Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 21 of 65 View original ↗
  1. EthanFox said:
    It's pretty straightforward; look at the "character images" folder in your project, which contains sprite sheets for characters, but also events like doors. You can see some of them have $ and ! in their filenames; these correspond to how the files are laid out - sorry, but I don't have the documentation next to me to state exactly what these do (you can probably find that via google pretty easily).

    MV doesn't have to have events that are 48x48; it can have different sizes. You just have to make sure your sprites are laid out correctly.

    So for example, you should have !$Gate1.png - this file is a grid that has 12 sprites; 3 across and 4 down. Also look at !Crystal.png, this has 12 across and 8 down. MV will take sprite sheets that divide into these multiples.

    Does that make sense? In truth, it's kinda hard to explain in this manner - it's much easier to learn by doing. I would recommend you experiment with editing those files (keep the originals - make copies and edit the copies) and you'll get the hang of it pretty quickly.
    Then, if I understand this correctly, I'd need to create a new sprite sheet and move tiles from the world map to that, making sure they're properly formatted? Also, I used gimp for this, as I'm not sure how to use photoshop. How would I make a 48x96 spritesheet?
  2. Semolous29 said:
    Then, if I understand this correctly, I'd need to create a new sprite sheet and move tiles from the world map to that, making sure they're properly formatted? Also, I used gimp for this, as I'm not sure how to use photoshop. How would I make a 48x96 spritesheet?
    Yeah, you'd move the sprites of the buildings to a new sheet.

    The way I would recommend doing it, to start, is to create a copy of the "crystals" sheet, and use GIMP to copy/paste the images from the map tileset to the copy of the crystals sheet - because the crystal sprites are also 48x96 in size.

    As for specific instructions with GIMP, if you're having trouble copy/pasting something from one image to another, I would strongly recommend you pause your RPG development for an afternoon and do some GIMP tutorials, as that'll really help you in the long run.
  3. EthanFox said:
    Yeah, you'd move the sprites of the buildings to a new sheet.

    The way I would recommend doing it, to start, is to create a copy of the "crystals" sheet, and use GIMP to copy/paste the images from the map tileset to the copy of the crystals sheet - because the crystal sprites are also 48x96 in size.

    As for specific instructions with GIMP, if you're having trouble copy/pasting something from one image to another, I would strongly recommend you pause your RPG development for an afternoon and do some GIMP tutorials, as that'll really help you in the long run.
    I know how to copy and paste into gimp, as I've done it with my first game
  4. I want to do it not just with 2 block high buildings but also the bigger ones, such as the forts and castles
  5. Semolous29 said:
    I want to do it not just with 2 block high buildings but also the bigger ones, such as the forts and castles
    Look for the mapshot plugin. TURN UM7 OFF BEFORE USING IT. Put a "$" in front of the map name. Take the mapshot. The folder opens. Edit the picture by just making it bigger, not in scale. Do the horizontal resolution times 3 and the vertical resolution times 4. Now save it and put the picture in the characters map so you can open it up in RPGMV.

    If you already have exactly what you want on a tilesheet just backup the tilesheet first and then change the size (not the scale) of the picture to a readable charactersheet like 3*48=144px wide and 4*48=192px tall from the corner which achieves the most recourses since a tilesheet is way too big to fit in a charactersheet.

    If the building or something like that is an EVEN number in tiles wide, add an extra 48px so it becomes uneven and you can place it in just 1 event instead of 2. If your Base Scale and FOV are both on the low side (just lower than the default) it will create more space between events so everything that is split up in 2 events will look split op with 2 of 3 pixels space in between.
  6. I had the mapshot plugin before, but it didn't work for me, and still doesn't. Are there others I can use? Also, what do you mean by do the horizontal resolution times 3 and the vertical resolution times 4? And which maps will I need mapshots of?
  7. As far as I know there is only 1 Mapshot plugin. Otherwise copy your project, turn off all plugins except Mapshot, then it should work.
    You can take a mapshot of a wall or a building or something that exists of multiple pictures from different tilesets, otherwise just editing the source file would be easier. That mapshot has a certain resolution, let's say it 3 tiles tall and 5 tiles wide. That would be 3 time 48 is 144px and 5 times 48 is 240px. But that being just one picture it's not possible for RPGMV to read it, so how do we convert it to a usable character? First put a "$" in front of the name (or not if you want just one big collection of custom sprites per map, but that comes later and you'll do it yourself once you know what you're doing so don't worry). Then open up gimp or paint.net and edit the picture's resolution (not by scale because we don't want to stretch it) and multiply to horizontal resolution by 3 and the vertical resolution by 4. This will make RPGMV think: "O boi a readable format with tiles exactly fitting the 48 by 48 format I use".

    You don't need mapshots of the maps themselves btw, just each "thing" of the map itself that's not already a character / event.
  8. Would I be able to edit the resolution of the world_b tileset in this way? What would I alter it to in gimp? The x and y resolution is 72, what would I alter that to?
  9. Yes, play around from the corners. You need 4 pictures in total if you want the whole thing (not even counting you want 2 tile tall events). Look in the functionbar on top and play around a little so you get to know how the program works. Resolution has 2 values. Like I said: multiply the horizontal value by 12 and the vertical value by 8.
  10. Arend Galenkamp said:
    Yes, play around from the corners. You need 4 pictures in total if you want the whole thing (not even counting you want 2 tile tall events). Look in the functionbar on top and play around a little so you get to know how the program works. Resolution has 2 values. Like I said: multiply the horizontal value by 12 and the vertical value by 8.

    Basically, this as a character sheet is what I'm after.
  11. Semolous29 said:
    Basically, this as a character sheet is what I'm after.
    Ok. If you just follow the instructions and play around a bit you should be able to figure it out.
  12. Arend Galenkamp said:
    Ok. If you just follow the instructions and play around a bit you should be able to figure it out.
    I went into gimp, and altered the x and y resolution, but nothing. I even put the $ in front of the filename
  13. Semolous29 said:
    I went into gimp, and altered the x and y resolution, but nothing. I even put the $ in front of the filename
    What resolution did you change to what resolution? And did you place the picture in the characters map? If yes can you show me a screenshot of the size RPGMV is picking up?
  14. @Arend Galenkamp I forgot to ask if you could quickly put a demo together with MOG Character Motion with the bug you're having. xD
  15. So I was wondering, is there a way for events to show an image starting from the upside instead of the downside? Because as of now, a vertical bed for example just can't be displayed because if you use 1 event the upper side of the 96px tall image will stand up straight and when 2 events are used the middle part of the bed is partly shoven under the lower part of the bed.
  16. You mean like flat events? Again, this can only be done if I change the code to render actual 3D, because event sprites are actually rendered in 2D. Though you might be able to put the bed graphic into the tileset.
  17. Well I was thinking, the engine keeps characters always above the tilemap (not even talking about UM7 but RPGMV itself). But events also show character images from the bottom (horizontal pixel row #48). So what if the engine would read character images from top to bottom instead from bottom to top, but with the same starting point? I don't even know if that's even possible, but imagine for a second that it is. Would UM7 still force the events' images above the tilemap, or is it gonna clip trough it; or will one 96p tall bed piece magically look good since the image is going down instead of up?

    If it isn't possible horizontal would just be the way to go for beds and other deep events.
  18. Arend Galenkamp said:
    If it isn't possible horizontal would just be the way to go for beds and other deep events.

    Surely Arend, the way to do it would be to create new sprites? So if you wanted a vertical bed, you would need three sprites - the headboard, the middle of the bed, and the footboard? Then you you just arrange them. This is similar to how the dragons were rendered in Space Harrier.
  19. @Arend Galenkamp Since the sprites are still rendered in 2D space, even with a depth buffer turned on, they would be rendered over the tilemap. So nope, no clipping would happen, it would still render over the tilemap. You can actually quickly try how it would look though. You just need to change the anchor.y to 0 in Sprite_Character. Or set scale.y to -1, though this will invert all sprites.