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- 14
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- Seen Feb 16, 2022
Hi everyone, hope you're all well.
Recently, I've ran into a small roadblock. I have completed my map and set it outside in the metadata to be outside to allow realtime day/night cycles. Everything is working great in that area - so I have now moved onto lighting for the evening/night.
The main issue is figuring out the best way to set up good looking lights. With events and altering tilesets to change to a 'lit' state for windows, I noticed that the illuminated windows would still be changed by screen tinting which breaks the look of what a bright window should be. Today I've looked around naming my events 'OutdoorLight' or 'Light'. It looks like 'OutdoorLight' retains its luminosity but has the blurred shape.
I had a look at the thread: showthread.php?t=328165 (Sorry! I'm not able to post links just yet) and with the pokemon centre example at the bottom of the thread at night is the workflow I wanted to recreate by having a graphic overlay that retains its luminosity and isn't changed by screen tint effects. However, it seems that the coding has changed significantly since the thread was posted. I had attempted at adding the new fields from the thread (using the PBDayNight.getShade version) in PField_Visuals so I can add my own light overlay. Unfortunately, my scripting knowledge is next to nothing so that resulted in an 'Exception: TypeError' crash as it 'can't convert Game_Map into Viewport'. I've deleted all my added entries and back to square one. And it seems while writing though swapping graphics to test out the OutdoorLight, it causes npc sprites to be overlapped.
Does anyone have any recommendations for their method of adding lights over things like windows while keeping colour and brightness? I've attached an example of what I'm trying to achieve if that's of any help and the steps I've taken so far. Let me know if there's anything else I may have missed in my steps that you want me to address. Thanks for your time!
Edit: Found the solution! You need to name the event 'RegularTone' and it'll ignore the screen tones/tints. So I have my desired effect now!
Recently, I've ran into a small roadblock. I have completed my map and set it outside in the metadata to be outside to allow realtime day/night cycles. Everything is working great in that area - so I have now moved onto lighting for the evening/night.
The main issue is figuring out the best way to set up good looking lights. With events and altering tilesets to change to a 'lit' state for windows, I noticed that the illuminated windows would still be changed by screen tinting which breaks the look of what a bright window should be. Today I've looked around naming my events 'OutdoorLight' or 'Light'. It looks like 'OutdoorLight' retains its luminosity but has the blurred shape.
I had a look at the thread: showthread.php?t=328165 (Sorry! I'm not able to post links just yet) and with the pokemon centre example at the bottom of the thread at night is the workflow I wanted to recreate by having a graphic overlay that retains its luminosity and isn't changed by screen tint effects. However, it seems that the coding has changed significantly since the thread was posted. I had attempted at adding the new fields from the thread (using the PBDayNight.getShade version) in PField_Visuals so I can add my own light overlay. Unfortunately, my scripting knowledge is next to nothing so that resulted in an 'Exception: TypeError' crash as it 'can't convert Game_Map into Viewport'. I've deleted all my added entries and back to square one. And it seems while writing though swapping graphics to test out the OutdoorLight, it causes npc sprites to be overlapped.
Does anyone have any recommendations for their method of adding lights over things like windows while keeping colour and brightness? I've attached an example of what I'm trying to achieve if that's of any help and the steps I've taken so far. Let me know if there's anything else I may have missed in my steps that you want me to address. Thanks for your time!
Edit: Found the solution! You need to name the event 'RegularTone' and it'll ignore the screen tones/tints. So I have my desired effect now!
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