4/21/2024 0 Comments Rpg maker vx ace tilesets to mvThen there's as mentioned "TileB", "TileC", "TileD" and "TileE". Though it's obviously not the amount later RPG-maker incarnation have. But it is a decent amount of space to work with if you try thinking smart and space-conservative. You can't really make the tileset "bigger" though. So make sure to keep walls at walls and roof at roofs, otherwise things might start looking odd when you place them next to each other, as the walls and roofs are programmed to react in certain ways relative to each other. I think it is split up like that because the program is programmed to treat them slightly differently depending on what they are supposed to be. That's what I ment with it being "split up". "TileA4" (which is roofs and walls for inside houses and caves)Īnd "TileA5" (which is floors and stairs). "TileA3" (which is walls and roofs for what I think is supposed to be outside houses) "TileA2" (which is grass, rugs, tables and stuff like that) "TileA1" (which is moving tiles like water or lava) (I think you still have to import an edited version to the specific project if edit them though, but these can work for a base to edit.)įirst, we have the "A set" of tiles, which are: If you go to the VX's local files, then take the path rtp > Graphics > System, you can find the tiles for the game without having to export them from within the game. So here's a bit of (what I hope is an understandable) an explanation as far as I know it: You might want to try asking on the VX Ace discussion page and see if anybody there is able to answer.Īs for the VX and it's tiles, I went to double-check the files since I'm a bit rusty myself. The only thing I know is that VX Ace is an upgraded version, so it should have more stuff than VX, but I cannot speak for what specifically is different. Unfortunatley I don't know about the details of XP and VX Ace since I only own the VX and MV version of RPG-maker, so I can't really help you there. It's okay, I just hope what I'm writing is understandable and not to confusing. On as side-note items is a bit easier because you can add those as "events pictures" (similar the default pictures of doors and such). I also think it might mess up the shading for those things as well, but I'm a bit rusty on those details. Now you CAN get around that and add those stuff to B-E as well, but it tend to confuse the game on what is a floor and what is a wall. Everything you want in the game in terms of walls and floors needs to fit in tileset A (which is split up in parts if you export it's png files). However compared to some later models, like MV for example, you cannot have multiple version of "tileset A" (the one for floor/walls/roofs) and swap between them. It's basically an empty canvas for new stuff if you don't want to replace the old one. E starts out empty but you can add stuff in it similar to the other ones. Anything from chairs, trees, a teddy-bear, a vase, and so on goes in these. (If we're talking about XP I don't know the layout since I do not have that version of the game.)Ī is the tileset for things like floors, walls, rugs, grass, certain tables and things like that.ī, C and D are for stuff to place on the map. In the VX version there are tab A, B, C, D and E within the program. That depends a bit on how you define tileset.
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