Resizing RPG Maker VX Ace Facesets for MV?

JoanaTREX

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Hello!
So I had no idea that the tile sizes on MV were different from VX Ace, me and some classmates are making an RPG Maker game for our project, and being the artsy friend, I immediately offered to create the sprites
I grabbed my VX Ace templates and drew some Facesets, blissfully unaware of the size differences :(
Resizing wouldn't be a problem, but this is pixel art and even with using the Nearest Neighbour option on Photoshop, still looks pretty awful
Is there some way to alter the game's code or anything so that the smaller sprites can be used instead of the large ones? I really don't want to redraw everything again...

For context, these are the sprites I made :( 96x96 each​
 

bgillisp

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The code can't be altered for that, as the message window would have wrong size fonts and everything if it were (plus remember the facesets are also used in menus and other places). But if you rescale them to 3x the original size, then shrink that to half size, the results are usually better. The reason is it is easier to scale up/down by full integer multiples than 1.5x.

However if that doesn't work, then you will be stuck redrawing them.
 

Ebanyle

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Besides what was said above, the only thing I can think of is perhaps changing the message window size, there are a couple of plugins able to do it. But I'm not sure if the face positioning would be properly adjusted alongside it:kaocry:
 

SeaPhoenix

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Yanfly's Core Engine lets you set the face height and face width in the plugin parameters, though I personally haven't tried it to see how it changes the placement of faces in the menu and message window, etc. You can also change the height of message windows (i.e., the number of lines displayed) in Yanfly's Message Core plugin, so the faces won't be surrounded by too much empty space.

You can find the plugins here: http://yanfly.moe/yep/
 

gstv87

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The code can't be altered for that, as the message window would have wrong size fonts and everything if it were
you can, if you specify a target size X and Y in the blt() method, when you create the sprite.
Ace has .blt() and .stretch_blt(), one for copying fixed rectangles, and the other for copying rectangles with modified target size.
MV unifies both in
Code:
blt (sourcefile, srcX, srcY, srcwdt, srchgt, destx, desty, [newwidth=srcwdt], [newheight=srchgt])
every blt() can be expressed as stretch_blt() if you pass down equal source and destination rectangles, which is the magic behind my window replacement, so, you bet I know about it :D
I don't know about the quality of the end result tho.... but it can be done.

read the MV help file, JS Library -> Bitmap -> .blt().
 

bgillisp

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@gstv87 : You sure though that would fix the problem with the menu too, as it is expecting a 144 x 144 size sprite.
 

gstv87

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@gstv87 : You sure though that would fix the problem with the menu too, as it is expecting a 144 x 144 size sprite.
most likely, as long as you specify the correct size.
everything is written as a function of screen height, tho.... so the actual face size would be
Code:
((screensize - (2 * padding)) / numitems) - (2 * padding)
the face is 144p, but the space allocated for it might be bigger, I'm not familiar with the MV sizes as I am with Ace's
 

Aesica

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I suppose you could try resizing with Waifu2x, which is one of the best upscaling methods I've encountered to date. It'll probably scale them to be too large, but that's not as bad since it's generally less terrible to scale something down than it is to scale something up. Of course, you did say pixel art, so chances are this won't really work, but I figured I'd offer it as an option anyway just in case.
 

JoanaTREX

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Hi everyone! Thank you for the responses, I ended up forgetting I made this thread, but I managed to find a way to get something similar to what I wanted to make without losing the quality of my art!

I downloaded this plugin that allowed me to use bust pictures, but I replaced the bust pictures with the icons and tampered with the sizes in order to get this result :) Not exactly what I had in mind, but it works and maybe this can help someone who might be having a similar issue :)
upload_2019-5-24_10-40-40.png
 

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