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- May 26, 2017
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- RMMV
Okay, thank you! I'll make sure to fix that around my maps. ^^
In fact I already give up@pasunna ok, not sure if they are really compatible but you kinda can reproduce the effect easily... after all this plugin lets you select the area in the tileset file instead of just the 48x48 base tile.
and can you show this character problem? it seems like you are saying anti-aliasing isn't working, or you don't want it to work or something? did you try either turning it off on the parameters or changing the characters' scale there?
I think it can compatible but I also edit mog plugin by myselfI remember suggesting to dread using textures from outside the tileset on some tiles. in this case it'd be textures in the mv3d folder, used by putting the name instead of A1, B etc.... maybe she'll add that in a version soon.
maybe if you change the plugin order the sprites will work better? I mean, I'm helping someone fix some compatibilities with chrono engine right now too and theirs seems to be working fine...
I've looked into this before together with @Waterguy, but I decided to start over from the start and... I downloaded a fresh demo, and simply moved the starting point next to the demon on top of the forest and made the screen tint darker so light sources should be easily seen.
The demon on top of the forest is supposed to show a light source as seen in the notes:
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But it doesn't show:
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And this seems to happen with every simple light source. It's a fresh demo, so i expect this to work, but it doesn't. On the other side, the flashlight in CoopNinjask's time/weather plugin does work, but me and Waterguy can't seem to even copy the code from there.
What's going on here? Is there an event blocking the light sources in the big island map or is it something else?
Hi @gRaViJa!
The flashlight system in my demo is made by Common Event with plugin commands, not via event note tags.
Take a look in the image to understand better.
View attachment 135093
I hope this help you! ^^
I knowBut just like any other light related code/plugin command/notetag it doesn't work from the moment I put it in my project or a fresh demo. So i restarted from the beginning, just the fresh demo and even the default event that was put in the demo, the demo on top of the forrest, should have light event on it, the code was put in there by Dread_Nayak, but it doesn't work for me. Water_guy also looked in it for me and hasn't found a solution either why not a single light related event works for me, yet your flashlight event does.
But want to keep it to the basics and want to learn why the demon on fop of the forest is not showing the light event that it should show. As i said before, just a fresh demo project.
It certainly feels like it! If anyone else has input on this, it would be greatly appreciatedIt must be a paranormal force! XD
mv3d.clearMapCells();
mv3d.updateMap();
mv3d.cells["0,0"].dispose();
delete mv3d.cells["0,0"];
mv3d.updateMap();
@gRaViJa
I'm not sure exactly what's wrong in your case, but there's only two things I can think of.
In the current version there's still a bug that prevents you from having too many lights. (for me the bug happens at 12 lights. Other people seem like they have other limits.) Since you said it's a fresh demo project I don't think this is the case.
Other than that, I can't tell from the screenshot if your configuration functions are surrounded by the <mv3d: > tag or not. Make sure they are.
<mv3d:flashlight(white,2,6,30)>
Thanks for the reply
Only 1 light source on the map and this is the code for the tag (is the standard code in the demo project):
<mv3d:flashlight(white,2,6,30),dirfix(true)>
I'll keep looking into this from time to time to find out why it isn't working.
Edit: So, I get it to work by adding the plugin command mv3d ambient #222222. Is it supposed to work only with this ambient? Because it does mess with the normal tint screen of the map.