I'm new to RPG maker XP.. Is there any way to make two or more tileset in one map? I want to use tileset in Forest and tileset in Castle town to make a map of a town.. I have been trying to do it by Right click the map, then go to Map properties to change the tileset. But it will change the tiles that I already set on the map.. sorry if there is already same question in the forum..
vertexavenger
Oct 23 2010, 02:15 AM
QUOTE (arrowiban @ Oct 23 2010, 05:45 AM)
I'm new to RPG maker XP.. Is there any way to make two or more tileset in one map? I want to use tileset in Forest and tileset in Castle town to make a map of a town.. I have been trying to do it by Right click the map, then go to Map properties to change the tileset. But it will change the tiles that I already set on the map.. sorry if there is already same question in the forum..
What you want to do is have a single tileset for your image, which will include all of the elements you want, instead of switching through tile sets like in RMVX. I SHALL THROW THIS MASS OF INSTRUCTIONS INTO A SPOILER:
INSTRUCTIONS FROM A BORING WINDBAG.
You can solve this problem by combining tilesets into one single image file. If you have any image editing programs [with the exception of MS paint. Never use that for this stuff.], all you have to do is export your desired tilesets from the resource window in your rpg maker,and open the separate files in your image editing program [make sure said program supports PNG files with transparent pixels. A common [and free] example of this is GIMP 2.0].
After this, you go to one of the tile sets [it doesn't matter which one, it depends which tileset you want on the top.] And Change the canvas size [this option is canvas size, not image size/resolution. Make sure you keep that in mind or you'll simply skew the original image]. You will be changing the canvas size by percent; hundreds of percent to be exact, and you will only be modifying the height of the image. Make sure your image will remain aligned to the top when you expand [otherwise what was originally there will simply end up in the center of the image and not on top.] The percentage you will be expanding by will reflect how many tilesets you are combining into one. For example, 2 tilesets = 200%, 3 tilesets = 300%, etc. Once you expand your image, copy and paste the other tilesets you need into the image editor, using a separate layer for each image that you're pasting. Now at this point, you align each tileset with the first [which should be on top], and your alignment MUST MATCH THE HORIZONTAL POSITION OF THE FIRST IMAGE TO THE PIXEL. basically move the layer so that it is exactly up against the first tileset on top, and so that the sides of the image are perfectly aligned with the sides of the canvas. If the position is wrong, your entire tileset will be wrong as well. Repeat this for every tileset you include.
OKAY. Now that you've gone through all the boring crap [it actually only takes about a minute to do], and your layers are all nice shiny and perfectly placed, you can SAVE THE IMAGE. Save it as a PNG, to be exact. Make sure you save the image to support transparency, or your tileset will show transparent pixels as some other colour [usually teal I think]. After you save, return to your game editor, open the resource window, and select import. Go to the directory in which you saved your expanded tileset, select it, and accept it. Congrats! your tileset is now in your library, and you can access it at any time from your tileset database tab!
The only drawback to an extended tileset is that you do not get all of the corresponding autotiles. That being the case, you can change the autotiles for this special tileset to be the ones you would use most, and this is also located in the database.
AND FINALLY, if you are unfamiliar with image editors, or have NO IDEA what the bahogey I was talking about up there, what with canvas sizes, transparency support, and all that sort of sorcery, Send me copies of the tilesets you wish to use in one go, and I will combine them for you.
ON THE OTHER HAND YOU MAY BE A DIGITAL ARTIST LIKE ME. In which case, just compile the images into one transparent PNG file! It took me ages to get this idea myself, and fortunately it works perfectly! With this method, you could basically combine every single tileset in the maker into one single image and use everything at once HOWEVER I should think this would cause IMMENSE game lag. So try not to make any huge combination tilesets unless your computer is like... an aspiring transformer.
arrowiban
Oct 23 2010, 02:31 AM
I already thought of that actually, I use Adobe PS.. But isn't that means I have to config the Database - Tileset, to set the Passage, Priority, and whatsoever? It will be pain in the a*s, if I want to use many tileset in one town..
vertexavenger
Oct 23 2010, 02:37 AM
Unfortunately, yes. While I neglected to mention that in my post, it is an unfortunate and rather tedious necessity of actions. However, it is necessary in order to use this particular method. I'm sorry I haven't come across any other ways of going about this, but if I notice anything I'll let you know.
otherwise we are doomed to the monotony of this instance when creating new tilesets. On the plus side though, if you have good aim with your mouse you can go through this process rather quickly. You can also check the original tilesets for reference on their different passability options, that way you don't miss something that's supposed to be passable or vice versa.
EDIT: Oh yeah, the other plus is that you only have to do this once for each tileset. If you use a single combo set, that means only once lol.
arrowiban
Oct 23 2010, 03:06 AM
Thank you.. well, I just thought to combine every tileset to make work easier, then I read about your "game lag" .. than this means I can't go with "trial and error" to make a town.. had to draw and plan it first..
vertexavenger
Oct 23 2010, 03:17 AM
QUOTE (arrowiban @ Oct 23 2010, 07:06 AM)
Thank you.. well, I just thought to combine every tileset to make work easier, then I read about your "game lag" .. than this means I can't go with "trial and error" to make a town.. had to draw and plan it first..
anytime. Of course, for this issue, instead of creating one giant one, you can create just a few slightly large ones [like two to four]. It's the same amount of passage configuration as combining all of them at once, it just reduces the lag [also increases the amount of autotiles you can use due to having multiple sets]. The reason FOR the lag is because of the single image size when making one OHMYGODTHAT'SFREAKINGHUGE sized tileset. For example, when in an image editor, if you have one image open that is 4000x4000 pixels, your computer will definitely lag. However, if you instead have open four windows of each 1000x1000, the computer lags less because it is not reading as much data from a single source as with the 4000x4000 canvas.
This is also why the game does not lag when using all tilesets separately, but it does if all tilesets are compiled into one.
I HOPE THAT MAKES THINGS LESS FRUSTRATING <3
St2
Nov 12 2010, 03:45 AM
Hi! I'm new to RPG maker XP too (and, by the way, I don't speak english very well =S). Anyway, I put two tilesets in one and I imported it. The problem is that the background of, for example, a mountain is white, not tranparent, and in the map appears the mountain with the white frame in the grass, which, honestly, looks horrible. Does anybody know how to make it transparent? I know that, when you import a tileset, you have to select the colour that you want to be transparent and I did it, but it remains white anyway. So, if anyone can help me... =S
EDIT: er... I'm kind of scared. I just discovered that this problem happens with avery tileset (even the autotiles).
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