Aesica

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The "darkness" can be changed with the tint plugin command "tint set #rrggbb" however #ffffff (white) wouldn't give you a hazy mist, but rather, no darkness at all. For mist, you're probably a lot better off using a parallax overlay addon of some kind so you can also give the mist a wispy texture.
 

hiro24

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I'm using Terrax in a light puzzle where I'm moving events around that have the flashlight effect. But updates seem wonky. Sometimes the light will move smoothly. Most of the times it will stay then update to the new location in a snap. Sometimes the delay can be upwards of a couple seconds. Does anybody know of a way to fix this?

Here is a video to better illustrate what I'm talking about.

 

Aesica

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Yeah that's a known bug and since Terrax vanished, I wouldn't expect a fix for it...really ever. I've got the same problem with a puzzle where you light braziers then push them onto floor panels. It looks kinda bad, but I guess I'll just deal with it. :(

sUQtDu8.png


Note how the lighting is off since I just pushed the brazier.
 

hiro24

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Actually @Aesica I came back to update my post, but found the solution on page 61. Set your event to custom instead of fixed. Also, if you're using a flashlight effect on it, (as I was) might want to set direction fix as well. Smooth movement feels nice.
 

Aesica

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Actually @Aesica I came back to update my post, but found the solution on page 61. Set your event to custom instead of fixed. Also, if you're using a flashlight effect on it, (as I was) might want to set direction fix as well. Smooth movement feels nice.
Oh wow, thanks--that fixed it. I also want to note that, if your event has multiple pages as mine did (one unlit, one lit) both should be set to custom. With the off page being fixed and the on page being custom, there was a bit of a delay before the lighting would follow the event smoothly after changing from off to on.
 

BITDev

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Just thought it should be noted this plugin is not compatible with MOGhunters weather system! The game sadly crashes everytime I try to load onto one of my maps that utilizes that plugin, and this one.
 

Aesica

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Just thought it should be noted this plugin is not compatible with MOGhunters weather system! The game sadly crashes everytime I try to load onto one of my maps that utilizes that plugin, and this one.
So that explains it. I tried that plugin, but gave up since it crashed right out of the box. I figured it was just outdated and not supported, and since I don't speak whatever language the plugin creator uses in his documentations, I just threw it out. Pity, because it looks great in the video presentation.

I wonder what the policy is for "fixing" an abandoned plugin, because it'd be really nice to get the two working alongside each other, and I could probably fix Terrax's plugin to work with Mog's weather plugin for myself at least. It'd be nice to be able to share it with others (among with several other enhancements I've made to my personal version of it)
 

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If you're talking about MOG Weather Ex, it works for me. I don't believe I've modified anything. Using TerraxLighting 1.5.1 and Weather eX 2.0. Just tested and got weather and lighting on the same map. Sometimes if you have crashes, a good thing to try is re-ordering your mods in the F10 menu. On my game, TerraxLighting loads before the Weather Ex mod.
 

BlueVikingr

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I also use both TerraxLighting and Moghunter's Weather Ex. And yes, TerraxLighting needs to be above it in the list. My game crashed when I tried to have TerraxLighting below Weather Ex, but as long as it's above it, everything seems to work fine.
 

cedr777

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Can anyone help me? I want to toggle the flashlight on/off for an event.
It seems to always be on for the event even if no switch conditions are met.

Edit: solved, thanks to this post.
 
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Aesica

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Can anyone help me? I want to toggle the flashlight on/off for an event.
It seems to always be on for the event even if no switch conditions are met.

Edit: solved, thanks to this post.
An even easier approach is to just use the kill switch feature.
 

ravielsk

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So I was wondering is there any way to control the transparency of the darkness? Something that would let me make a dungeon where parts are darker and other parts are brighter, as in the darkness gets more or less transparent. Is that any option with this plugin? I already got something like it working with Galvs visibility range, but that is fairly limited as I wanted to give the player a bit of guidance via flashing/pulsating light but that is not really doable with Galvs visibility range as that only overlays an image. Plus I would like to keep the number of plugins I use to a minimum, just to keep things from becoming too cluttered.
 

Aesica

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Use the plugin command: tint set #rrggbb in an autorun event that self-deletes afterward. Something like tint set #666666 will give you a semi-dark dungeon instead an absolutely black one. Note you can also use an event with really large, but soft light radius to make the light feel like it gradually fades.

Note that I believe tints set this way persist across maps, so you'll want to invoke it every time you want a map to be dark in some capacity. This way, your ultra-dark dungeon can still be ultra-dark, and changing the tint for your semi-dark dungeon won't interfere with it.
 

ravielsk

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Use the plugin command: tint set #rrggbb in an autorun event that self-deletes afterward. Something like tint set #666666 will give you a semi-dark dungeon instead an absolutely black one. Note you can also use an event with really large, but soft light radius to make the light feel like it gradually fades.

Note that I believe tints set this way persist across maps, so you'll want to invoke it every time you want a map to be dark in some capacity. This way, your ultra-dark dungeon can still be ultra-dark, and changing the tint for your semi-dark dungeon won't interfere with it.

Thanks a lot, this worked just like I needed it. And by the way is the "Light cycle #FF0000 50 #00FF00 50 #0000FF 50" tag broken? I tried using it but it does not seem to do anything. Is there some special method to using it or am I missing something?
 

Aesica

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Thanks a lot, this worked just like I needed it. And by the way is the "Light cycle #FF0000 50 #00FF00 50 #0000FF 50" tag broken? I tried using it but it does not seem to do anything. Is there some special method to using it or am I missing something?
The help file actually has the syntax listed incorrectly. It's:

light radius cycle color1 delay1 color2 delay2 color3 delay3

So:

light 150 cycle #44ff44 50 #ffff44 50

Would cycle those 2 colors
 

Bosiphas

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I need help trying to figure out this plugin to make it do what I want (if I can)
I want my player to have a lamp (found later in the game) and the lamp when selected will call on a common event that will ask the player if they want to turn it on or off and if on will light the area around the player, if off then the area remains black. and if it is already on and they hit on nothing happens and if off and they hit off it says off
 
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Aesica

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You can just use the plugin command:

Light radius 200 #ffffff

to turn on the player's light source, (set the radius/color as you see fit) and

Light radius 0 #000000

to turn it off. As for tracking the state, I'd just use a switch for that.
 

Poryg

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I wonder what the policy is for "fixing" an abandoned plugin, because it'd be really nice to get the two working alongside each other, and I could probably fix Terrax's plugin to work with Mog's weather plugin for myself at least. It'd be nice to be able to share it with others (among with several other enhancements I've made to my personal version of it)
There's nothing such as as abandoned plugin (in terms of legalese) unless the owner declares it abandonware. Even as abandonware the copyright owner still owns all the rights to it and may decide to change it.

Anyway... The policy to editing abandoned plugins is the same as any other plugins. You need to abide by Terms of Use.
 

Bosiphas

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@Aesica Ah that's perfect, I can't believe I didn't figure that out!! I was way over thinking it...
Thank you!
 

Aesica

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There's nothing such as as abandoned plugin (in terms of legalese) unless the owner declares it abandonware. Even as abandonware the copyright owner still owns all the rights to it and may decide to change it.

Anyway... The policy to editing abandoned plugins is the same as any other plugins. You need to abide by Terms of Use.
Aah thanks, I suspected that might be the case. So I guess my main options are 1) somehow get ahold of Terrax and work something out, or 2) just make my own with similar functionality. Option 2 might actually be kind of fun. :D
 

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