4/20/2024 0 Comments Rpg maker vx ace creating tilesets![]() ![]() My other questions are just practical ones - are columns 1 and 2, 3 and 4, and 5, 6, 7, and 8 all interpreted differently? 1 and 2 are consistent patterns regardless, but 3 and 4 have rugs with borders, and 5-8 can be layered on top of other ground tiles. But if there's some method that allows me to change the default A2 3x2 format into 3x3, I'd love to know! If it's impossible, I can just re-draw the first couple patterns, no worries. That being said, the way A2 sets are interpreted may just be built into the VX ACE engine and can't be changed. Squeezing the alternating patterns into two tiles looks cluttered and sloppy, so I'd rather not if I can avoid it. I ask because the ground I've sketched for my A2 set has much more variety - meaning, I can't have a repeating auto-tile that's only two tiles wide because the ground I've sketched has three separate components across. I've isolated the first section below in its typical 3x2 format, and expanded it by one more tile to make it 3x3 to help visualize my first question - is it possible to create an A2 section that can be interpreted as 3x3 rather than 3x2? In the screenshot below, I took the default Interior_A2 and applied a 32x32 grid, then labeled each pattern section with a blue number. I'm currently sketching my A2 set, so I want to know - A2 source files are interpreted in 3x2 (row x column) sections. Set A performs differently than Sets B-E in that Set A houses animated tiles (source file A1) and auto-tiles (source files A2, A3, and A4) split into particular columns with specific behaviors according to mode type (area or field), plus one normal set (source file A5), but Sets B-E are mainly decorative and render as the top layer on the game map, right?Īnd to break down Set A -> A1 = animated tiles, A2 = ground tiles, A3 = building tiles, A4 = wall tiles, A5 = normal tiles, yes? To my understanding, the default interior A2 set is 16x12 tiles long, which equates to 512x384 total pixels since each individual tile is 32x32 pixels. After reviewing the VX ACE manual for all its available info on tilesets, I exported the default interior A2 tileset from VX ACE to check my dimensions. I'm currently in the midst of creating my custom tilesets, and I wanted to clarify several things before I went through the effort of painting, as any miscalculations on my part will effectively off-set the remainder of the pattern in the map editor. The most frequently used flag is the passage flag - X for not-passable, O for passable, star for tiles that should appear in front of the player (like the tops of two-tile-high trees on the B-E set).įinally you create a new map and tell it to use that tileset.Hello! I'm back again with another question - this time regarding the function of the Set A tileset. Once you've done that, you've got to set up the flags. They're all the same size, and can have transparency. NONE of these should have transparency on the tileset, normally (A2 is the exception, where some of the tiles on the right might be partially transparent). A5 is 8 tiles wide and 16 tiles high and are not autotiles. From memory, A1 is animated autotiles - water and waterfalls. If they are not named, use the descriptions above the slots to determine where they should go. If they are, be sure to only put them in the same-named slots (A1 tileset images should only go in the A1 slot). Usually they are named with A1-A5 or B-E as part of the name. Then go into the Tilesets tab in the database, create a new tileset, and select your images to go into the appropriate slots. They need to go into the img/tilesets folder (I'm assuming that's where you put them, but you didn't specifically say, so just pointing that out). ![]()
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