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

● ARCHIVED · READ-ONLY
Started by Schlangan 846 posts Page 38 of 43 View original ↗
  1. Okay, so I'm pretty much a COMPLETE noob when it comes to stuff like this, so basically I downloaded some MV assets that I wanted to transfer into the Extended Generator, but I was having trouble understanding how to actually import them in there, so I figured I'd just re-sync the original MV Generator file with the Extended one again. Now not only are several parts missing from just about every category, but most of the ones that remained have duplicates now. So I've essentially ruined everything by making the Extended Generator completely unusable. All of the character files I've made are still saved somewhere else, but they now load with missing or glitched parts. Should I just re-install the whole thing to save myself the trouble???
  2. LuluLuvscats said:
    Okay, so I'm pretty much a COMPLETE noob when it comes to stuff like this, so basically I downloaded some MV assets that I wanted to transfer into the Extended Generator, but I was having trouble understanding how to actually import them in there, so I figured I'd just re-sync the original MV Generator file with the Extended one again. Now not only are several parts missing from just about every category, but most of the ones that remained have duplicates now. So I've essentially ruined everything by making the Extended Generator completely unusable. All of the character files I've made are still saved somewhere else, but they now load with missing or glitched parts. Should I just re-install the whole thing to save myself the trouble???
    I don't know if it will help, as I'm a noob too.

    I'd just delete the extended generator and reinstall. When you go to upload the standard RPG Maker images, do that as it should, as you did the first time.

    I ended up saving all the kid assets that came with the game to a zip drive and replaced the contents from the RTP pack with my downloaded assets. I had to play around a bit to make sure colors showed up right, since you have to name them appropriately. I don't have any "kid" outfits right now, because clicking on "kid" will just give you the adult assets I downloaded. A small price to pay for now, and if/when I need to do children, I'll cross that bridge when I get there.

    If you want to try again to clear it and re-import, go to Compatibility on the top row and click Erase All Database and resource. This will allow you to reload all the resources from the RPG Maker generator folder.

    Not sure if that will help, but it is worth a shot.

    I'm sure there are other ways to do this, but when in doubt, just save important files, delete the program, and start fresh.

    Good Luck.
  3. Updated DLC pack compatibility post - https://forums.rpgmakerweb.com/inde...ate-on-the-10th-april-2021.56569/post-1185119

    Added:
    • Another World Heroine Generator 3 for MZ (works fine out of the box)

    LuluLuvscats said:
    Okay, so I'm pretty much a COMPLETE noob when it comes to stuff like this, so basically I downloaded some MV assets that I wanted to transfer into the Extended Generator, but I was having trouble understanding how to actually import them in there, so I figured I'd just re-sync the original MV Generator file with the Extended one again. Now not only are several parts missing from just about every category, but most of the ones that remained have duplicates now. So I've essentially ruined everything by making the Extended Generator completely unusable. All of the character files I've made are still saved somewhere else, but they now load with missing or glitched parts. Should I just re-install the whole thing to save myself the trouble???

    Short answer - delete everything and start over. The application does not do any form of duplicate checkups, so unless you want to go manually one-by-one comparing every part you imported, you're better of with a fresh import of everything.

    As for importing - you absolutely NEED to make sure whatever it is you downloaded follows the same folder structure as the built-in generator (in RPG Maker MV/MZ). It is possible to do it manually but it's a real hassle so I highly do not recommend it.
    If the folder structure is correctly created, the only time you should see any problems/errors is if whatever is being imported is missing files (or the files' names do not match each-other).

    I would recommend reading this post - https://forums.rpgmakerweb.com/inde...ate-on-the-10th-april-2021.56569/post-1206606 - I tried to explain some stuff there about this.
  4. I've been having an issue of "duplicate key" when trying to insert a Generator-like formatted MV folder from MV Trinity DLC, I've even renamed every single item. Is there any way to circumvent this or do I have to import stuff individualy?
  5. Updated DLC pack compatibility post - https://forums.rpgmakerweb.com/inde...ate-on-the-10th-april-2021.56569/post-1185119

    Added:
    • RPG Maker MZ - MV Trinity Resource Pack (listed in the MV section since the Generator content is not MZ-formatted)

    Phantasmagoric said:
    I've been having an issue of "duplicate key" when trying to insert a Generator-like formatted MV folder from MV Trinity DLC, I've even renamed every single item. Is there any way to circumvent this or do I have to import stuff individualy?

    The MV Trinity Resource Pack DLC is as far as I'm concerned a disaster area.
    What I mean by that is that while it "works" on a technical level, it is guaranteed to create a ton of duplicates if you own the base generator and/or any of the early MV DLC packs...and on top of that, this is an MV DLC pack labeled as an MZ one, so importing this with your MZ DLCs will result in a metric ton of problems in sprite formatting that cannot be resolved with the generator alone.

    My advise - check my post linked above for details on what specifically you need to import for best results.
  6. CrisR82 said:
    Updated DLC pack compatibility post - https://forums.rpgmakerweb.com/inde...ate-on-the-10th-april-2021.56569/post-1185119

    Added:
    • RPG Maker MZ - MV Trinity Resource Pack (listed in the MV section since the Generator content is not MZ-formatted)



    The MV Trinity Resource Pack DLC is as far as I'm concerned a disaster area.
    What I mean by that is that while it "works" on a technical level, it is guaranteed to create a ton of duplicates if you own the base generator and/or any of the early MV DLC packs...and on top of that, this is an MV DLC pack labeled as an MZ one, so importing this with your MZ DLCs will result in a metric ton of problems in sprite formatting that cannot be resolved with the generator alone.

    My advise - check my post linked above for details on what specifically you need to import for best results.
    So the stuff you listed is the stuff I need to import one by one?
    I also don't seem to have what I think would be the Add-on 4 for kid generator parts, so I'd have to import from Trinity Pack the stuff that Add-on has, since it is on the pack
    Will I have to import the 100+ parts one by one?
  7. Phantasmagoric said:
    So the stuff you listed is the stuff I need to import one by one?
    I also don't seem to have what I think would be the Add-on 4 for kid generator parts, so I'd have to import from Trinity Pack the stuff that Add-on has, since it is on the pack
    Will I have to import the 100+ parts one by one?

    Well, one-by-one is a way to do it (it will take a while, but you should be able to copy-paste the names from the list and use the Windows search to locate all files for the corresponding item fairly quickly. The way I did it is by deleting still from the MV Trinity generator folder and then bulk-importing like normal.

    If you want to try my way, here's what I would recommend - take your current Extended Character Generator folder and make sure everything inside it is working correctly, any DLCs you bought are imported, no MV Trinity stuff is in it - put it in a new folder. Then take your MV Trinity generator folder and copy it in the same folder with the Extended Generator.
    Now grab any duplicate file finding application (a free one I can recommend is https://dupeguru.voltaicideas.net/ ) and scan the folder containing both the Extended Generator AND the Trinity generator stuff. Once it's done, have it delete everything it found in the Trinity folder...and after that, you should be good to go with bulk importing.
  8. How can I import an RXGE file, if the program wants RXGE2 files? :kaocry:
  9. The link does not work. How can I download it?
  10. The link works, but your antivirus or browser might be in the way; try to right click save as, then force your browser to keep the file instead of deleting it.
  11. @CrisR82
    I'll add the link to your post to the first post to make things easier for newcomers.
  12. Schlangan said:
    Hello everybody.

    As we know, RPG Maker MV brought in a nice character editor, also available in RPG Maker MZ. However, adding new assets is somewhat challenging if you don't know exactly how the numbering of items is made. Even by knowing it, it is annoying to deal with a specific naming of files in order to make sure to not mess up everything. Also, there is no option for the addition of new colors, only gimmicks to replace the current gradients.

    After thinking about it for a while, and seeing as no specific project has been achieved on this topic yet, I decided to give it a go. I'm currently coding an extended version of the character generator, currently for Microsoft Windows operating system though. The generator has been revamped, but as usual, bugs may exist. I'm counting on you guys to find them so I can fix that as soon as possible :)

    View attachment 153738
    Screen capture of v0.55

    The editor behaves like the current MV/MZ editor, with the following additions:
    - The software will help you import all your current assets from your RPG Maker MV/RPG Maker MZ folder
    - You can import resource packages (RXGE2) files from resources creators who use the generator
    - You can manually add new resources without having to think about the default generator naming conventions
    - You can add more "categories" and "parts", for example, Accessories 3, something different than Male/Female/Kid
    - You can add new templates for resources who do not match the dimensions of RPG Maker MV/MZ default resources
    - You can redefine the drawing order of elements over others (by default the current MV/MZ generator priorities will be set)
    - All gradients can be used for any item, and you'll be able to add new, whether by importation or by generation
    - You can add many elements of the same part (ex. two accessories A) and use any category (Male, Female, ...) on the same character
    - You can move the elements by a few pixels to create different faces
    - You can easily see who to credit through the importation of resources
    - You can create/add character sets, which are partial characters
    - Better randomization of characters with rules

    Tutorials are directly accessible from my website :
    - Access to the website here
    - Direct link to tutorials

    Download Link: Version 0.68

    - The link points to a zip file in which the executable is. I didn't create an installer yet, but the file should be readable by most people on windows operating systems already. If it won't, try to install .Net Framework 4.5+
    - Antiviruses hate standalone files; yours may complain when trying to launch the generator.
    - Download Link

    You want to follow what is being developed and give suggestions elsewhere than this forum? Here is a discord link: https://discord.gg/ZV4WHB5

    Known bugs :
    - None for now

    Compatibility with RPG Maker MV and MZ DLCs

    Thanks to @CrisR82
    RPG Maker MV/MZ Extended Generator - Version Beta 1.00.0003 [14th November 2024]

    Changelog - Version 0.67 (2021, March, 1st)
    • Fix: Since MZ changes to their face pictures, going from 144x144 pixels to 160x160, the faces were distorted after importation. Now, the generator can properly display those files.

    Older versions :
    Spoiler
    Version 0.66 (2020, September, 8th)
    • Fix: When importing resources from RPG Maker like folders from a database setup for MZ, a crash occurred due to the hidden key names of mask colors.
    • New: When exporting character pictures, the path for each template is saved. After your first export, you don't need to change folders every time anymore.
    • New: Zoom level 150% added. Buttons + and - for zoom level.
    • New: Duplication of gradient colors
    • New: Custom colors in the color selection window are saved as long as the software remains open
    • New: Button to add subdivisions to the gradient data

    0.65 (2020, September, 3rd)
    • Addition: Gradients can be imported/exported to a new file format, RXGG2. That one allows sharing your gradients and gradient categories, including generated gradients.
    • Fix: In case of errors in the RXGE2 files, the file can still be imported, skipping the erroneous parts.
    0.64 (2020, August, 28th)
    • Addition: The generator now tries to guess if the file names have missing/exceeding capitals letters when importing a MV-like folder.

    0.62 (2020, August, 20th)
    • New: Possibility to import RPG Maker MZ resources, like MV (including the gradient files)
    • New: Possibility to import a RPG Maker MZ Character JSON File
    • Addition: Categories can be moved up and down in the database window
    • Addition: When clicking "New category" or "New part", the textbox becomes automatically selected

    0.61 (2020, August, 17th)
    • Fix: Generated gradient colors were partially saved; changing only slider positions wasn't considered as a modification of the gradient.
    • Fix: The save dialog was appearing twice if you chose Yes for save but clicked Cancel thereafter.

    0.60 (2020, August, 14th)
    • Fix: Safety to prevent the user from adding two identical gradients to the same color category.
    • Addition: Menu to completely erase the database, so you don't have to do it manually.
    • Addition: Ability to import the database and resources from the old 0.10 version.

    0.59 (2020, August, 12th)
    • Fix: Correction for MV default resources importations to be able to deal with DLCs with bad filenames too.
    • Change: Attempt at signing the executable files so the antiviruses will have fewer complaints against the generator.

    0.58 (2020, August, 11th)
    • Fix: Index out of range error when importing a MV-like folder with mismatched names
    • Fix: Better analysis of the filenames of the MV-like folders if additional underscores are in the names.

    0.57 (2020, August, 3rd)
    • Addition: Comeback of the importation of MV-like folders
    • Fix: Index out of bounds when removing a resource
    • Fix: Browse button not working in the import MV resources window.

    0.55 (2020, August, 2nd)
    • Change: Rework of the main UI
    • Change: Rework of the database windows
    • Change: Rework of the way the database works
    • Addition: Resources now have tags for filters on the main window
    • Addition: A resource can have several categories/authors
    • Addition: Categories for colors
    • Addition: Undo/Redo
    • Addition: Character sets
    • Addition: Randomization rules
    • Addition: Recent files
    • Addition: Gradient parameterization
    • Addition: RPG Maker MV JSON character importation
    • Fix: Export window snap points
    • Fix: Index out of bounds
    • Fix: Dead files remaining in folders
    • Fix: Many other crashes

    Alpha 0.10 - 7th September 2019
    - Fix : Changing icons for resource was crashing the editor instead of properly saving the change
    - Fix : Removing pictures for templates was crashing the editor and corrupting the data file if one of the mask color was to be removed due to the suppression
    - Addition : Filters are now remembered in the managing resource section (advanced mode) as long as the window is kept opened
    - Addition : Select All and Select None buttons for categories / parts / authors in the managing resource section (advanced mode)

    Alpha 0.09 - 4th January 2018
    - Addition : Once a character has been saved/open, the Save character menu (shortcut CTRL+S) will overwrite the file. The Save character as menu still exists.
    - Addition : If a character is not saved, a confirmation is asked before opening another character, creating a new character and closing the software.
    - Fix : While using randomize, the same series of random characters won't appear anymore after a restart of the software.

    Alpha 0.08a - 24th August 2017
    - Fix : The generator won't try to summon an obsolete form window when importing default MV resources, the error will disappear.
    - Fix : The generator will try to skip picture files that do not belong to the normal MV naming convention in the generator folder.

    Alpha 0.08 - 7th August 2017
    - Addition : Modes for the generator, MV and advanced. Advanced corresponds to all what available before, while MV only possesses the default MV templates and far less options for an easier use.
    - Addition : The resource list panel can be resized vertically to display more resources if necessary.
    - Addition : The generator window will now remember its size and position, as well as the size of the left and top panels.
    - Fix : RPG Maker MV default ears resources are now properly imported, but will require a complete reimportation of the resources.

    Alpha 0.07a - 28th December 2016
    - Fix : If the importation failed, the generator will only display as mission icon the erroneous files. The crash is avoided until a better solution is found.

    Alpha 0.07 - 26th November 2016
    - Addition : Resources can now be edited : changing/adding/removing pictures/mask colors. It can be used to add pictures to existing resources for new templates.
    - Addition : Kid resources can now be imported from the default MV generator folder.
    - Addition : When importing a MV-like resource folder, you can also import new template resources if their folder name is the key of your template.
    - Addition : When importing a MV-like resource folder, new template resources will merge with existing resources. (It also works with RPG maker default resources provided that the importation name is "Generator" or "Kadokawa".
    - Addition : New option for managing templates : you can now rename them, change their parts and drawing orders. You can also move them, while being protected from overlap.
    - Change : The default RPG resources will now have the prefix "Kadokawa" when being imported.
    - Fix : The switch from one textbox to another with the Tab key during resource addition is now properly fixed.
    - Fix : The generator won't crash anymore if there are no resources in for a Part.
    - Fix : The Replace button will not be enabled anymore if the character is empty.
    - Fix : When deleting resources, the files in the Resource folder are now properly deleted.
    - Fix : The About window won't crash anymore if it is opened several times in a row.
    - Fix : Position errors while exporting pictures with a small windows size have been removed.
    - Fix : Added safety checks to prevent crashing while importing MV's folder, if somthing has been altered. Wrongly named files/folders will now be skipped.

    Alpha 0.06b / Alpha 0.06c - 31st August 2016
    - Fix : When adding resources for only template with Mask color IDs, the software won't crash anymore when trying to use those resources on a new character.
    - Fix : Selecting a blank mask id won't make the software crash anymore either.

    Alpha 0.06a - 30th August 2016
    - Fix : The default MV resource import window made the software crash if RPG Maker MV was not installed on the computer.

    Alpha 0.06 - 29th August 2016
    - Change : Modification of the main window interface. Now, the left panel displays character details while the right panel is used to select parts and preview the window
    - Addition : The main window contents can be resized in two panels. One panel for character details, one panel for picture view.
    - Change : You now add elements by double-clicking or pressing the "Add" button. You can replace them by right-clicking or pressing the "Replace" button.
    - Change : To remove an element, select it in thre TreeView, then right click on it.
    - Addition : A zoom function has been added, allowing the following scaling : 25%, 50%, 75%, 100%, 200%, 400%, 800%
    - Addition : The main window has now a "See credits" button to list the credits for the current character, from the used parts.
    - Addition : One character can now possess many elements of the same part (ex: several Accessories A) and elements from other categories (ex: Male and Female elements)
    - Addition : You can now shift all elements by a few pixels in order to make changes to the initial positions.
    - Addition : Random generation of characters. Body, Face, Eyes, Nose, Mouth and Ears always appear, while other elements have 50% of chance to be blank.
    - Change : Removal of the "Manage assets" window as it was known before. It has been replaced by a new window : Manage Assets wizard.
    - Change : The many "Update" buttons have been removed, you won't have to bother with them anymore.
    - Addition : The assets management window can now be resized.
    - Addition : Templates have a new property : "Elements per sheet". This will allow to export many elements of the same file, for example like MV's charsets (4x2 charsets on a single picture)
    - Change : You won't hear about "Priorities" anymore but simply "Drawing Order" for a better understanding.
    - Addition : Mask colors now have names, which makes importation of resources easier
    - Addition : Mask colors have now the new option "Apply everywhere". If yes, changing the color will affect all other elements with the same mask. For example, the skin or eyes color.
    - Addition : You can now reorder the gradients color as you wish, as well as deleting several of them at once.
    - Addition : You can now create new gradients color directly from the Manage Assets wizard.
    - Change : When importing a new gradient file, duplicate gradients are not added anymore.
    - Change : When importing a folder, you can directly type the folder path
    - Addition : When opening the default MV generator importer, the software automatically looks for RPG Maker MV's generator folder from the registry
    - Addition : Resources now have a "Credits" value. You'll be able to keep track of whose parts you have used in your character.
    - Addition : You can now delete/reorder many resources at the same time, and filters have been added to the resource window
    Im trying it now but is there any way to add a zoom in function for the battlers. I have a battler base sheet that is large. i thought that after exporting i could see the changes but it crops it to the OG size of the mz battlers. Soo maybe not a zoom function but something that lets us use larger battlers sheets?
  13. Schlangan said:
    @SonCasual

    If your spritesheet is larger than MV's, you need to configure the templates within the editor. That way, there will be no cropping.

    Direct link to the template tutorial : http://schlangan.free.fr/mvxgen_tutorials.html#Templates
    okay i will have a look, thank you

    Schlangan said:
    @SonCasual

    If your spritesheet is larger than MV's, you need to configure the templates within the editor. That way, there will be no cropping.

    Direct link to the template tutorial : http://schlangan.free.fr/mvxgen_tutorials.html#Templates
    okay ive managed to change it but for some reason the custom sized hair i made isnt visible on the battler, not sure why. any idea?
    *edit, have yet to get the hair to show up on my custom battler character sheet.
  14. Announcement - Beginning of development of version 1.0

    Hello everyone, it has been a while since there was an active development of my software. Despite my full-time job, I found some free time to start working on a more robust, user-friendly (if possible) version of the generator.

    I'll try to implement the various suggestions I've gotten along the years, and make a more robust version that will be able to import RGXE1 and RGXE2 this time
    I'll be need of beta testers at some points, especially from people with complex database configurations, so I'll be counting on you guys :D

    1719729928505.png
  15. Schlangan said:
    Announcement - Beginning of development of version 1.0

    Hello everyone, it has been a while since there was an active development of my software. Despite my full-time job, I found some free time to start working on a more robust, user-friendly (if possible) version of the generator.

    I'll try to implement the various suggestions I've gotten along the years, and make a more robust version that will be able to import RGXE1 and RGXE2 this time
    I'll be need of beta testers at some points, especially from people with complex database configurations, so I'll be counting on you guys :D

    View attachment 309946
    That's awesome! I'm looking forward to it! While it isn't complete, is there any workaround to import RXGE into version 0.68?
  16. Zelune said:
    That's awesome! I'm looking forward to it! While it isn't complete, is there any workaround to import RXGE into version 0.68?
    For now, unfortunately not (except using the old version to import it, then reimport manually)