Can one vertically "double up" or extend a tileset?

nijineko

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I have been reading through the asset standards in the documentation, and noticed the vertical and horizontal stats given for each individual tile, auto-tile, and for a given tileset image. Given that the tilesets scroll vertically in the RMMV editor, can one or more of the tilesets be extended vertically to include more tiles, or is the height fixed for some reason?
 

bgillisp

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Afraid not. The size of the tileset is fixed.
 

nijineko

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I see... that means that one can only add tiles by using the unused tileset slots.... We need more tileset slots in RMMV!
 

bgillisp

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What most do is they make a tileset for the map instead, using an image editor to move things around. If you do that and only put what you need odds are you'll almost never use your E tab even.

Plus, keep in mind the more tile tabs = the more memory your game needs. MV already needs a lot of memory, I don't think we want to add more image files to it as those are very memory intrusive.
 

Shaz

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You don't need a single tileset for your entire game, like VX did. To fill a whole A1-A5 and B-E set of sheets per map would be very rare.
 

nijineko

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You don't need a single tileset for your entire game, like VX did. To fill a whole A1-A5 and B-E set of sheets per map would be very rare.
And yet I find the need to do so....
 

bgillisp

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If you end up in a situation where you feel you REALLY fell you have to have one more tileset, there is always my trick. What I did was I took a tileset and broke it up into a character sheet, and reuploaded it as a character file. This will allow you to then use events instead to place those tiles. I did this with Inside C as I found I was using those decorations enough and I didn't want to squeeze then into my other tilesets, so this way I didn't have to worry about them.

The only thing is you'll have to check direction fix when you do this, else it will do silly things when you click on it.

PS: This works really well with the following: The flowers from Outside B. The decorations from Inside C. The windows from Outside B (the one tile windows). That's all I've tried so far, but it allows me to delete the space those take up on the tilset now and put something else there.
 

Shaz

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You wouldn't want to do that too much though, as more events will impact on performance.

Your other option is doodads, which will allow you to use the tileset for the ground/walls, etc, and doodads for all your decorations, which is basically unlimited (though I imagine too many of those will also impact on performance).
 

bgillisp

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Right. I mainly use it to get an oddball flower that I want once on the map but I don't want to add it to the tileset, or to be able to place the inside C decorations on a table for a marketplace. Usually though if you find you need more than 25 - 30 events this way its time to redesign your map and how it is done, or put those in as part of your tileset and delete a tile you aren't using.
 

Andar

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And yet I find the need to do so....
Just out of curiosity:
What kind of map is that where you need more than 1000 different tiles on a single map?
 

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