4/14/2024 0 Comments Rpg maker vx ace world map tilesetOpen the image editing program (I’ll be using Gimp). I will be using gimp because it’s the one I have and am used to, but any program that has a grid feature will do. Now, for this you will need an image editing program. Unlike the rest of the A tiles, these can be configured with 4 directional passability. The ceilings here can be used in any shape, unlike the A3 roofs. There is a specific setup to this sheet so be careful with it. A2 are the “ground+ground decoration” autotiles. A1 are animated autoriles (usually water). The very first tile (upper left corner) in the B tile sheet is the “nothing” tile and must be empty and with a *star* passability. The B, C, D and E tile sheet are 512x512 pixels each, while the A tiles vary in size. If you’re unsure of how they work, try to simply replace the default tileset with what you want (water for water, walls for walls, grass for grass, etc). The A tiles have their own rules, which I won’t cover here. They can be configured from the Database. One tileset can hold the A1-5 tiles (the base tiles) and the B-E tiles (items, furniture, etc). This can mean changing the color of only one part of the tile or the entire thing (such as the bloom of a flower or the whole plant, leaves and all). Recoloring means changing the color of a tile. It’s usually done with plants (for wilderness natural effects) and small items. Clumping is to combine one or more tiles in a pattern so they create a cohesive and visually nice tiles. Rearranging is by far the easiest, it simply means moving the tile around in the grid so it has a different position (for example, moving furniture so they line up better with the walls). There are roughly 3 very simple techniques: rearranging, clumping and recoloring. I will not talk about complex editing because frankly, I can’t do it myself so well, nor will I explain how image editors work in detail: there are many tutorials out there and help files to help you out, I will only give basic instructions. Now, what I will describe here is extremely basic. Simple edits can go a long way, and give the dreaded “RTP style” a fresh look if used well. That said, I rarely see people posting screenshots of edited tilesets that are NOT parallaxes (those usually go hand in hand with editing so no need to mention them here), and there seems to be the fact that some people claim they could not “do that sort of thing”. So if you ever feel like those trees, caves and stones are looking boring, crack open a graphics editor and mess with the tiles a bit.” The same grassy tiles can become a different map just by changing the colors (making the coloring greyer, more vibrant, a different tone, whatever) same goes for walls and floors. Small objects like flowers and single tile decorations are usually simple to cut and combine. It’s simple enough to recolor the flowers or make a simple cut/paste job to come up with new items. You may find that repeating, for example, the same weeds and flowers in fields over and over across the world gets old. “Simple edits and recolors: Everyone can do this, and it helps a lot to create ambience. Once upon a time I submitted a mapping tutorial, and towards the end mentioned: I might make a separate thread on those at some point.Įxamples of some stuff I made over the years.This is my second tutorial and a bit more technical than the one I did before, so please bear with me if I have a harder time explaining myself. The resources I made for MV specifically are not there. Some can of course be used in MV too if scaled. If you require any help in getting any of these to work in-game, feel free to ask either here or via a PM, and I'll be happy to help.Īll the stuff in a single folder to make it easier for you to download: Since many of these were ReStaff releases, please don't repost these resources on other sites. At the moment I contribute to RM Coalition releases, so I might be able to do your request for those. You can provide suggestions if you wish, though I can't promise I'll get round to making these. For the Tiles, Character Sprites, Faces, and Animated Battlers, also credit Enterbrain / Kadokawa. Mentioning me in the credits would be highly appreciated. Unless stated otherwise, all of these resources can be used both commercially and non-commercially. Many of these have been released in previous ReStaff releases, however, there'll also be plenty of new stuff here as well. This thread contains all resources I've made or edited together and released for public use. If you have trouble accessing it, please let me know via a PM, as I've been noticing the access requests quite late. I've updated the download link, as I've been getting email requests to be granted permission to access the files in it, so hopefully after the update it should let you access them directly without requiring permission.
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