Kes

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Minakill, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


Actually it's triple posting.  If you want to add something, just edit your post and put in the extra content. 


There is little point in quoting posts that are 18 months old to say nothing relevant.  It's getting close to being spam, so please avoid doing that.
 

Minakill

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Minakill, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


Actually it's triple posting.  If you want to add something, just edit your post and put in the extra content. 


There is little point in quoting posts that are 18 months old to say nothing relevant.  It's getting close to being spam, so please avoid doing that.

Okey sorry for that. Also how i can delete those comments if i find out i did mistake and want to remove it backwords? :|
 

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You would just report them to the mods and ask them to delete the comment or to merge it with the previous one.
 

dullman

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Wanted to say few things, thanks for plugin i used it successfully without problem with old version rpg maker mv, when new comes it become impossible to use since texture size become to larger for webgl to handle, but if you like me needed larger tile size because use larger sprites, there is two thing to do either set up render mode to canvas or use good old tilemap class instead of shaderTilemap? Also use a previous version of plugin since new ones generate me black empty space between some tiles, it works fine with old version of plugin.
 

Shaz

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Do you have the latest version of MV, and have you updated your project to the latest version of the scripts and plugins as well?  Black lines was a problem with one of the earlier MV versions.
 

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Do you have the latest version of MV, and have you updated your project to the latest version of the scripts and plugins as well?  Black lines was a problem with one of the earlier MV versions.



I have updated project or rather started new one with old plugins with 1.3.3 version of MV. As for other i'm trying to modify your plugin to automatically use fragmented tilesets instead of trying to use canvas mode (since truthfully i upgraded to version 1.3.3 since i need pixi 4). If i would be successful i report back to community.
 

mardin

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Yes, got it to work! Looks great, thank you so much! This opens a whole lot of new opportunities for me, since downscaling mv tiles shouldn't be a problem. I am quite excited right now, great stuff!


Big thank you, I was curious at first...normally Plugin threads like this are flooded with "thank you!"  posts, while this is mainly about people who have problems with the plugin.


Well, for me it worked perfect. Thank you, Shaz!
 

Shaz

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I think people are inclined to 'like' a post rather than post a 'thank you' if it works okay.
 

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Hi. i cannot seem to get the pluggin working correctly. I must be doing something wrong. So i created one tileset "Outside_A2" that i put in a folder tilesets12. i named the script as explained to ChangeTileSize.js. In the pluggin manager i entered 12 for tilesize and also changed the folders name to the corresponding new ones ex: img/tilesets12. it wasn't working so i tried img/tilesets for the original folder and it doesn't work either. The map actually loads when i start the game and I can see that the tiles have been reduced in size to the corresponding amount but they are permanently changing each second. so one second i got grass and next second i got stone tiles. Oh and I got 2 messages in the console: first says "ERROR - Unable to create resource list for ChangeTileSize.js" and the second one states " Please redownload the script and paste over your current version" which i did but lol im pasting the new version over the new version which does nothing. please help.
 

Shaz

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@Ninekorn IIRC that error message indicates that it can't find the correct lines to insert the resource list.  Did you edit the script in any way?  Even indenting it differently might cause that problem.  After you replaced the script, did the console messages still appear?  To download it, you need to go to pastebin, click on the RAW link, then copy and paste it into a new .js file in your plugins folder.  If you downloaded it differently, it might be formatted differently, which could cause that issue.


As for the changing tiles, I don't think that's a plugin issue.  What happens in your game if you disable the plugin completely?  "one second I got grass and the next second I got stone tiles" sounds very much like you have an A2 image in the A1 slot, which sometimes happens when people modify or create their own tilesets without understanding what the different slots are for.  This actually has nothing to do with the plugin, and if that's what's happened, I would expect exactly the same thing (but with larger tiles) when the plugin is disabled.
 

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you're right about the wrong slots i placed in the database... lol i had it in the animation slots... what a noOb. but still the script is giving me the same error after pasting is from the raw link so I don't know what is wrong. i also tried deactivating all my scripts but it stills shows me those messages. I also tried without the console boot pluggin but still same issue. Anyway ill try changing more things to make it work. but im not touching what is inside the script though.
 
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Andar

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@Ninekorn If you get script errors after disabling all added scripts, then either you did something wrong or changed the default scripts (which is also not a good idea to do).


Now you need to systematically search for the point where you messed up your project.


I suggest you follow the link "how to use a script" in my signature, and


1) compare the first half of the tutorial with the thing you've done


2) use the bughunting tips in the second half of the tutorial to pinpoint the cause if the tips in the first half didn't help
 

Shaz

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That specific error message is an indication that the script can't find the location where it's meant to write the resource names.  It will not stop the plugin from working properly, but it will stop the resources being included in the deployment if you choose the 'exclude unused resources' option.


Can you please open the js file in an editor and confirm that the very bottom of it has the following:



/*
RESOURCE LIST - DO NOT MODIFY BELOW THIS LINE
RESOURCE LIST - DO NOT MODIFY ABOVE THIS LINE
*/

})();


Please post a screenshot of that bottom section of code so I can see if there are any formatting issues.
 

Ninekorn

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@Andar - I haven't touched the original scripts I swear. I just tried installing the pluggin with a new installation and i got the same errors.


@Shaz - Here are the screenshots:


1: the bottom of the script.


2: the plugging manager.


3: the database.


4: the folder img.


5: Inside the folder img.


6: the error msg.

changetileSize.PNG


newPluggingChangeTileSize.PNG


database.PNG


Folder.PNG


testingTileSize.PNG


error msg.PNG
 
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Ninekorn

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oh sorry about the huge screenshots taking all the place.... saw this after I posted.. I wonder if I could have shrinked the screenshots a bit.
 

mlogan

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@Ninekorn, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


I've put your images in spoilers using the little button on the reply editor that looks like an eye. Sorry if they're out of order, it was giving me some issues.


Also, in your plugin manager, you need to change the Tile Size from 48 to whatever size you want it to be and set the name of the folder path to include your "old" folder so that it's img/tilesets/old.


added: Here's how I have it set up to run a 32x32 tileset:

changetiles.png
 
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Shaz

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@Ninekorn Your version of the script has been changed, compared to the version on pastebin, and that is exactly why it's not working.  I don't know if just pasting it into your script editor did it, or if you did something that caused it - telling it to redo the indenting.


Look at the alignment on those lines.  As shown in my post, they MUST be flush against the left side.  You have either spaces or tabs in front of them.  Remove those, and it should work.
 

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It works! Thank you Shaz. The problem was the indenting. Every time I copied and pasted the indenting was wrong. Must be something wrong on my end. I followed the steps clearly so I dunno. 
 

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The purpose of this plugin was to allow people to use the resources from their VX Ace projects in MV without having to resize them.  So that's a 32x32 tile size.  Someone tested with 16x16 and that worked well, too.  It wasn't designed with larger tiles than MV in mind (anything bigger than 48x48), I didn't even consider that people might want to use larger tiles when I wrote it, and it's already been discovered that some tile sizes are just too big - not because of the plugin, but because of the limitations of the engine (not sure if it's an MV thing or a Pixi thing).


So in short, for smaller than 48x48, you should be okay, for larger, don't expect it to work.





 



Could I ask for it being Modified in that case ?to make larger tiles work.


For anyone who wants to know I tested it and the highest pixel solution that still works is 64x64.


What I need would be 133x133, yeah I know crazy, but to justify it, I'm an Artist thus I do all my sprite as well as tilesets myself and I have been waiting for this engine Being able to work with higher solution for a while now, I try to make a game in graphics like Dragons Crown or Odin's Sphere etc.
 

Andar

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@Kad1984 There are reasons for those strange numbers - I don't think anyone will get 133x133 to work. But it should be possible to make a rewrite to 128x128 pixels (double of 64).


The computer can only work with switches - that is what the 0 and 1 really are, ON and OFF on uncountable tiny switches.


Ad that means the computer works best with structures that are multiples of 2, besically 1, 2, 4, 8, 16, 32, 64, 128, 256.


The 48x48 of MV are a compromise with other factors that creates several problems, as can be seen with the blurring on resizing Ace resources.


But tiles really need to follow those structures as close as possible - 133 doesn't make that.


Go 128x128 and you might have a chance to get it modified to work, 133 is not going to happen.
 

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