How to Import Tiles B - ENote: 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 FileThe 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 SetsStep Two: Export and view Tile E in EditorThe 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 TilesTips 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 EThe 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 VXhttp://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
(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 http://www.rpgmakervx.net/?showtopic=2539http://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