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

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Started by Schlangan 846 posts Page 4 of 43 View original ↗
  1. Hi there ! I noticed that wings and tails do not have color management .


    so while you are coding for color stuff :p  


    Thank you  so much by the way :D  
  2. Is this still being worked on? I would like to see the window sizable and scroll bars show up if the templates don't all fit. Please.
  3. It should be quite easy to do; I'll work on it once I find a bit of time.
  4. UPDATE - version Alpha 0.04


    Here comes a new update, with the following changes:


    - @Archeia : I fixed the coloring of the editor. You should now notice a behavior very close to that of MV.


    - @CupcakeDreamer : The main window is now resizable, and scrollbars have appeared for new templates.


    - @Zanshoo : The wings and tails can now be properly imported from MV's default resources, and can be colored.


    - New import of the colors; you can now add a gradient file working exactly the same way as MV's generator. But you can add as many gradient as you want in this extended editor of course :)


    The way mask colors are dealt with now changed. You should reimport all MV resources (which will include the resources from MV v1.1.). Else I fear that a bug will occur with a missing gradient file.


    - Download LInk (direct executable)
  5. Thank You!!!
  6. Hi ! reaaaaally goooood work ! 


    There is something really frustrating :  when you start a face and you realise that there is something wrong with the priorities,


     you manage your asset to correct the problem and BAAAM The face you worked on as vanished ! 


    Is it possible to make the program memorise the éléments put, so when you finished manage assets, you can resume your work on the face you were working on? 


    Thanks a lot !!! 
  7. Sure, I'll try to implement this for later. 
  8. When adding and positioning templates. It doesn't properly update the preview to the right. And If you have added a new template the preview always calls it "New template" even if you have renamed and reloaded it.
  9. UPDATE - version Alpha 0.04a


    Small fix update, a single change:


    - @CupcakeDreamer : The template preview is now properly updated. To change the name of a template, do not forget to click on the "Update template" button. The changes do not apply directly by typing into the tetxbox.


    - Download LInk (direct executable)
  10. Thank you again.
  11. I can't really thank you enough, although one problem I have is that the eyes in the sprites don't get colored when you change eye color but I'm sure that'll be added later.
  12. @Nocturnic : In fact, the eyes color in the sprites other than the facesets are body colors. If you look at the body color, you have two of them; the first color is the skin, the second color is for the eyes. For now you can color the eyes like this. Later, I plan to add an option to link colors of various parts, which will help t reproduce the default behavior.
  13. Schlangan said:
    @Nocturnic : In fact, the eyes color in the sprites other than the facesets are body colors. If you look at the body color, you have two of them; the first color is the skin, the second color is for the eyes. For now you can color the eyes like this. Later, I plan to add an option to link colors of various parts, which will help t reproduce the default behavior.

    Alright, thanks.
  14. I have MV from Steam and if I try to import the default assest (clean folder and latest exe) I get a "Index out of Range" excpetion. There are some pictures on the resources folder now, but your program seems not to know that.

    Spoiler
    Informationen über das Aufrufen von JIT-Debuggen
    anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.


    ************** Ausnahmetext **************
    System.IndexOutOfRangeException: Der Index war außerhalb des Arraybereichs.
       bei RPG_Maker_MV_Extended_Generator.Form2.btnBeginImport_Click(Object sender, EventArgs e)
       bei System.Windows.Forms.Control.OnClick(EventArgs e)
       bei System.Windows.Forms.Button.OnClick(EventArgs e)
       bei System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
       bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
       bei System.Windows.Forms.Control.WndProc(Message& m)
       bei System.Windows.Forms.ButtonBase.WndProc(Message& m)
       bei System.Windows.Forms.Button.WndProc(Message& m)
       bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)



    ************** Geladene Assemblys **************
    mscorlib
        Assembly-Version: 4.0.0.0.
        Win32-Version: 4.6.96.0 built by: NETFXREL2STAGE.
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll.
    ----------------------------------------
    RPG Maker MV Extended Generator
        Assembly-Version: 1.0.0.0.
        Win32-Version: 1.0.0.0.
        CodeBase: file:///D:/Spiele/RPG%20Maker%20MV/RPG%20Maker%20MV%20Extended%20Generator/RPG_Maker_MV_Extended_Generator.exe.
    ----------------------------------------
    Microsoft.VisualBasic
        Assembly-Version: 10.0.0.0.
        Win32-Version: 12.0.20806.33440 built by: FX45W81RTMREL.
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll.
    ----------------------------------------
    System
        Assembly-Version: 4.0.0.0.
        Win32-Version: 4.6.81.0 built by: NETFXREL2.
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll.
    ----------------------------------------
    System.Core
        Assembly-Version: 4.0.0.0.
        Win32-Version: 4.6.81.0 built by: NETFXREL2.
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll.
    ----------------------------------------
    System.Windows.Forms
        Assembly-Version: 4.0.0.0.
        Win32-Version: 4.6.81.0 built by: NETFXREL2.
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
    ----------------------------------------
    System.Drawing
        Assembly-Version: 4.0.0.0.
        Win32-Version: 4.6.1068.2 built by: NETFXREL3STAGE.
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
    ----------------------------------------
    System.Configuration
        Assembly-Version: 4.0.0.0.
        Win32-Version: 4.6.81.0 built by: NETFXREL2.
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll.
    ----------------------------------------
    System.Xml
        Assembly-Version: 4.0.0.0.
        Win32-Version: 4.6.1064.2 built by: NETFXREL3STAGE.
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll.
    ----------------------------------------
    System.Runtime.Remoting
        Assembly-Version: 4.0.0.0.
        Win32-Version: 4.6.81.0 built by: NETFXREL2.
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll.
    ----------------------------------------
    System.Windows.Forms.resources
        Assembly-Version: 4.0.0.0.
        Win32-Version: 4.0.30319.36213 built by: FX452RTMLDR.
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
    ----------------------------------------
    Accessibility
        Assembly-Version: 4.0.0.0.
        Win32-Version: 4.0.30319.33440 built by: FX45W81RTMREL.
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll.
    ----------------------------------------
    mscorlib.resources
        Assembly-Version: 4.0.0.0.
        Win32-Version: 4.0.30319.34209 built by: FX452RTMGDR.
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_de_b77a5c561934e089/mscorlib.resources.dll.
    ----------------------------------------


    ************** JIT-Debuggen **************
    Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
    Konfigurationsdatei der Anwendung oder des Computers
    (machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
    Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.


    Zum Beispiel:


    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>


    Wenn das JIT-Debuggen aktiviert ist, werden alle Ausnahmefehler an den JIT-Debugger gesendet, der auf dem
    Computer registriert ist, und nicht in diesem Dialogfeld behandelt.
  15. I tried again to import from Steam as I also use it, and got no problem. When does the exception happen ? After you close the importation window or before ?
  16. Before, right on the import process itself. I have selected the Generator folder and hit the import button. Then the import starts and short time later the exception pops up. The import wasn't finished at this time.
  17. Strange. Did you add by yourself custom resources before ? If some are wrongly pasted in the generator folder, it might cause an issue. On the default resources only it works perfectly.
  18. Not as I know. I had a new V1.01 installation from steam, updated to 1.1 with Steam too. I haven't add any new/custom parts to the Generator as I remember.
  19. Amazing generator!
    The only thing is the hardness to add manual resource parts (i always got messy trying to add clotinhg parts, Clothing, Clothing2, etc).
    Maybe if @Duce agrees to share some code from your importer tool...





    ...notably the organization/numbers rename thing, you can make something like "Import a entire generator parts folder at once" within the generator, without messing with the standard generator assets and making everyone's life easy.

    And maybe adding a option to easy enable of one sex parts into another would be good, too.

    Keep the awesome work going!
  20. @Purzelkater : Strange, there is definitely something wrong going on, but I don't know what. I would need to have your generator folder to find out what is the problem. Can you upload it somewhere and send me the link using private messages ? 


    @vico : It is quite difficult to add part by yourself indeed. However, due to all possibilities of priorities and so on, I don't see any other way. But keep in mind that the generator has also a function for an easy import/export of resources. If someone create resources and export them with the generator, you get a single file for all resources. Such file is then easy to import.


    Edit : v0.04b released, fixing a bug in the importation if non png files were located in the generator folders.