If you guys want to send me, in PM, the copies of your gatehouse edits, I will fix them all up for you guys, including shadows and what not.
Sorry for not being more active in this thread and helping out, I have been focusing on the update stuff and the Warfare pack.
PVGames Resource Pack Tips and Tricks
● ARCHIVED · READ-ONLY
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If you guys want to send me, in PM, the copies of your gatehouse edits, I will fix them all up for you guys, including shadows and what not.
Sorry for not being more active in this thread and helping out, I have been focusing on the update stuff and the Warfare pack.
No. Don't be. I made this topic partially so that we don't have to keep interrupting your process and we'd help each other out and cut you some slack. -
I have no willpower...
Ok, I was saying I would hold on until the warfare pack was there... failed.
just bought the packs, and I must say the quality is really amazing, and the amount of content is to say the least overwhelming.
now advice needed, from those who had the wild steam too...
how would go making wild steam and this compatible. tilesheets can I guess be resized for MV without too much loss (MVFU is quite good for that) but for the character ressources.
would you size up Wild steam, or resize down PVMV? -
If really wanting to use wild steam, get the tilesize plugin and set for 32 pixels. For the rest, sizing down mv to ace would be betterfrom what I've tested you want to size down mv characters to 100 pixel width to get heights to match up best. There will be some visual difference between the mv and ace sets.
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I did a few test battles with the sideview characters in MV, and I love it. The only thing I wish I could do was hold a the second part of a swing animation for a moment. The animations hop about because MV plays them all so fast that they look choppy. I know for a fact that even something like 3 frames can look very smooth and powerful if a frame or two is repeated. The NES and even the SNES did great with this. Would using a Holders battler setup generate the effect I'm looking for? I'm asking for just because I don't want to go through the process of setting it up if it doesn't work the way I think it does.
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I'm not sure if there will be a holders set-up for MV. (maybe there is and I don't know it). you can also try the swap-out SV actions in the set.
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Also, is it me or do the wolves seem tiny?
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LOL. I haven't checked out the wolves in battle yet. @deilin do you mean just pull out that second frame and swap in the one I want it to hold longer?
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I use the animated enemies plugin so they use side-battler sheets.
@PsychicToasterIn each folder, there are alternate frames you can swap out from damage poses, critical poses, attack poses, and victory poses. -
@PsychicToaster, in one of the pack, there is a how to document from jesse on how to reproduce a holder setup with the MV gen material.
Holder setup was used in previous gen packs and indeed it was quite smooth.
Now for plugins:
This one above would be OK to use with extra frames but default MV SV setup.
EDIT: THis awesome plugin above now also support Native Holders Battler Sheets.
perfect for those who wish to use the Legacy Monsters!!!
http://yanfly.moe/2016/01/07/yamis-sideview-enhancement-plugin-updates-77/
This Yanfly add on from Yami should allow the use of holder setup sheets.
And this thread is about holder MV
I have only tried the one from Dream X so far, worked well but only in play test, not in battle test, and I used an old HF battlesheet(4 frames already) but had to format it in SV format.
Both should also works with Yanfly sideview animated enemies.
For the ones interested in extra frames and dash and diagonal sheets, anyone tried yet plugins from Shaz or from Victor Sant? Any working with events? Galv works great for characters (use only one big sheet for idle, walk, dash and diagonal, 8 frames) but so far not supporting events.
@lawina there was a question you asked in the other thread about Galv plugin, I'll try to answer it here.
it would be best to post "support" question here as @BloodletterQ created it for this purpose, gathering our knowledge, and let the main tthread flood support free.
wall of text, so check the spoiler:
SpoilerSpoiler
i would explain how to do that using GIMP, it's cool and free. this is not hard, but rather tedious, took me 30 min to make a sheet, while typing this...
Open a new Gimp document with dimensions 4096*1024 (that I will refer as the “Big Sheet”) and set background to transparency
Set the grid to 128*128 (this will be equivalent to a frame) and select snap to grid (you will probably also need to do this for every PV file you will open in GIMP following these instructions)
You should now see 8 rows of 32 frames.
Let’s start by making the top half of the “Big Sheet”.
The Idle rows (rows 1-4, frame 1-8): Open the Idle file in Gimp, setup the grid, snap.
Select the content of the idle file, copy and paste in rows 1-4, frames 1-3 of the “Big Sheet”.
Copy again to the 3 following frames (4-6). We now have 6 frames. To make it 8, copy any series of 2 frames and paste them next to the existing 6 frames (in frames 7-8).
The Walking rows (rows 1-4, frames 9-16): Open the walking file in Gimp, setup the grid, snap.
Select the content of the walking file, copy and paste in the “Big Sheet” row 1-4, frame 9-16
The running rows (rows 1-4, frames 17-24) Open the running file in Gimp, setup the grid, snap.
Select the content of the running file, copy and paste in the “Big Sheet”, row 1-4, frame 17-24
Leave the last 8 frames empty (this is because the Galv plugins work as if it was an oversized 8 characters sheet)
Now, let’s make the bottom half of the “Big Sheet”, the one with diagonals.
You will have to be careful, as Galv plugin does not use diagonals setup similar to PV sheets.
The Idle Diagonal rows (rows 5-8, frame 1-8): Open the idle_diag file in Gimp, setup the grid, snap.
Select the diagonal facing down right row (row 3), copy and paste in row 5 of the Big Sheet
Copy again to the 3 following frames (4-6). We now have 6 frames. To make it 8, copy any series of 2 frames and paste them next to the existing 6 frames (in frames 7-8).
Now select the diagonal facing down left (row 1), copy and paste in row 6 of the Big Sheet, do as previously to get 8 frames.
Select the diagonal facing up right row (row 4), copy and paste in row 7 of the Big Sheet do as previously to get 8 frames.
Select the diagonal facing up left row (row 2), copy and paste in row 8 of the Big Sheet do as previously to get 8 frames.
The walking Diagonal rows (rows 5-8, frame 9-16), Open the walking_diag file in Gimp, setup the grid, snap.
Copy row 3 in row 5 of the Big Sheet, row 1 in row 6 of the Big Sheet, row 4 in row 7 of the Big Sheet and row 2 in row 8 of the Big Sheet.
The Running Diagonal rows (rows 5-8, frame 9-16) Open the running_diag file in Gimp ,setup the grid, snap.
Copy row 3 in row 5 of the Big Sheet, row 1 in row 6 of the Big Sheet, row 4 in row 7 of the Big Sheet and row 2 in row 8 of the Big Sheet.
Save your file in Gimp format (in case you made a mistake), then export it, adding %(8) to the filename, in your game folder, (img/characters), and you can now use it as a main character.
I cannot post an example using the actual PV games images, that's against the EULA, but I did an example with some good old PV freebies

hope it helps. -
Maybe it's me, but does some of the male hair seem off?

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It's not. It's just the hairstyle. The hair looks more off on the character sheets. Like female TC hair 1.
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Seems a bit off to me too, like a bad wig. never been fond of the hair for the faces, already from the Wild steam era.
usually, I dont bother with the faces, I make Paperdolls and then cut faces out of them. -
@Niten Ichi Ryu Thank you, appreciate it. I managed to figure it out after a while. Unfortunately, I'm missing most of my hair now though.
By the way, to fix the order of diagonal movement for the GALV script, I edited line 83 with:
Galv.DM.diagRow = {
3: 2,
1: 0,
9: 3,
7: 1
};
With that, you can use the standard diagonal movement images (saves quite a bit of copy pasting). -
Neat.
I thought as well I should try to delve in the plugin itself to save time, but thanks for doing it for all of us :)
(also, I did quite lose a bit of hair too couple of nights ago, when first attempting to set that up) -
@deilin
If you want to do the Arum style worldbuilding forum, I would be happy to assist in building a world map. Here is a shot of one I had started a few weeks ago. I ultimately dropped it because I wanted a bigger coastline, but I can make maps nonetheless. I also wouldn't use those mountain brushes again because they don't fit in with some of my other brushes.
EDIT:I found some good mountain map elements, among other things. I know this isn't totally related to PVGames stuff but I figured I might as well throw it in. Began work on a new coastal map for the western part of my setting. The image is 2000x2000 so I didn't try to fit the entire coastline in here.
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@PsychicToaster Still looking to see if people are interested atm, but will keep in mind.
Otherwise, I'm overhauling my maps. I took a couple of building apart and made pieces from them so I'm not trying to use the premades all the time. Also, remaking my interriors so they don't look so "bright" and "rich".
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I love the windows idea! Very creative. The humans in the battle scene look way larger than the monsters in the shot though.
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I had always figured Orcs were bigger than humans. Maybe not lol.