- Feb 28, 2014
- Reaction score
- Primarily Uses
That woudl work perfectly. SInce I'm goign to be needing 0-19 for plugins, placement of random encounters and the like.
The non-shadow version works fine with Quxios pixel movement.
Hi' everyone, and in advance sorry for my english.
I really love this Plugin and i thanks Khas for this (And for the script of VX ACE).
I have a problem when i create a shadows for a stones walls, below is good but when i walk above these walls, the shadows is not natural.
Somebody has a solution?
Thanks you Kilitar for your help, it's works.Because you understand shadow logic wrong. I see 2 basic mistakes. Because light is blocked based on TILES DIFFERENCE. You have tile without tag - so floor 0, and then 25 (2 floors above 0) and 20 (also 2 floors above zero).
You needs to terrain tag every tile on floor except lowest one by appropriate terrain tag to have natural shadows. You simply must TAG all tiles on floor, not only "borders".
On dark image you standing on Floor 0 (not tagged) and of course light on tagged floor 2 (25) is "Light blocker".
View attachment 72577
You should have 0-9 for lake level as floor 0 etc up to 60-69 for house roof
View attachment 72578
I used your Awesome Lighting on Ace back then, and now i'm really excited that you have brought it to MV. I'm gonna buy a license for it to use for my commercial game soon. However, could you please make it compatible with MOG Time System (https://atelierrgss.wordpress.com/rmv-time-system/)? I would love to see the screen gets darkened by gradually decreasing Ambient Light value from day to night and vice versa.
I have tried to use a parallel common event to check time and change Ambient Light accordingly, but there was a noticable moment during each time Ambient Light changed and it also slightly decreased my performance, as i also had some other parallel common events. I will be very gratefuly for this.