Converted Graphics - Not quite working

marshzd

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Hey, I did a search and couldn't find this problem, but if someone knows of a post please direct me to it. I resized my Samurai Ace tileset and have put it into MV. But when I try to place a building on the grass, it replaces the grass, causing dirt outlines. See pictures below.

Any explanation why that might be?

Screen Shot 2015-10-29 at 8.13.42 PM.png

Screen Shot 2015-10-29 at 8.13.55 PM.png
 

Seacliff

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Check the tileset tab for 'Mode' which is under the name box. I'm not 100% certain but I think you have it set to 'World Type'. If that's the case, change it to 'Area Type'.
 

bgillisp

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I think you are using the grass tile that is surrounded by dirt, and any building placement will do that (and that was true in ACE too). You can get around it by shift clicking, or by using the correct grass tile.
 

marshzd

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Check the tileset tab for 'Mode' which is under the name box. I'm not 100% certain but I think you have it set to 'World Type'. If that's the case, change it to 'Area Type'.
Tried both, and didn't change anything.

I think you are using the grass tile that is surrounded by dirt, and any building placement will do that (and that was true in ACE too). You can get around it by shift clicking, or by using the correct grass tile.
That right be right, though I'm not sure what other grass tile it would be. I do see dirt outlines around this grass tile. Using "shift" does a weird thing to the rooftop tile so it doesn't look right. I'll add a screenshot with the top and bottom, and one of the grass tiles.

Screen Shot 2015-10-29 at 8.33.59 PM.png

Screen Shot 2015-10-29 at 8.34.13 PM.png
 
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Tommy Gun

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I can see the seams in your autotile (corners of the building). If you don't want those to show up, you should scale using nearest neighbor instead.
 

Ultima2876

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I can see the seams in your autotile (corners of the building). If you don't want those to show up, you should scale using nearest neighbor instead.
Nearest neighbour makes it look soooo ugly though :/

I'm working on a little magic that should fix that at least  ;)

No idea on the OP's original problem though, sorry!
 
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Tommy Gun

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Nearest neighbour makes it look soooo ugly though :/

I'm working on a little magic that should fix that at least  ;)
Yeah. The best way is probably to cut out each tile (or each *section* of an autotile), run it through Waifu, then resize. Long process. Haven't tried it yet. You may still have to clean up the edges, though. Doesn't really seem like resizing old tiles is worth it.
 
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Ultima2876

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Yeah. The best way is probably to cut out each tile (or each *section* of an autotile), run it through Waifu, then resize. Long process. Haven't tried it yet. You may still have to clean up the edges, though. Doesn't really seem like resizing old tiles is worth it.
That also causes seams, yeah. I've come up with a method that works pretty well. With some tweaking it could probably give very good results - at the moment it's useable but I'm still tweaking.

EDIT: Here are some pics of my current results.

Firstly, naïve Photoshop rescaling (seams are really bad here...):



Nearest Neighbour (better, but really fuzzy and generally blegh...):



Here's my current algorithm's attempt:



It's not quite perfect yet but it's getting there! (Also some of the glitches are actually present in the original tileset, if you compare the nearest neighbour rescale to the special algorithm one...)

Bearing in mind a skilled mapper would know how to tweak their map to get the best out of it (rather than randomly throwing down tiles to show a worst-case scenario), I think this could give usable results and unlock a wealth of old assets for devs to use.
 
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