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> Muti tileset, posibility of 100000000 tileset
diggers
post Apr 3 2009, 01:18 AM
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I have got a programme where you can put as many tilesets as you wish. it works.
The way it does it is that it open a programme and then with the tileset you have you create new tilesets A B C D E.
for each map you chose which tileset you want to put on. For exemple for map one you have tile ABCDE and for map 2 you have tile ABCD and change E. Its complicated to explane I'll make a demo later.
if you wish to download the programme click on the link below.
http://mes-jeux-rpg.e-monsite.com/rubrique...-vx,290184.html
then Programme VX
P.S. the programme is in french


This post has been edited by diggers: Apr 4 2009, 04:57 AM


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diggers
post Apr 4 2009, 12:39 AM
Post #2


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QUOTE (diggers @ Apr 3 2009, 01:18 AM) *
I have got a programme where you can put as many tilesets as you wish. it works.
The way it does it is that it open a programme and then with the tileset you have you create new tilesets A B C D E.
for each map you chose which tileset you want to put on. For exemple for map one you have tile ABCDE and for map 2 you have tile ABCD and change E. Its complicated to explane I'll make a demo later.
if you wish to download the programme click on the link below.
http://mes-jeux-rpg.e-monsite.com/rubrique...-vx,290184.html
then Programme VX
P.S. the programme is in french

I've translated the instructions to english you download it.
The french version does not work, it doesn't have the script so here it is

[Show/Hide] Script for the french and english version
module RPG
class TilesetVX
attr_accessor :name
attr_accessor :bitmapNames
attr_accessor :passages
attr_accessor :terrainTags
def initialize(name,bitmapNames,passages)
@name=name
@bitmapNames=bitmapNames
@passages=passages
@terrainTags=Table.new(0x2000)
end
end
end

def loadTileset(name)
begin
return Cache.load_bitmap("Graphics/Tilesets/",name)
rescue RGSSError, Errno::ENOENT
return Cache.system(name)
end
end

class Game_Map
attr_accessor :terrain_tags
attr_accessor :passages
def terrain_tag(x,y)
if @map_id != 0 && @terrain_tags
for i in [2, 1, 0]
tile_id = data[x, y, i]
if tile_id == nil
return 0
elsif @terrain_tags[tile_id] && @terrain_tags[tile_id] > 0
return @terrain_tags[tile_id]
end
end
end
return 0
end
end

class Spriteset_Map
def create_tilemap
if !$data_map_tilesets
begin
$data_map_tilesets=load_data("Data/MapTilesets.rvdata")
rescue
$data_map_tilesets=nil
end
end
if !$data_tilesets
begin
$data_tilesets=load_data("Data/Tilesets.rvdata")
rescue
$data_tilesets=nil
end
end
@tilemap = Tilemap.new(@viewport1)
tileset=nil
if $data_map_tilesets && $data_tilesets
mapset=$data_map_tilesets[$game_map.map_id]
tileset=$data_tilesets[mapset] if mapset && mapset>0
end
if tileset
@tilemap.bitmaps[0] = loadTileset(tileset.bitmapNames[0])
@tilemap.bitmaps[1] = loadTileset(tileset.bitmapNames[1])
@tilemap.bitmaps[2] = loadTileset(tileset.bitmapNames[2])
@tilemap.bitmaps[3] = loadTileset(tileset.bitmapNames[3])
@tilemap.bitmaps[4] = loadTileset(tileset.bitmapNames[4])
@tilemap.bitmaps[5] = loadTileset(tileset.bitmapNames[5])
@tilemap.bitmaps[6] = loadTileset(tileset.bitmapNames[6])
@tilemap.bitmaps[7] = loadTileset(tileset.bitmapNames[7])
@tilemap.bitmaps[8] = loadTileset(tileset.bitmapNames[8])
$game_map.passages = tileset.passages
$game_map.passages[0] = 0x10
$game_map.terrain_tags = tileset.terrainTags
else
@tilemap.bitmaps[0] = Cache.system("TileA1")
@tilemap.bitmaps[1] = Cache.system("TileA2")
@tilemap.bitmaps[2] = Cache.system("TileA3")
@tilemap.bitmaps[3] = Cache.system("TileA4")
@tilemap.bitmaps[4] = Cache.system("TileA5")
@tilemap.bitmaps[5] = Cache.system("TileB")
@tilemap.bitmaps[6] = Cache.system("TileC")
@tilemap.bitmaps[7] = Cache.system("TileD")
@tilemap.bitmaps[8] = Cache.system("TileE")
$game_map.terrain_tags = nil
end
@tilemap.passages = $game_map.passages
@tilemap.map_data = $game_map.data
end
end


This post has been edited by diggers: Apr 4 2009, 04:57 AM


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Gamerbird
post Apr 4 2009, 03:08 AM
Post #3


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Could you explain how to use the script please?
If it works it would be handy.


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l33tpie 6
post Apr 4 2009, 03:57 AM
Post #4


Interesting, huh?
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@Gamerbird: You just have to download the english demo and then copy the files in the folder into your game folder. It works fine for me.

@Topic: Great invention here, really useful!


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Mr. Bubble
post Apr 4 2009, 04:04 AM
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Firstly, this program was made by Peter O. aka Poccil. This was originally released at rmxp.org last summer so this has been out for quite awhile.

The original topic (in English) can be found here: http://www.rmxp.org/forums/viewtopic.php?f...60&p=482894

I've already created a guide and demo for this program which you can read here: http://www.rpgmakervx.net/index.php?showtopic=8762
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l33tpie 6
post Apr 4 2009, 04:21 AM
Post #6


Interesting, huh?
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Posts: 706
Type: Developer
RM Skill: Intermediate




Oh, thanks for that Mr. Bubble. That should clear some things up.


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diggers
post Apr 4 2009, 04:55 AM
Post #7


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oooooo I thought I was the first to find it sad.gif o well.
anyway great programme hope it's useful for you all happy.gif


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