Need of help, custom tilesets

● ARCHIVED · READ-ONLY
Started by Lyla 6 posts View original ↗
  1. So I gave up hope trying to get a few custom tiles to work. I've read the help file and google searched but cant find the issue. After I import the tiles everything just goes wrong. 
  2. If you have put that green tile in A1 then it definitely will not work.  The tiles on the A sheet work differently, and have a different format, to all other tiles.  You need to put it on a B-E sheet.  If you look at the tiles in the default sets you will see the differences between them.

    EDIT

    It might work on A5, depending on what it is (is it a floor tile?), but A1, A2, A3, and A4 are quite different.
  3. Put it as an A5 tile, see if does what you're expecting.
  4. Man you guys got that down fast, these were just my test tiles but I see that A5 does indeed work. I used this program a really long time ago and recall making some custom grass which was just some green brushed with different shades of green and it actually allowed me to use it animated. What is the real proper requirement for the A1-A4 tiles?

    and thanks again for such rapid helpful replies regarding my first issue
  5. The animated tiles are in a different format and A1 tiles are the most different of all.  The help file specifies the different sizes, but what might be easier would be to export some to an image program such as GIMP or Photoshop and have a look at how they are done.  
  6. Lyla said:
    What is the real proper requirement for the A1-A4 tiles?
    RM Ace has six different tilesheet formats: one format each for A1, A2, A3, A4, A5 and the sixth format for the B to E slots.
    If you look at the default tilesets, you'll see that the sheets have names that include the slot-designation, like Dungeon_A1 or Outside_A3.


    Each of those tilesheets can only go into the designated A#-slot, it cannot be used anywhere else.


    If you go into the resource manager, you can export them and see how they look like - and those tilesheets are also explained in the help file of the editor.