ID:278157
 
RPG Maker VX is out and has some pretty impressive graphics going for it. My biggest question is, does anyone know if there is a way to view the extended graphics for the "chipsets"?

If you just open up a chipset in the .png format, you'll get a basic looking image file, but it is still missing a lot. If you open it up in RPG Maker VX and play with it a bit, you'll see there is more then meets the eye. They use what is called "auto-tile" and it seems to fill in spots for images, which you can't actually see while editing the .PNG image file.

Anyone know a way to see this extra stuff from the auto-tile feature?
I doubt the png is "missing" anything.
If they work anything like other rpg maker chipsets, then the pieces are just split up and spread around.
If you can figure out what their layout is, then you can write your own program to re-order it.
In response to Falacy
No, it really isn't like that.

Lets say for example there is a ground tile. Or a grass tile. Instead of having an edge for that grass tile, the .PNG displays only a square grass tile. When you spread that grass tile out in RPG Maker VX, there is a nice edge that appears with it, that covers every possible direction, not simply a grass square.

I dug through the resources folders and couldn't find anything like that. As a matter of fact, the character sheets with it aren't even compatible with your most recent release.
In response to Ham Doctor
Ham Doctor wrote:
Lets say for example there is a ground tile. Or a grass tile. Instead of having an edge for that grass tile, the .PNG displays only a square grass tile. When you spread that grass tile out in RPG Maker VX, there is a nice edge that appears with it, that covers every possible direction, not simply a grass square.

Well, upload a chipset to look at, I can't seem to find one o.O

I dug through the resources folders and couldn't find anything like that. As a matter of fact, the character sheets with it aren't even compatible with your most recent release.

Neither are the RPG Maker XP Charasets, but then again, they're not really compatible with BYOND at all; unless you want to setup multi tiled mobs.
In response to Ham Doctor
Could they be doing something like autojoining on the fly?
http://www.byond.com/members/ DreamMakers?command=view_post&post=36068

This page:
http://tkool.jp/products/rpgvx/eng/material.html
seems to indicate the structure of their tile sets.
In response to Falacy
RPG Maker VX actually has almost everything in 32X32 piece chunks, mobs, houses and everything.

If someone could help me out and figure this out, I'd appreciate it.

It looks like it IS auto-joining on the fly.
In response to Ham Doctor
As I said, if you want help you're gonna hafta post a chipset.
In response to Falacy
Free Image Hosting at www.ImageShack.us

QuickPost Quickpost this image to Myspace, Digg, Facebook, and others!
In response to Ham Doctor
UH HUHHHHHHH
So whats the problem?
Its pretty clear where the "turf" edges are.
What are you wanting to do with them?
In response to Falacy
Listen, it isn't like all the edges match up 100% here. It seems for the most part there is 4 sides for the NE,NW,SW,SE sides and then like a single middle cross section. Not really sure how you are supposed to work that out.
In response to Ham Doctor
Ham Doctor wrote:
Listen, it isn't like all the edges match up 100% here. It seems for the most part there is 4 sides for the NE,NW,SW,SE sides and then like a single middle cross section. Not really sure how you are supposed to work that out.

32x32 Grid Lines:
http://www.angelfire.com/hero/straygames/Grid1.png
Those grid lines should be pretty self explanatory at showing what each section is for.

16x16 Grid Lines:
http://www.angelfire.com/hero/straygames/Grid2.png
The black outline here would be the between-corner edge filler, and the red outlined central area is what you want when filling a large solid area.

It could also be done by taking that red outlined area as your base turf, and then using the remaining pieces as your edges.
This way would probably function better on BYOND.
In response to Falacy
The 16x16 grid image is exactly how I convert VX tile sets into BYOND. And it is not fun to do.
I use LummoxJRs image cutter to make them into autojoining turfs. I converted most, if not all of the tile sets into BYOND format... All I can say is enjoy copy & pasting images from paint to BYOND for 4-5 solid hours. (Actually, I'd advice against using paint, the tile sets make use of png transparency, which paint ignores)
In response to The Magic Man
No, I use GIMP.
In response to The Magic Man
The Magic Man wrote:
All I can say is enjoy copy & pasting images from paint to BYOND for 4-5 solid hours.

You could always write something to do it for you =P
In response to Ham Doctor
No, it really is.

The auto tiles are split into their own image, and layer with other tiles to make up their actual appearance. Also, with auto-tiles, portions of a 32x32 tile are cut into 16x16 chunks, and blitted on top of other portions to make it appear to have more variation. This is not something new. They've been doing it since RPGMaker2000.

I've worked with Enterbrain's RPGMaker series very in-depth, and seen first hand how it all works.
Thanks, using GIMP it was really easy.

Free Image Hosting at www.ImageShack.us

QuickPost Quickpost this image to Myspace, Digg, Facebook, and others!