Problem with transparency in tiles

Venex

Villager
Member
Joined
Nov 6, 2015
Messages
20
Reaction score
2
First Language
German
Hello,

I have a problem importing a custom tileset into MV.

This is what my tileset looks like in Windows:

BueroBoden_v2.png

That's what it looks like in GraphicsGale:
Unbenannt.png

The yellowish areas are supposed to be transparent.

This is what happens in MV:
Unbenannt.png

I don't know how to fix this.

Thank you in advance.
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,776
Reaction score
4,721
First Language
English
Primarily Uses
RMMZ
It does seem to be working. The white/gray check pattern in MV means it's transparent. It will be transparent in game, it just appears that way in the engine to make it easier to see what is transparent.
 

Celestrium

Adventurer
Veteran
Joined
Mar 3, 2020
Messages
199
Reaction score
211
First Language
English
Primarily Uses
RMMZ
If you want to try changing the transparency in MV, I made some screenshots to show you how. This can help you identify the transparency better. I make mine a birght pink so I can tell where it is. Hope that helps!
It looks like the transparency is there fine, just as MushroomCake28 stated.


1606769116444.png
1606769167364.png
 

Venex

Villager
Member
Joined
Nov 6, 2015
Messages
20
Reaction score
2
First Language
German
Thank you!

I see ... What I thought was an error were just the white and grey boxes shining through.

I still have a problem when starting my game:

Unbenannt.png

The transparent areas appear in black. I don't know what is causing this.
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,776
Reaction score
4,721
First Language
English
Primarily Uses
RMMZ
If there's nothing underneath it will be black. Think of it like there's a black canvas and you start painting on it with tiles. If you have a 100% transparent tile, and if you put nothing else underneath it or on top of it, you'll just get some black.
 

Venex

Villager
Member
Joined
Nov 6, 2015
Messages
20
Reaction score
2
First Language
German
OK, I see, but I put a white surface underneath the table (the tile with the transparent background).
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,776
Reaction score
4,721
First Language
English
Primarily Uses
RMMZ
Can you show us how it looks in the editor?
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,776
Reaction score
4,721
First Language
English
Primarily Uses
RMMZ
You can see that there's nothing underneath the table since you can see the editor's transparent marker (the white and gray check pattern). You need to place the floor tile first, then place the table tiles on top of it. If you've set your tileset correctly, it should work and the table should be on top of the floor. If you didn't configure your tileset correctly, the table tile could override the floor tile, which is one possible explanation to your problem.
 

Venex

Villager
Member
Joined
Nov 6, 2015
Messages
20
Reaction score
2
First Language
German
This explanation makes sense.

If my table tile was overriding the floor tile, how do I make it that it doesn't override it anymore? I've set the transparency in GraphicsGale and don't know what possibly went wrong with it.
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,776
Reaction score
4,721
First Language
English
Primarily Uses
RMMZ
Floors override each other, but you can place walls and fences/tables on top of floors. The way the system determine what type is a tile is by looking at its position in the tilesets. Head over to the database and in the tilesets tab.

Tile A1: All animated floor tiles (usually water tiles)
Tile A2: The first half vertically is for floor tiles (ground floor usually). The second half vertically is for anything that goes on top of floors (grass, fences, tables, holes, etc.).
Tile A3: Walls and Roof
Tile A4: Walls
Tile A5: Miscellaneous

A1 And the first half of A2 can't be on top of each other.
The rest can go on top of A1 and the first half of A2.
 

Venex

Villager
Member
Joined
Nov 6, 2015
Messages
20
Reaction score
2
First Language
German
I didn't know that A2 is split-up into two different tile-types. I guess this should solve my problem. Is it pre-defined in the system that the second half of A2 begins after 384 pixels and ends after 768 pixels?
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,776
Reaction score
4,721
First Language
English
Primarily Uses
RMMZ
I don't remember the exact pixel position, but if you go to your tile tabs the first 4 columns are floor and the next 4 columns are the other stuff.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Who would think putting a power button on a side of a laptop is a good thing? You want to move the laptop and you suddenly press the button.
The second draft of my script is almost done, and I don't think I'm going to write a third draft. I'll make changes to dialogue here and there, but I'm happy with the series of events the way they are.
How you feel about font and dialogue box changing for every main character while the minor cast and regular npc get their own styles? Too much?
Just found an obviously custom effect (i.e. edited by me) in my resources>sounds folder called "rip jaw off". Dear Lord what is wrong with me as a person that at some point I needed a sound *specifically* for THAT??
(...rhetorical question.)

Forum statistics

Threads
107,526
Messages
1,030,274
Members
139,652
Latest member
jasasewamobilbali
Top