I'm having trouble importing graphics.
I've tried to import a certain character tiles, but the rpg maker divided it into small unfitting rectangles.
So my question is: How can you decide the size of tiles for events?
Did I make myself clear? because I'm not sure it was understandable.
The right way to import graphics?
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The size of character graphics is set by the rpg maker itself.
You can control that by changing the character dimensions.
F.e.:
A 96x128 pixel sized character graphics, will be splitted into 12 single 32x32 frames.
Each frame has the same size.
So if you change one frame, you need to change all frames. The Pixelsize of a characterset always needs to be a multiple of 3 in width and 4 in height. -
did you make sure they are built for vx ace?
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As mentioned above by Chaosgod_Espér, graphics are set up by Ace. Scripts can alter this but normally it's like this:I'm having trouble importing graphics.
I've tried to import a certain character tiles, but the rpg maker divided it into small unfitting rectangles.
So my question is: How can you decide the size of tiles for events?
Did I make myself clear? because I'm not sure it was understandable.
If your only using 1 character (ie. 3 x 4) then you name the file like this: "$character.png" if using a whole set name it normal like this "character.png"Help File>Resource Standards>Graphic Resources said:Characters (Graphics/Characters)
Files containing images of characters to display on the map screen.
A character can be of any size, and a total of twelve patterns (four directions (down, left, right, up) × 3 patterns) are arranged in the designated order. In each file, arrange characters two down and four across, for a total of eight. The size of this character is calculated based on one-twelfth the width and one-eighth the height of this file.
Note that RPG Maker VX Ace displays characters offset four pixels from tiles so as to more naturally portray them with buildings.
- Adding an exclamation point (!) to the beginning of a file name cancels the application of the four-pixel offset, and also turns off the translucent effect applied by the bush attribute. This is used mainly for object-type characters on maps, such as doors and treasure chests. It can also be used in combination with the dollar sign ($) special character.
- Adding a dollar sign ($) to the beginning of a file name allows you to treat one character as one file. In this case, the size of the character will be one-third of the width and one-fourth of the height of the file. It can also be used in combination with the exclamation point (!) special character.
Could you link to the file your using so I can understand better what you are asking? If it's not a 3x4 sprite it may need altering to work properly. -
Thanks dudes, for solving the complicated with more complications.
I will try the file name thing and I will try changing the size to see what will work, and I'l come back to you later. -
Actually, they gave you the answer you need. Normally a single character image is 32 x 32, and a sheet of these (all positions) is 3 x 4, so 96 x 128. I believe the part of the help file quoted above gives you your answer for character sheets bigger than 96 x 128:Thanks dudes, for solving the complicated with more complications.
I will try the file name thing and I will try changing the size to see what will work, and I'l come back to you later.
- Adding a dollar sign ($) to the beginning of a file name allows you to treat one character as one file. In this case, the size of the character will be one-third of the width and one-fourth of the height of the file. It can also be used in combination with the exclamation point (!) special character.
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"Normally" isn't valid in my case because the RPG maker thinks i'm trying to get a character with its width ten times the length of it. I'm pretty sure it isn't 32 x 32.Actually, they gave you the answer you need. Normally a single character image is 32 x 32, and a sheet of these (all positions) is 3 x 4, so 96 x 128. I believe the part of the help file quoted above gives you your answer for character sheets bigger than 96 x 128:
- Adding a dollar sign ($) to the beginning of a file name allows you to treat one character as one file. In this case, the size of the character will be one-third of the width and one-fourth of the height of the file. It can also be used in combination with the exclamation point (!) special character.
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Yes, it is valid - because without the $, Ace assumes that you are importing a regular spritesheet with the "normal" eight (4x2) different spritesets, like the other spritesheets you see as part of the RTP."Normally" isn't valid in my case because the RPG maker thinks i'm trying to get a character with its width ten times the length of it. I'm pretty sure it isn't 32 x 32.
That translates into a spritesheet consisting of eight rows (4 directions, two sprites above each other) and twelve columns (3 animations per sprite, four sprites from left to right), and since the size of the sprites can be variable, the basic selection for a single sprite will cover 1/12th the width and 1/8th the height of the picture you imported. -
First, a correction to my statement. The size of 96 x 128 is the size for one sprite set (all positions). A sheet usually has 8 of these, arranged 4 across, 2 down. So a complete sprite sheet set is typically 384 x 256. If you do not add the $ to the beginning of the file name, the maker assumes that this is the size and acts accordingly.
With a standard sprite sheet, when you go to select the graphic for an actor, the maker will put a rectangle around 1/8 of the sheet.
With an event, the standard is for the maker to select one 32 x 32 tile as the event. This is how the event starts. So say you are doing a NPC walking around town, you select just one of the sprite poses for it to start off as. So when making an event with a standard 384 x 256, the selection square is 32 x 32. Since a full sprite sheet has all 12 positions of 8 different sprites, that's 96 32 x 32 tiles to choose from.
For an event, if you are selecting a character or sprite sheet that has different dimensions, the maker will stll divide it into 96 sections. Take this great catapult by QTPI0121. I've imported it through the resource manager, but I forgot to add the $ to the beginning. So the maker assumes it is laid out and divides it into 96 sections for me to choose from, resulting in teeny tiny rectangles.
That won't work. So what I need to do is go back and put the dollar sign. Once I do that, everything is good to go.
I hope this helps make it a little more clear. And really, if you are still unsure, just try putting the $ in front and see what happens. If you are still having trouble, can you post a screenshat of what you are doing so we can try to help?
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To correct what Mlogon says; a sprite can be ANY size, NOT just 32x32. The 'standard' the maker 'selects' is purely calculated on the eventual image dimensions. As long as you adhere to the 3x4 rule (12 cells), you'll have a correctly working spritesheet.
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I never said a sprite cannot be other sizes. The whole point of the thread is what to do about sprites that are other sizes. When I said standard, it was meant as in typical, which most (though not all) of the RTP sprites are based on a 32x32 dimension, are they not? I was trying to explain how these typical 32x32 sprites are treated, so that I could then show how to make sprites/graphics of other sizes work. I stand by what I said.
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Wow, so many people came to help me, and some of them also speak English! I feel welcomed.
Well, thanks to Mlogan I understand what the problem was. Too bad I already ruined the picture trying to resize it. :(
Anyway, thank you! -
You could go back to the original, if you still have it. Or if it's one you downloaded, just download it again.
This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.