Khas Awesome Lighting Effects, lights still flow over walls.

wrigty12

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I am using Khas Lighting (http://forums.rpgmakerweb.com/index.php?/topic/4917-khas-awesome-light-effects/). When testing my game, one map would look like the first picture, then when I leave and re-enter it, it looks like the second picture. Also, some maps look similar to the second picture from the beginning.

Picture 1 (Before)

Picture 2 (After)

 
What would be causing this "overflow" of light? (The tops of the walls are set to 7[block] and the walls to 6[wall])
 

Diretooth

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You need your terrain tags to be exactly like these pictures:

example 1.pngexample 2.pngexample 3.png

This is for RTP, but those three terrain tags will allow the script to do its job properly.
 

wrigty12

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They are exactly like that, and it is still acting the same way...
 

Diretooth

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That's an inside area. Is the terrain tag 5 or 7?
 

wrigty12

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The tops are set to 7.
 

Diretooth

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Hmm... I don't know what to tell you. I've never really experienced something like that.
 

Shaz

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


What other scripts are you using? Any tile swapping script?


Do you have anything else happening when you leave the map and when you return? Or are they just two transfer commands and nothing else?


Are there any events (including common events) that are set to autorun or parallel process on either this map or the one you exit to before coming back?
 
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wrigty12

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List of scripts:

CP Terrain Tags script

Stairs Movement (FenixFyreX's Diagonal Stairs)

Word Wrapping Message Boxes

ATS: Choice Options

Customizable Item Menu (modern algebra)

Khas Awesome Light Effects

Yanfly Engine - Event Window

MOG Animated Title

MOG Menu Cursor

a turnInPlace quick script by FenixFyreX

EventSpawn (by Kal)

Lemony's Sound Emitting Events

I either have the default "Door" events, or just a single transfer event to jump between maps.

Nope, no parallel processes yet.

EDIT: I commented out each script, and determined it was the CP Terrain Tags script. Is there any way to fix this? I use the Terrain Tags to block out certain areas, and to makes blocks float "above" the actor... LINK: http://forums.rpgmakerweb.com/index.php?/topic/7051-terrain-tags/
 
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Shaz

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Are you using the Terrain Tags script on this map? That sounds like a possible candidate to conflict with this script, since both use terrain tags.


Links to the script(s) would be good.
 

wrigty12

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It looks like you posted right when I edited, haha. (See my edit above)
 

Shaz

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Try swapping their order in your script list.


Are you using the same terrain id in both scripts for different purposes?
 
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wrigty12

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I tried swapping earlier, and nothing changed.

No, they do not share terrain id usage.

What I noticed is it "shines through" the terrain tag 18 (used for "Cover" on the Terrain Tag script. When I remove the 18 terrain, it doesnt shine through that wall. But the strange thing is the light shines through that entire wall, not just the space marked with the terrain tag...
 

Shaz

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There is no terrain tag 18. And your saying that reminds me that the terrain tag script does not actually use terrain tags at all, but region codes. They are two completely different things and are not interchangeable.
 

wrigty12

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Oh right, I just always said T.T. because of the name of the script XD

But that doesnt explain why that is still the script that is causing the problems...
 

Shaz

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Any chance you've painted those "roof" tiles with a region id that allows the player to walk "behind" them?


NeonBlack's script works by setting certain tiles to be ABOVE player when normally they wouldn't be. Khas' script looks for the uppermost tile. I'd say you're trying to do one thing with those tiles in one script, and another thing with the same tiles in another script, and they're conflicting.


The only solution I can see is to not be so fancy with them - it won't kill the player if they can't walk below those tiles. I'm not sure if there IS a way to make them compatible.
 

wrigty12

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Alright. I may just create a sprite sheet of the top sections and use events to place them "above" the player.
 

Shaz

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I don't know if that will work - in any case it's a bad way to do it.


I suggest you consider Overlay Mapping.
 

wrigty12

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I have done it before, but not to this scale. If it doesn't work, I will try out Overlay Mapping.
 

Shaz

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Just because you've done it before and it worked, doesn't mean it's a good idea.


Every single event you have on the map is going to be checked at least 4 times every frame even if it doesn't have a graphic, even if it doesn't need to be updated. It may be checked MORE than 4 times per frame. The more events you add, the more your game is going to lag, even if the events have no purpose but to hold sprites.
 

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