How to import MV RTP (resources) into VX Ace?

CavaliereHoScudo

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Hello everyone.

I just registered to the Forums and it's nice to see y'all. I have a question and I hope it doesn't sound too crazy. Has anyone here tried importing the base resources from MV to VX Ace?

I have recently tried using MV but the graphic style and the scarcity of base resources threw me off a little. Yeah I know, it makes more sense to import our own, but I like fiddling around with base resources before adding up anything else. And yet, there are a few resources that look like they would be very useful to me.

The problem is: I'm using VX Ace. The resources I want to use are only for MV. Looking inside the folders, I only found .json files, and I have no idea what to do with them. The difference in size is not what bothers me - I can totally resize them eventually, I can find a way around it. But it's the first time I encounter this situation, and I'm not sure what to do. Actually, I'm not even sure it can be done at all.

In case you're wondering - I'm not looking to move my VXA stuff to MV, I have watched a video explaining how it's done and it looks kinda zany, but I'm going to try one of these days. It's the other way around that I'm interested in right now, but I have no idea where to put my hands and that's (hopefully) where your vastly superior knowledge comes in.

Thanks to anyone who is going to spend a minute for my question :D
 

CavaliereHoScudo

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What base resources are you exactly looking to import?
Most if not all. Mainly Tilesets, all kinds of sounds (I know some of them are the same as other RMs so I'll have to sift them away), character faces (whose sizes will have to be adjusted) and sprites. I might be missing something else, I'll come up with it in case.
 

Archeia

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Animations are the same size as MV
as for the rest, just check the resource standards for both software. Since tilesets are 48x48 in mv, downscale them by 150% for 32x32 and so on. You'll have to do them manually.
 
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CavaliereHoScudo

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Animations are the same size as MV
as for the rest, just check the resource standards for both software. Since tilesets are 48x48 in mv, downscale them by 150% for 32x32 and so on. You'll have to do them manually.
Okay, that looks easy. But I'm worried about the compression formula, I was reading around that some things may become blurry or they could end up with transparent areas where they're not supposed to be. What would you suggest for best results?
 

Archeia

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Okay, that looks easy. But I'm worried about the compression formula, I was reading around that some things may become blurry or they could end up with transparent areas where they're not supposed to be. What would you suggest for best results?
Make them from scratch.
 

Andar

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you can't really prevent some distortions because you're mathematically guessing which pixels to erase.
The formulae in good image programs usually do an OK job, but you might have to manually edit some of the results for better display, especially in case of autotiles.
the only other way would really be to do them from scratch like suggested above
 

CavaliereHoScudo

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you can't really prevent some distortions because you're mathematically guessing which pixels to erase.
The formulae in good image programs usually do an OK job, but you might have to manually edit some of the results for better display, especially in case of autotiles.
the only other way would really be to do them from scratch like suggested above
Guess I will stick with the former (manual edit in case of compression errors). I have no intention of making anything from scratch, at least for now (same reason why I don't want to use scripts at the present time).
I know it sounds lazy but there's plenty of time for that, and right now the couple games I'm experimenting with wouldn't be destined to a wider audience than my friends and myself anyways :)

Anyways, I tried a few minutes ago with a tileset and it seems I found a great compression method on Photoshop, but a couple pixels became transparent upon importing so I'm still guessing what went wrong (transparent pixels in the .png file were preserved just fine).
But that's likely for another thread.

Thanks for your help!
 

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