addon' that as well.

I just noticed that not 1 single lighting script disables itself automatically during battles. It must not be a desired feature I guess. People must like battling at night when they can't see the battle-background and such...
 
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Napoleon

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Zeus also uses a tint screen. And the shadows 'flicker' in a weird way (bug?) in his demo.

Afaik Zeus does not allow commercial use (not even paid because there is no link and no fee or anything regarding that). At least it's not clear to me if it is.

I added my findings to the first post.
 

Galenmereth

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Btw, Victor's lights support RGB; you can set the RGB color tones in the notetags :) Or am I misunderstanding that in the spreadsheet?
 

Napoleon

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That only applies to the shade afaik. Not to individual lights.
 

Galenmereth

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Yeah, you're right. I see that what I did was just make different tints of the images I use in lights. It shouldn't be much problem adding RGB tinting to the lights, too, though.
 

Napoleon

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I don't understand. If I color the light-images in "Graphics/Lights" the lights ingame won't be colored. I tried that already. How did you solve that?
 

Napoleon

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Does anyone know (estimate) how much a lighting script from scratch would cost? Having at least every box in my first post green-lit.

The only hard part about a lighting script is probably the optimization for super large maps and mathematical algorithms for preventing lights/lanterns to shine through walls.

I once helped code that 2nd part before in XNA (on the GPU so it was extremely fast!). But I believe that in RPG Maker you can not directly do anything on the GPU or any shader programming.

P.S.

I hope that this is a 'valid' double post...
 

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