RPG Maker MV/MZ Extended Generator - Version Beta 1.00.0003 [14th November 2024]

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Started by Schlangan 846 posts Page 3 of 43 View original ↗
  1. Roscalin said:
    GCH is indeed taking an unusual amount of time updating for MV when the promised update time went and past.

    GCH? Who's that? I thought kadokawa and Degica?


    Anyway, this generator is looking good, and it's nice to know that bugs are being fixed if there are any and that its all going well  :cutesmile:
  2. GCH = Game Character Hub. it's not made by Kadokawa/Enterbrain but it was distributed with Degica.


    This is GCH
  3. Oh ok! Well I think it's because due to the extent of mv's generator and the ease of use AND this generator, an update of GCH isn't really neccisary now, because we can import our own resources into our own generator which gives us so many options!
  4. I tested it out and there seems to be something going on with the color mapping? Case in Point would be the eye color and the white areas being completely replaced...


    7MJg4m5.jpg


    What RPG Maker MV does is to turn the image grayscale and apply gradient mapping on the masked area, but somehow in this generator it seems to work differently? While I read it's masked colors and really cool, I think this could pose a problem especially on smaller eyes.
  5. In fact, I was unable to figure out exactly how MV's editor applied the gradients. I put the image in grayscale and add a color on top on it, hence the result. If you have a better idea on how to deal with the coloring, I'll gladly take it :D


    Another possibility would be to create mask files for facesets too. Using mask files, it would be possible to keep the "light" in the eyes for example. Because the current facesets mode is "subfiles", which mean one color per file. And the light of the eyes isn't separated from the irises, hence the white being replaced.
  6. Schlangan said:
    In fact, I was unable to figure out exactly how MV's editor applied the gradients. I put the image in grayscale and add a color on top on it, hence the result. If you have a better idea on how to deal with the coloring, I'll gladly take it :D


    Another possibility would be to create mask files for facesets too. Using mask files, it would be possible to keep the "light" in the eyes for example. Because the current facesets mode is "subfiles", which mean one color per file. And the light of the eyes isn't separated from the irises, hence the white being replaced.



    That is how it works except don't add the color part. It's just for MV to know what part to grayscale. I can show you the PSD file that emulates it almost exactly if you'd like.


    I also tried this one:


    http://tm.lucky-duet.com/viewtopic.php?f=38&t=543


    And it works great on RM generator but I seem to have problems importing it in this generator :D;


    9w0DaT3.jpg
  7. The size issue comes from the resolution of the PNG file. The way I change the colors is strongly affected by the resolution. By default, RPG Maker MV files are 96x96 DPI. If you import pictures of other resolutions, for example 72x72, the scaling happens. I'm currently trying to get a workaround.


    Concerning the coloring, I don't own photoshop, so I'm not sure I'll be able to read psd files.
  8. Hmm, that is weird. The PNG files are 144x144 the same as the default RM assets.

    Spoiler
    OQdl7ou.jpg


    WGay7bZ.jpg
  9. Archeia said:
    Hmm, that is weird. The PNG files are 144x144 the same as the default RM assets.


    Hidden Content



    The dimensions are indeed the same, but not the resolution, DPI. That's what I noticed. I'll try to find a way to bypass the problem though. I need to rewrite the whole coloring procedure.
  10. Schlangan said:
    The dimensions are indeed the same, but not the resolution, DPI. That's what I noticed. I'll try to find a way to bypass the problem though. I need to rewrite the whole coloring procedure.



    That can't be right. I just checked the DPI on photoshop and both of them are 72.
  11. Strange, other MV files were à 96. I'm trying to code something to avoid the problem though. I'll tell you more about it in a few minutes.


    Edit : My workaround seems to work. I'll release v0.03 if I can quickly solve the coloring .
  12. For the coloring, just make the mask file 'transparent' for the lack of better word. Don't use the color in it. It got me stumped for a while too when emulating in Photoshop.
  13. Hmm, that's okay for picture with mask files, but how I proceed with facesets elements in that case ? They don't have mask color per se.


    Edit : Also I use a single color. How does the gradient work for coloring by the way ? 
  14. For faceset elements just make them grayscale then apply gradient mapping/color mapping. They don't really need a mask I believe.
  15. If I remember correctly, the gradients were going from white to black with 256 values. Are these mapped according to the grayscale value ? That would explain why the white of the eyes remained white.
  16. What they do first is this:


    qE1JFQo.png


    Then gradient mapping happens:


    SJHTZFB.png


    This also took me a while to find in my gallery o(-<

    Spoiler
    eXTgaI2.png
  17. I couldn't fix the coloring issue tonight, but I found a way; I need to convert the color according to the brightness of the faceset element. Doing so, white will stay white, same for black.  In the meantime, I updated to version alpha 0.03 to at least include the dimensioning issue fix.


    - Download LInk (direct executable)


    I'll work on v0.04 tomorrow to take care of the coloring problem.
  18. this looks like a great idea.... but.... i don't know if i am willing to fully invest quite yet... but lets see in a couple weeks
  19. Schlangan said:
    Concerning the coloring, I don't own photoshop, so I'm not sure I'll be able to read psd files.



    gimp supports psd so check that out. gimp is also *free*