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.htmlthen 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
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