problem setting imported tileset to A3

paladyr

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I've downloaded and imported TileE2-byLunarea and I'm attempting to assign it to A3 of a new Tileset, but whenever I do it jumbles the tiles and truncates the tilesheet.  If I assign it to B it works fine.  Is this by design (like all A tilesheets are only for stock RPG Maker items) or do you have to use B-E for downloaded stylesheets or perhaps reformat the tilesheet?  Thanks!
 

Andar

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neither.

If you export the default tilesheets, then you'll see that there are six different formats for tilesheets - the five different formats for A1, A2, A3, A4 and A5, and the sixth format for the slots B to E.

You can only put Autotile-Sheets in the correct format into the slots A1 to A5 - the formats are described in the help file, and there are more than enough custom A-Tilesheets available for download - but those tilesheets ONLY fit into the exact slot # they're designed for.

Same goes for the B to E slots - you can only fit tilesheets into B to E slots that were designed to fit there, but those slots all take the same format (you'll have to make sure that the first tile in the B-Slot is transparent, but that's another thing and the only special tile position in all later slots.
 

paladyr

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I try to include the database location when I name my files. So, TileE2 - would go in the E slot. :)
So kind of you :p .  I had a feeling that's what you were doing!

Thanks for the info!
 

paladyr

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So kind of you :p .  I had a feeling that's what you were doing!

Thanks for the info!
Okay so I imported TileE2 as E, and after I put a building on the map , I try to put a door and RPG Maker sees it as being the same layer as the building so it replaces the building tile and the transparent part shows the ground:

http://postimg.org/image/5z67ouoi7/

How do I add a door or decorations to the building, or tell RPG maker this should be an additional mapping layer on top of the building?

Also:  Luna I noticed your other maps included pathways/doors, and this map didn't.  I'm guessing that I need to use the door surrounding graphics you included and then doors that fill the tile so you can't see the background?  Edit:  Scratch that, when I try that the transparent area shows the ground again.  
 
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paladyr

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You can use an event as an extra layer. That's what I do when I have more than 1 tile in B-E.
Oh man this is getting complicated lol.  Okay so I added an event with the door graphic, and now I create events around the door that do nothing but have a graphic of a door frame?
 

Andar

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I try to put a door and RPG Maker sees it as being the same layer as the building so it replaces the building tile and the transparent part shows the ground:

http://postimg.org/image/5z67ouoi7/
That frame in the picture isn't a door, it looks like a window frame.

You have three layers in RM - bottom layer is for the autotiles (A-Tiles), and that is where most of your ground and walls should come from.

middle layer is everything from B to E tiles, that's usually used for decorations and those parts that you do not want as autotiles.

top layer is the events (although events themselve can be placed below, above or same as player, all three options are above the middle layer).

Events are used for animations (by using sprites, not Tiles) - that's what is used for most doors, because only with sprites you can animate a door opening and closing, but it's also used for animated fire columns and the like.

Events are also used for decorating above the B-layer, for example to place decorations on a table (BtoE-Layer) which stands on the ground (A-Layer).

I think you should practise with some mapping tutorials first, that should tell you what the different tilesheets and options are used for.

If you follow the link in my signature, you'll get links to other tutorials like one on shift-mapping, which is probably the most important tutorial on mapping that exists (it teaches you about the results of using the shift-key when mapping with autotiles)
 

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