An idea on converting VX Ace images to MV

Itsa_Secret

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Hello,


This is my first post ever to this site, but I am not a (completely green) novice to the program.  Hopefully, my work will not be redundant or useless. :D


With my work on the RPG Maker VX Ace program, I created a lot of my own images to fit my game.  I did this by using Adobe Photoshop CS6 and a downloaded a grid-making attachment called "GuideGuide".  So I started the long and tedious task of opening every category of image (example: "Tileset Interior A1") and not only recording their pixel x pixel size, but also their frames (example: 3 x 4 Frames for a single "Character" sprite image).  This helped me greatly in making my own images for my own storylines.  It would have been nice to have found it rather than have to recreate it all on my own, but perhaps I wasn't looking hard enough.


So continuing, I've purchased the RPG Maker MV program, but all the images are different sizes!  Someone suggested that they all should fall into a 150% increase in size.  This is not true.  Today, I recorded every one of MV's image sizes and compared them to my original numbers of the VX Ace images.  I've not yet tested any of these numbers, being that my Windows OS7 is giving me issues and not validating my version or even playing it in a tutorial mode.  Luckily, I also have a Windows OS10 computer that can open it.  The theory is that if you wanted to change over a VX Ace image over to an MV image, all you would have to do is open it in Photoshop and then change the "Image Size" to the MV parameters.  This should stretch the image out to where it needs to be.


What I'm asking of you all is if you could help me test this theory out.  I'm going to start on my own, but the faster this can be checked, the faster my next game is created.  Thank you for all your help, and I hope what I've made is something we can all use.


It is as follows...


ANIMATIONS A (5 x 3 FRAMES)
vxace size-960 x 576
mv size-960 X 576


ANIMATIONS B (5 X 2 FRAMES)
vxace size-960 X 384
mv size-960 x 384


ANIMATIONS C (3 X 1 FRAMES)
vxace size-576 X 192
mv size-576 x 192


ANIMATIONS D (3 X 4 FRAMES)
vxace size-360 X 480
mv size-x


ANIMATIONS E (5 X 4 FRAMES)
vxace size-960 X 768
mv size-960 x 768


ANIMATIONS F (5 X 6 FRAMES)
vxace size-960 X 1152
mv size-X


BATTLEBACKS1 (1 X 1 FRAME)
vxace size-580 X 444
mv size-1000 x 740


BATTLEBACKS2 ( 1 X 1 FRAME)
vxace size-580 X 444
mv size-1000 x 740


BATTLERS (1 x 1 FRAME)
vxace size-384 X 288 varies (average)
mv size-754 x 437 varies (largest)


! (or without ! in MV)CHARACTERS RANDOM (12 X 9 FRAMES)
vxace size-384 x 256
mv size-576 x 384


$CHARACTERS (3 X 4 FRAMES)
vxace size-96 X 128
mv size-288 x 384


!$CHARACTERS (12X8 FRAMES)
vxace size-288 x 256
mv size-432 x 384


CHARACTERS SINGLE (1 X 1 FRAMES)
vxace size-33 x 32
mv size-x


!$EVENT OBJECTS (3 X 4 FRAMES)
vxace size-96 X 176
mv size-432 x 384


!EVENT OBJECTS (12 X 8 FRAMES)
vxace size-384 X 256
mv size-576 x 384


$EVENT OBJECTS (3 X 4 FRAMES)
vxace size-96 X 128
mv size-x (maybe 288 x 384)


FACES/IMAGES SMALL (1 X 1 FRAMES)
vxace size-96 X 96
mv size-144 x 144


FACES/ENEMIES/PICTURES/IMAGES SMALL (4 X 8 FRAME)
vxace size-384 X 192
mv size-576 x 288


FACES/ENEMIES/PICTURES/IMAGES LARGE (1 X 1 FRAME)
vxace size-272 X 288
mv size-x


PARALLAXES (1 X 1 FRAME)
vxace size-544 X 544
mv size-816 x 816


TILESETS DUNGEON A1 (16 X 12 FRAMES)
vxace size-512 X 384
mv size-768 x 576


TILESETS DUNGEON A2 (16 X 12 FRAMES)
vxace size-512 X 384
mv size-768 x 576


TILESETS DUNGEON A4 (16 X 15 FRAMES)
vxace size-512 X 480
mv size-768 x 720


TILESETS DUNGEON A5 (8 X 16)
vxace size-256 X 512
mv size-384 x 768


TILESETS DUNGEON B (16 X 16 FRAMES)
vxace size-512 X 512
mv size-768 x 768


TILESETS DUNGEON C (16 X 16 FRAMES)
vxace size-512 X 512
mv size-768 x 768


TILESETS OUTSIDE/EXTERIOR A1 (16 X 12 FRAMES)
vxace size-512 X 384
mv size-768 x 576


TILESETS OUTSIDE/EXTERIOR A2 (16 X 12 FRAMES)
vxace size-512 X 384
mv size-768 x 576


TILESETS OUTSIDE/EXTERIOR A3 (8 X 4 FRAMES)
vxace size-512 X 256
mv size-768 x 384


TILESETS OUTSIDE/EXTERIOR A4 (16 X 15 FRAMES)
vxace size-512 X 480
mv size-768 x 720


TILESETS OUTSIDE/EXTERIOR A5 (8 X 16 FRAMES)
vxace size-256 X 512
mv size-384 x 768


TILESETS OUTSIDE/EXTERIOR B(16 X 16 FRAMES)
vxace size-512 X 512
mv size-768 x 768


TILESETS OUTSIDE/EXTERIOR C (16 X 16 FRAMES)
vxace size-512 X 512
mv size-768 x 768


TILESETS OVERWORLD/FIELD A1 (16 X 12FRAMES)
vxace size-512 X 384
mv size-768 x 576


TILESETS OVERWORLD/FIELD A2 (16 x 12 FRAMES)
vxace size-512 X 384
mv size-768 x 576


TILESETS OVERWORLD/FIELD B (16 X 16 FRAMES)
vxace size-512 X 512
mv size-768 x 768


TILESETS OVERWORLD/FIELD C (16 X 16 FRAMES)
vxace size-512 X 512
mv size-768 x 768


TILESETS INSIDE/INTERIOR A1 (16 X 12 FRAMES)
vxace size-512 X 384
mv size-768 X 576


TILESETS INSIDE/INTERIOR A2 (16 X 12 FRAMES)
vxace size-512 X 348
mv size-768 X 576


TILESETS INSIDE/INTERIOR A4 (16 X 15 FRAMES)
vxace size-512 X 480
mv size-768 X 720


TILESETS INSIDE/INTERIOR A5 (8 X 16)
vxace size-256 X 512
mv size-384 X 768


TILESETS INSIDE/INTERIOR B (16 X 16 FRAMES)
vxace size-512 X 512
mv size-768 X 768


TILESETS INSIDE/INTERIOR C (16 X 16 FRAMES)
vxace size-512 X 512
mv size-768 X 768


TILES1 (1 X 1 FRAME)
vxace size-640 X 480
mv size-816 X 624


TILES2 (1 X 1 FRAME)
vxace size-544 X 416
mv size-816 X 624
 

Andar

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ever considered checking the helpfile?


Because all resource specifications are listed and explained there.


And you've gotten several things wrong and have missed a lot of important details, so I think it's better not to approve this.


For example, the tilesheet formats for all A1 tilesheets are identical, for all A2 sheets they're identical and so on, but A1 needs different tile formats than A2 - while your list pretends they have identical formats.


Because while the size of their sheets might be identical, the structure (which format of tiles to place where) is not, and that has nothing to do with your "frame" structure. That is because different sizes of tiles are on the same sheet, A1 mixes animated autotiles with animated regular tiles and so on.
 
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mlogan

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Yeah, this is really unnecessary. In Ace, you can search "Resource Standards" in the help file to find the specifics of image sizes for various graphics. In MV, it's in the help file under Documentation > Asset Standards. If they do not list a specific size, it's because that asset can have a varying size. However, almost all of the default graphics in Ace work on a 32 x 32 grid, where in MV most work on a 48 x 48 grid (this is where the 150% comments come in). So, some of you information is incorrect, as Andar stated.


For example:

CHARACTERS SINGLE (1 X 1 FRAMES)
vxace size-33 x 32
mv size-x


!$EVENT OBJECTS (3 X 4 FRAMES)
vxace size-96 X 176
mv size-432 x 384


A typical single character frame in Ace would 32 x 32, not 33 x 32. Therefore a single character sheet of 3 x 4 (whether it starts with $ or !$) would be 96 x 128 (some of your math seems very off, even for the standards you yourself state).


In MV, a single frame would be 48 x 48, so a single, 3 x4 character sheet would be 144 x 192.


These are just the typical graphics however, and really can be any size as long as they are formatted properly.


I really urge to take some time to look through the help files and look through the forums here - there is so much information. Archeia made templates for many of the graphical elements of MV in this topic and there are topics that explain how to create characters of non-standard size and such. And then what you still can't sort out, please ask feel free to ask questions.
 

Itsa_Secret

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I will definitely look into the helpfiles within the programs more and rethink some of my numbers.


mlogan, you were right about my CHARACTER SINGLE being off by one pixel.  I haven't had an issue with it yet luckily, because my 3 x 4 frames were in their correct numbers.  I will investigate Archeia's graphics.  Thank you for the link.


Andar, thank you for helping me realize that the program might have a help file within itself.  I now realize what you are saying about how the "frame" system doesn't truly apply to different tilesets that require more than just a single "frame" to function.  However, I still think that my frame system works so far as making sure that everything fits.  Dividing a "Combined Patterns" into four frames will do nothing for me if I don't remember that those four frames must work together as a single unit.  However, I'm getting the dimensions correct so that my "Combined Patterns" area fits within a four frame system in that given "C" area.  Or so I think.


I'll continue to work on the MV side of the conversions later, but I thank both of you for your replies.
 

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