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> [-Other-] Tutorial : How to Import Tileset B - E, with links to helpful posts
GrandmaDeb
post Jun 20 2008, 03:48 PM
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How to Import Tiles B - E

Note: Modifying the tile sets in RPG Maker VX is one of the great ways to customize your game.
Many users want to begin adding exciting resources and creating the world they have imagined right away,
before they have had a chance to become familiar with VX.
This tutorial is designed for the complete newbie. It is written, perhaps, in excrutiating detail, which may not help some users. To make this tutorial helpful to those who just want to check on a detail or two, I have added summaries in each section.

With thanks to the community...


Step One: View Help File
The VX help file contains information about file dimensions and a helpful overview of their layout.

Definitely, read the help file in your game!
Help > Contents > RPG Maker VX > Resource Manager > Tile Sets

Step Two: Export and view Tile E in Editor
The Resource Manager stores Tile A - E in the Graphics/System folder.
Resources can be previewed, imported and exported in this window.
Choose an appropriate editor, not MS Paint, to handle the .png files.

Go into your game, and select the resource manager.
(all the "pictures" (like your characters, treasure boxes, and tiles,)
sounds, screens, etc in your game are RESOURCES and are handled in the Resource Manager.)

You can choose Tools > Resource Manager, or you can choose F10, or select the shortcut.
(it looks like a red square, a pink circle, and a blue triangular tower.)
On the left hand side of the resource manager, select Graphic/System.
On the right side you will see a list of resources with blue dots.
(This indicates that they are part of the original RTP.)
Select Tile D > Preview.
You will note that Tile D is laid out in a square, but is displayed in the VX screen as a long rectangle.
Tile E is formatted in the same way.

In the same window as above, select Export.
Export a copy of Tile D under a different name for now, such as TILE D EDIT.
Export a copy of Tile E under a different name for now, such as TILE E EDIT.
DO NOT OPEN FILES IN MS PAINT! Paint is not suited for the .png RTP files.
(If you don't have a preferred editor, GIMP is available for free download, and works well.)
Open the Tile D file, and look around. You'll be able to see that all the tiles are in a grid.

Step Three: Select and Import New Tiles
Tips for editing the tiles are in Scherzo's post below.

Go to Mack's site. Mack is the uber tile guy. Here is one example of his work:
http://cyocorune.cocolog-nifty.com/daily_v...8/02/index.html
Right click the wooden trays set, save it to your computer, and add it to your Tile E Edit file.
(in the upper left-hand corner)
I won't try to explain how to use an editor, but it is important that you keep your tiles
in the original 32x32 grid. I will say that I find it easiest to import directly from files
as opposed to opening the other file, cutting and pasting (too much opportunity for errors.)
Also, take advantage of the location (x,y) information -
(and remember that some start with 0,0 - so the 32nd place is numbered 31.)

Step Four: Import your New Tile E
The name of the edited files which replace Tile A - E must be identical to their original name.
Imported tiles must have passability set appropriately in the VX software.


Make a copy of your Tile E Edit, and rename it TILEE.png
(remember that the files MUST be in png format and have identical names for the tiles they replace.)
Go into the resource manager. Select import. Choose your new file and import it.
If your editor supports transparency for the png files, you will not have to select any transparency settings when you import.
If you do, you (left) click on the color that will be transparent (in imported the picture - sometimes it's green.)

You will notice that the name of your tile appears at the top of the right-hand list, with a red dot next to it,
and the tile you replaced with a blue dot is no longer present.
Preview your import. (You can still cancel at this point.) Close the window.
The last thing to do before you use your tiles is set passibility for them.

Important Notes:
Do not edit or change the passibility of the upper left hand tile in Tile B!
Also note that Tile set A has different formatting,
so I hope to add specifics on it later.





Previous Posts about Tile Imports
+++++++++++++++++++++++++++
TileA-E - Specifications, Instructions
++++++++++++++++++++++++++++
(includes posts back to May 10th, 2008)

http://www.tkool.jp/products/rpgvx/eng/material.html
Tileset and other specs for VX

http://tkool.jp/products/rpgvx/eng/faq.html#faq03
see "about resourcs" and "about the database"

"need full explaination of tilesets/tileE"
(description of import problem/resolution)
http://www.rpgmakervx.net/?showtopic=2794

"about tileE"
(tileset size limitations)
http://www.rpgmakervx.net/?showtopic=2290

"adding tiles to tile set E"
http://www.rpgmakervx.net/?showtopic=2281

TroubleShooting Tile edits
++++++++++++++++++++++

"replaced tile A3"
(recovering from a bad edit of a tile set)
http://www.rpgmakervx.net/index.php?showto...443&hl=tile

passability settings problems
(example of problems with changing the upper left tile in tile cool.gif
http://www.rpgmakervx.net/?showtopic=2539


http://www.rpgmakervx.net/index.php?showto...611&hl=tile
4 direction pass/non pass for chipsets?
question about tileset differences in VX vs XP



Please note that Tile resources as well as items and objects can be used in your tileE
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This post has been edited by GrandmaDeb: Jun 28 2008, 01:02 PM


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scherzo
post Jun 20 2008, 09:17 PM
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Pretty useful! But this makes it sound like so much work. Still, this is good for new users.

For the curious, I use Photoshop, open up TileE from the RTP, and then make changes as I need to. Then I "save as" to the project's Graphics/System folder. Grids set to 32x32, with Snap-On can save a headache.

Also - if you use an image editor that saves in PNG, with transparency, you won't need to set transparency when you import the tileset.


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GrandmaDeb
post Jun 20 2008, 09:28 PM
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QUOTE (scherzo @ Jun 20 2008, 05:13 PM) *
Pretty useful! But this makes it sound like so much work. Still, this is good for new users.


Yeah, I guess I went overboard on the details, but this question comes up so often....


QUOTE (scherzo @ Jun 20 2008, 05:13 PM) *
For the curious, I use Photoshop, open up TileE from the RTP, and then make changes as I need to. Then I "save as" to the project's Graphics/System folder. Grids set to 32x32, with Snap-On can save a headache.

Also - if you use an image editor that saves in PNG, with transparency, you won't need to set transparency when you import the tileset.


What I don't know about graphics would fill encyclopedias! *sigh*

Although, when I was in college (prepare for a granny comment, you youngsters!)
"image processing" was turning pictures into a black and white print made of printable characters.
(you know, Mona Lisa made out of @/jpp9sjs.m)

smile.gif


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Aindra
post Jun 20 2008, 09:35 PM
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Thanks for making this tutorial. I'm sure it'll be helpful to beginners. I like it that you added the links to the previous posts.

Suggestion: Can you use the bold font somewhere in your first post? Might make it much nicer, instead of using TOP CAPITIALS. But anyways, it's just a suggestion.



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Award & To-Do List & Status
Spoiler:


To-Do List
  1. Custom List & Pages 2.0 Version
    Contains few bugs that I don't quite know how to fix. Am taking time to study and figure how to fix them, so it takes time. (I'm still a rookie scripter.)
  2. Surprise Graphic Package #1
  3. Surprise Graphic Package #2


To Do List - At Lowest Priority
New version of RPG School Maker. I originally planned to make a new version back in July 2009 but it fell apart due to teammates disappearing. Maybe I'll take it up again when my knowledge of RGSS2 improves. I had to include this in here because I've been asked often for it.

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GrandmaDeb
post Jun 20 2008, 09:39 PM
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Yet another thing I Do Not Know how to do... Headings, fonts, etc.

Does <b> and </b> do it?

sad.gif


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zbdarkflame
post Jun 20 2008, 10:19 PM
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Nice little tutorial for begginers, although all the text is kinda intimidating, I can see this helping some new users...as long as they look here. Thanks for the effort here and like Aindra said, the links are actually a really good idea. I also like how you mentioned that Paint was a bad program for Tiles B - D. I learned that one the hard way.

As for the code, there should be a little box that says something like BB code help. Click that and it will give an explanation for most all the codes. Also, there are some shortcuts you can take by hilighting and pressing the button in the edditor. cool.gif

Z.B.


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Aindra
post Jun 20 2008, 11:00 PM
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Well, with a "Add Reply" or "Full Edit".

You will see this image:


Those are all tools you can use to improve your text. Of course, you can also use BB Code Help button like darkflame says.

This post has been edited by Aindra: Jun 20 2008, 11:01 PM


--------------------



Award & To-Do List & Status
Spoiler:


To-Do List
  1. Custom List & Pages 2.0 Version
    Contains few bugs that I don't quite know how to fix. Am taking time to study and figure how to fix them, so it takes time. (I'm still a rookie scripter.)
  2. Surprise Graphic Package #1
  3. Surprise Graphic Package #2


To Do List - At Lowest Priority
New version of RPG School Maker. I originally planned to make a new version back in July 2009 but it fell apart due to teammates disappearing. Maybe I'll take it up again when my knowledge of RGSS2 improves. I had to include this in here because I've been asked often for it.

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Immortal Soul
post Jun 26 2008, 11:13 AM
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I only have one question about these tilesets.. how am I supposed to make a whole game with one tileset? blink.gif
Thanks ahead
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GrandmaDeb
post Jun 26 2008, 12:22 PM
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QUOTE (Immortal Soul @ Jun 26 2008, 08:09 AM) *
I only have one question about these tilesets.. how am I supposed to make a whole game with one tileset? blink.gif
Thanks ahead

Right now, VX is limited to the five tilesets, as you know.
Some folks find that limitation to be too much to allow them to create the game they envision,
and I can see that perspective.
However, for those of us for whom VX is a good option to begin game creation, I have the following suggestions:

To make a really good game, you need some advance planning, anyway. So include in your planning:
the setting of your game - * What are the landscapes going to look like in your game? Will you have a desert? A mountain village? A lava cave? In my son's game, there is no volcano. This means that he can eliminate, from the start, all the tiles which apply to that setting. There is no village in my Northern scene, so I don't need snowy roofs or snowmen.
*Also, what is the general tone of your game? If you are going sci-fi (a little tough on the resources, right now,) then you will want lots of shiny stuff and not much wooden. If you are dealing with a medieval-type level of technology (the usual,) you will want to stick with that kind of stuff. (and of course, eliminate the rest!)

*If you are only going to need something rarely, like a wall decoration, why keep it as a tile, when you can use it as an event? (again, I'm more comfortable with this now, but I'd have never done it a few months ago.)

If I had it to do all over again, I'd have done my tiles this way:
(but only now that I've spent time getting comfortable w/ VX)
Export all the tilesets.
Blank out b-d except what you are 100% sure you need.
Leave place-holders in TileA - pick what you know you'll use, (and keep the formatting straight)

This way, whenever you need to add something from the RTP or a resource you downloaded, you don't have to be concerned - ("Oh yeah, I DID use that tile, and now all my houses on board A are made of grass!!!!!*)


Hope this helps (a little) and good luck with your project!
I'm sure voices w/ more experience will have better suggestions,
Deb


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Immortal Soul
post Jun 28 2008, 07:06 PM
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Thanks for the grat advice, Deb. The only thing is that it's really hard to find any good tiles for VX. I wonder if I can use the tiles from the previous rpg makers?
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GrandmaDeb
post Jun 28 2008, 07:48 PM
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Check the Resources Section - especially Mack's Tiles.
Aerendyll has organized them in packages; very nice.


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vashzero
post Jul 1 2008, 06:34 PM
Post #12



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Great tutorial.. laugh.gif Thank you very much..

But I have a question..

Do you know if you can make new tiles?

For example there is from A - E.. I wonder if you could open F,G,H... ETC..

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GrandmaDeb
post Jul 1 2008, 06:48 PM
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You're welcome. But sorry, no new tiles beyond A-E available.

If that ever changes, you'll hear it everywhere, but I don't expect anything really soon.


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vashzero
post Jul 1 2008, 08:50 PM
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Thank you very much for your answer..

Ill wait then... wink.gif

And thanks once again for that great tutorial.. laugh.gif
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ExiledForce
post Jul 5 2008, 06:32 PM
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Great topic, but you make it sound like rocket science.
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GrandmaDeb
post Jul 5 2008, 08:30 PM
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"Great topic, but you make it sound like rocket science. "

:0)

Yeah. No one ever accused me of being short-winded! wink.gif

OTOH, the problem is the newbies, myself included, can use hand holding sometimes.
So I overdid. Hopefully the italicized stuff can take care of other folks.


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Drunken Paladin
post Jul 15 2008, 08:17 PM
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I have a couple of questions, perhaps someone here can help me out.

As most of you know, importing tilesets for B-E is pretty straightforward.

However, exporting something like A3 (Which is the walls/roofs of TileA), and then importing them back as TileE puts them on a layer above A-D. Obviously.

Now, my biggest concern with the game was the inability to set TileA passability to Star. I was wondering if there was a way to:

A. Layer Tiles B-E differently, or change around their order
B. Set a layer to do the auto-tiling when imported like Tile A with some code (like $)
C. Set Layer A to star > >


If I can get this quandary sorted out in any fashion, I would be exhilarated.


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Jasonicus
post Jul 16 2008, 08:02 AM
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TileA is the only one that really needs to be a certain format. I think you can rearrange the others around without having any problems. Only TileA will do the autotiling as well.


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Drunken Paladin
post Jul 16 2008, 02:14 PM
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QUOTE (jasonicus @ Jul 16 2008, 03:58 AM) *
TileA is the only one that really needs to be a certain format. I think you can rearrange the others around without having any problems. Only TileA will do the autotiling as well.

What I'm asking is how to create another Tile A and be able to set the passibility to star. Because, seriously, the inability to walk behind a roof-- pretty bad design.


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GrandmaDeb
post Jul 16 2008, 04:05 PM
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There is definitely a bit of a process of getting used to the perspective problems of VX's mapping system.
They aren't problems which can't be overcome, but they do take getting used to.
Cruising around the "your maps" topic is helpful, I think.

If you make some slanted roofs and import them into TileB-E, you can set parts of them to star passibility.
(Or all, if you want wink.gif )
But after you use it for awhile, it starts to get more "normal" to always be able to only walk where there is a line of sight.

It is definitely true that VX has limitations, but when you get used to them, it is still a pretty fun way to make a game...




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