Khas Advanced Lighting v4.2 Ultra (now with real-time shadows!)

Discussion in 'JS Plugin Releases (RMMV)' started by Khas, Apr 22, 2017.

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  1. Skurge

    Skurge " (GASP) What's going on!? " Veteran

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    What does Cannot read property length of undefined mean?
     
  2. Tuomo L

    Tuomo L Oldbie Veteran

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    Do you use Yanfly Options?
     
  3. Skurge

    Skurge " (GASP) What's going on!? " Veteran

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    If you are referring to a particular plugin named Yanfly Options- nope. Not on my plugin list, I am however using various plugins by the same dev.
    If it is indeed a yanfly plugin collision- I wouldn't know how since they used to work fine.

    yep.png
     
  4. Faithe

    Faithe Warper Member

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    Maybe this is a bit of a long shot. But I may as well ask anyway.
    Is there a way to control and change region_light from inside of an event, and change region_light sizes?

    edit: Playing with the system more I've come to the conclusion this is likely a fruitless question because of the way the system itself works the region lighting, I got a script that let me change region ID's in event, and when I changed the region ID it had no effect on the dynamic lighting situation. I'm only not removing this post just in case I am wrong about this conclusion and someone smarter than I (not too hard) knows or easily figures out the solution.
     
    Last edited: Jun 22, 2018
  5. Nicke

    Nicke Fortune seeker Veteran

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    @Skurge: Go to your lighting plugin script file and change these lines to this value:
    Code:
          PIXI.BLEND_MODES.KHAS_LIGHT = 31;
          PIXI.BLEND_MODES.KHAS_LIGHTING = 32;
     
  6. Skurge

    Skurge " (GASP) What's going on!? " Veteran

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    I've double checked the files and there is no difference in this line in the file, atleast we know now that the file hasn't been tampered with as it's the same as the latest version.
     
  7. Cryborg

    Cryborg Villager Member

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    Hi there ! First of all, thank you Khas for this awesome plugin, it's really great !

    I run into a very small problem : I'm using the plugin for some caves and other dark places, but on the maps where I'm not using it the default RMMV shadows don't show. Here is a screenshot in case it is not clear. On the left side there are no shadows. But when I disable Khas Ultra Lighting v4.2 shadows are back.

    Is there a way to have these shadows back on maps where I don't use the plugin capabilities ?
     

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  8. JamesRyan

    JamesRyan Game Designer Veteran

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    Here is how to bring back the default shadows from the owner of this plugin :cutesmile: Just remove the two following lines in this plugin.
     
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  9. Cryborg

    Cryborg Villager Member

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    Thank you JamesRyan, that's very helpful ! Out of curiosity I made it a configurable parameter :)
     
    Last edited: Jun 29, 2018
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  10. Skurge

    Skurge " (GASP) What's going on!? " Veteran

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    What version of MV are you guys using that's allowing this to actually work?
    I've flipped back and forth on several versions and It's still not working for me.
     
  11. JamesRyan

    JamesRyan Game Designer Veteran

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    As i'm using 1.6.1, it still works well. There are few minor bugs mentioned above which Khas hasn't fixed yet, but it is not a problem.
     
  12. Nicke

    Nicke Fortune seeker Veteran

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    @Skurge: Do you have the same undefined problem as before?
     
  13. JamesRyan

    JamesRyan Game Designer Veteran

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    No. I have experienced no major issues at all. Only some minor bugs of visual effects. In other words, it works well. Please be careful with your plugins order. It might be the cause of your issue.
     
  14. Skurge

    Skurge " (GASP) What's going on!? " Veteran

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    Still getting the same error, plugin order is as required on the plugin website, the moment khascore is turned on and testing begins the error boots up.
     
  15. Nicke

    Nicke Fortune seeker Veteran

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    If you want you can send me your project and I can try fix it :)
     
  16. Skurge

    Skurge " (GASP) What's going on!? " Veteran

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    It's late atm, but tomorrow i'll try to upload a super condensed version since right now the project is several gigs.
     
  17. tomas1307

    tomas1307 Warper Member

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    It's a nice plugin, i do injoy it really much. However, i seem to be troubled with one thing.
    in your guide you've only mentioned 2 kind of map-coloring, green and red (00ff00/ff0000), could you mention the rest of the color and how it works? how do i get yellow? or blue? or orange?
     
  18. Cryborg

    Cryborg Villager Member

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    Hi Tomas !
    Please have a look at https://www.w3schools.com/colors/colors_rgb.asp to have find out all the color codes you need.

    This code is called RGB because numbers you see are the hexadecimal values of Red, Green and Blue, in this order. So Red color is #ff0000, because red is 100% Red (ff), 0% Green (00) and 0% blue (00). Blue is #0000ff. If you want some yellow, you'll have to mix them : #ffff00.

    Play with the link above for some more useful codes :)
     
  19. Rink27

    Rink27 Veteran Veteran

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    I doubt it, but does anyone know if it's possible for an event to detect the ambience "over" it from any point light sources?

    I'm trying to figure out if it's possible to achieve something like: an event behaving differently depending on how "visible" (how much ambience is revealing it) on screen.
     
  20. spckk

    spckk Villager Member

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    @Rink27 the most I would say is to have variables or switches depending on the X/Y position of the player matching a conditional branch check within your event's parallel process. That is, however, in theory. Unfortunately, the way the lights run as images over the map, it's be extremely difficult to implement a system that allowed proper lighting in that way. You'll probably need a more advanced system/engine, or a dedicated scripter.

    That being said, I am having an issue with the shading coming from walls.

    in the demo for Khas Awesome Lighting, he places the region (20) over a wall top, then the rest of the wall blocks the light naturally, but he is using edition 1.4.0. Unfortunately, it seems 1.4.2 has broken that feature. Does anyone have a work-around? If there was a way to find the text changes between 1.4.2 and 1.4.0 that disables the crashing from the "length" of undefined, but still allows for walls to be lit up unless you're above them, I would be most honored.
     

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