Thanks for checking out my resource thread. I have done several edits of RTP tiles to increase the limits of mapping while still maintaining the RTP style. I hope you find some of them useful, and I highly recommend using them whenever possible. Credit isn't needed unless specified, as these are relatively easy edits.
These are the three basic RTP trees, except offset for use in clumps or forest when you don't want to have them fall into rows.How to use:
The same technique as the Mack overlapping trees. Use the 4X4 dense tree clump and cover what you want with it, then fix the edges by completing the trees using the provided tiles. These graphics must be placed into TileB, C, D or E for use. Not meant to be used as character files. They are included in a downloadable TileE set at the end of the post. Must be named "TileE" for import to work.Example:
Shaded Indoor Stairs
I always thought that in order to make the player think that stairs were leading up to another unseen floor, they needed to fade near the top. So I decided to fix them by adding a shadow.How to use:
Replace the topmost part of the stairs in a house using the matching shaded tile. These graphics must be placed into TileB, C, D or E for use. Not meant to be used as character files. They are included in a downloadable TileE set at the end of the post. Must be named "TileE" for import to work.Example:
Recoloured Curtains and Beds
I always thought that magenta and sky blue were awful colours for curtains in wooden houses. And why is the only real bed bright pink? I got tired of these few essential tiles ruining my houses, so I toned them down and now I offer you three colours of each. Also, I've raised the beds a half-tile. This makes them look like they're actually against the wall instead of a foot away for some reason.How to use:
Place anywhere for instantly suave interiors. These graphics must be placed into TileB, C, D or E for use. Not meant to be used as character files. They are included in a downloadable TileE set at the end of the post. Must be named "TileE" for import to work.
From a tutorial I did on dungeon mapping. These make it possible to pass under a hole in a cave wall. Only two types have been completed so far. There is also a cracked version of the wall for use in a bomb-type scenario where the hole must be blown open first. I'll leave that to you, but I'll include some basic instructions for now.How to use:
The image must be saved as a character file. The image name must begin with "!$". If not, the graphic will fail to work correctly. This will only work on a flat wall 1-tile thick and 2-tiles high. Make the wall using the tiles in the map editor. Place the cave opening from TileD over the wall. Select your floor tile, and while holding down shift, clear "ceiling" tile above the wall (see the first picture). Place an event with the character graphic on the bottom half of the wall. Make sure it is set to layer above the player. See the second picture for final product.Example:
Although I'm not taking on requested projects and recruitment jobs, if you have something you've been looking for regarding RTP mapping (even if it's just a problem you find yourself running into), feel free to post about it, as I'm always looking for new things to fix and am open to recommendations. Thanks! Let me know what you think!
This post has been edited by mark333: Jul 8 2010, 07:24 PM