RMMV [MV+MZ] v1.5! Optimized Lighting with Real-Time Shadows (new: LIGHT ANIMATIONS AND REGION LIGHTS/SHADOWS!!)

What would you like to see implemented next in this plugin? (you can vote for multiple ^^)


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ToshaAngel

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@ToshaAngel Thanks for the texts ^^
As I thought, the issue is that you didn't refresh the plugin parameters after updating the plugin. Whenever you update the plugin, you need to open each plugin parameter to let the new values "refresh", that way there are no errors. The problem this time is that your "custom direction offset" settings for each light wasn't defined, so when it tried to parse it, it would just fail.
To prevent this, I'll add some error handling and defaulting, but for now, just go through each parameter in the plugin, open it, then click ok, that way it'll refresh and set the new values to their default values ^^
Thank you very much! I would never have thought that everything is so simple)))
I have a small wish for the plugin:
You can make a smooth color transition with the transition time selection to perform the transition of the time of day.
For example: night is replaced by morning, and the light smoothly transitions from dark to light in accordance with the set time/framework of the developer.
 

DaedraTalos

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Thank you very much! I would never have thought that everything is so simple)))
I have a small wish for the plugin:
You can make a smooth color transition with the transition time selection to perform the transition of the time of day.
For example: night is replaced by morning, and the light smoothly transitions from dark to light in accordance with the set time/framework of the developer.
Glad it helped!
From my understanding, you're suggesting a plugin command that allows for a smooth transition between two different colors, for a set time?
 

ToshaAngel

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Glad it helped!
From my understanding, you're suggesting a plugin command that allows for a smooth transition between two different colors, for a set time?
Yes, that's right!
 

ToshaAngel

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Very interesting.
Yesterday everything worked, I turned off the computer and went to bed, and today it gives this error.
1631781948806.png
I tried to remove all the light sources on the map, but it didn't help.
The image of the shadows is specified in the map tags, the commands are not executed, an error occurs immediately and that's it.
 
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DaedraTalos

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Very interesting.
Yesterday everything worked, I turned off the computer and went to bed, and today it gives this error.
I tried to remove all the light sources on the map, but it didn't help.
The image of the shadows is specified in the map tags, the commands are not executed, an error occurs immediately and that's it.
Try updating the plugin to the newest version.
I think that what's happening has been fixed by the newest version
(make sure to refresh your plugin parameters like before, once you update)
 

Neptrone

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So is it possible to do "Light Baking" ?
 

DaedraTalos

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So is it possible to do "Light Baking" ?
Depends what you mean by that exactly
Currently, since there are only static-shadows (event shadows haven't been implemented yet), the lights are calculated/baked once, and are re-calculated whenever they move/their size change. Any other changes will not cause a recalculation of the affected lights ^^
(ie: the lights are baked at the start of the scene, dynamic lights need to be recalculated after each change)
 

penguindadar

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when i use “(MZ) Lighting System v1.5 PRO ”, it makes player cannot save in the game.it has the same problem in the demo without any other plugins
 

DaedraTalos

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when i use “(MZ) Lighting System v1.5 PRO ”, it makes player cannot save in the game.it has the same problem in the demo without any other plugins
Thanks for the bug report! I've checked and yup, I'll need to make a small update to be released soon that will fix this issue ^^
 

ephesus

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Have alpha images used as light templates been/going to be implemented?

Also, I assume it would be on his side but would it be possible to make this plugin compatible with Blizzard's Ultra Mode 7 plugin? UM7 already has compatibility code for OCram's MV lighting plugin (as well as Khas, Terrax and Community Lighting) so possibly wouldn't be a major task. Alas, I know not the heaviness of scripting and have no idea of the depths of the request... I guess shadows would be the major issue. Blizzard couldn't get Khas' Ultimate with Shadows to work but you would be a legend if you could figure it out. Even without shadows working would still be worth it IMO.
 
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ephesus

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So is it possible to do "Light Baking" ?
wouldn't this basically be the same as making a lighting layer (parallax)? using a layer would also have the benefit of lighting the characters and events also which baked in lighting wouldn't. I don't think you can bake into a tileset without the creation of a massive new tileset that would be way less efficient than just making a lighting layer. You could bake with a 3d program but still you'd import as an image and throw it in as a new layer.
 

DaedraTalos

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Have alpha images used as light templates been/going to be implemented?

Also, I assume it would be on his side but would it be possible to make this plugin compatible with Blizzard's Ultra Mode 7 plugin? UM7 already has compatibility code for OCram's MV lighting plugin (as well as Khas, Terrax and Community Lighting) so possibly wouldn't be a major task. Alas, I know not the heaviness of scripting and have no idea of the depths of the request... I guess shadows would be the major issue. Blizzard couldn't get Khas' Ultimate with Shadows to work but you would be a legend if you could figure it out. Even without shadows working would still be worth it IMO.
If, by alpha images, you mean using custom images to make lights, then yes, it has already been implemented ^^ beyond that, custom spritesheet animations for the lights has also been implemented, which I'm pretty sure the other lighting plugins haven't yet implemented

As for the compatibility with that plugin, I'll look into it once I've fixed the saving issue ^^

wouldn't this basically be the same as making a lighting layer (parallax)? using a layer would also have the benefit of lighting the characters and events also which baked in lighting wouldn't. I don't think you can bake into a tileset without the creation of a massive new tileset that would be way less efficient than just making a lighting layer. You could bake with a 3d program but still you'd import as an image and throw it in as a new layer.
The "lighting" for this plugin is basically just an extra layer on top of the map's spriteset, so basically what you're mentioning here I think ^^ You can also use parallax mapping to create a shadow map for this plugin, btw (instructions are in the help file, and there's a demo of it in the top post)

By saying that "yes, it's basically baking the light", I just meant that any static lights you have in your scene are basically never updated as long as they don't need to be, meaning that they are "baked" at the start of the scene (I know, maybe not the right term for it xd)
 

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