RPG Maker MV Extended Generator - Version Alpha 0.10 - Update on the 7th September 2019

Discussion in 'Useful Development Tools' started by Schlangan, Feb 10, 2016.

  1. Ghost of Christmas Kloe

    Ghost of Christmas Kloe Ghost of a Princess Seagull Veteran

    Messages:
    1,504
    Likes Received:
    913
    Location:
    Somewhere...
    First Language:
    English
    Primarily Uses:
    N/A
    GCH? Who's that? I thought kadokawa and Degica?


    Anyway, this generator is looking good, and it's nice to know that bugs are being fixed if there are any and that its all going well  :cutesmile:
     
    #41
  2. Roscalin

    Roscalin ( ͡° ͜ʖ ͡° )つ──☆*:・゚ Veteran

    Messages:
    142
    Likes Received:
    47
    Location:
    Nevada
    First Language:
    English
    GCH = Game Character Hub. it's not made by Kadokawa/Enterbrain but it was distributed with Degica.


    This is GCH
     
    #42
  3. Ghost of Christmas Kloe

    Ghost of Christmas Kloe Ghost of a Princess Seagull Veteran

    Messages:
    1,504
    Likes Received:
    913
    Location:
    Somewhere...
    First Language:
    English
    Primarily Uses:
    N/A
    Oh ok! Well I think it's because due to the extent of mv's generator and the ease of use AND this generator, an update of GCH isn't really neccisary now, because we can import our own resources into our own generator which gives us so many options!
     
    #43
  4. Archeia

    Archeia Level 99 Demi-fiend Staff Member Developer

    Messages:
    14,630
    Likes Received:
    14,379
    Location:
    Game Dev Salt Mines
    First Language:
    Filipino
    Primarily Uses:
    VNM
    I tested it out and there seems to be something going on with the color mapping? Case in Point would be the eye color and the white areas being completely replaced...


    [​IMG]


    What RPG Maker MV does is to turn the image grayscale and apply gradient mapping on the masked area, but somehow in this generator it seems to work differently? While I read it's masked colors and really cool, I think this could pose a problem especially on smaller eyes.
     
    Last edited by a moderator: Feb 23, 2016
    #44
  5. Schlangan

    Schlangan A madman with a computer Veteran

    Messages:
    1,320
    Likes Received:
    1,520
    Location:
    Niort, France
    First Language:
    French
    Primarily Uses:
    RMMV
    In fact, I was unable to figure out exactly how MV's editor applied the gradients. I put the image in grayscale and add a color on top on it, hence the result. If you have a better idea on how to deal with the coloring, I'll gladly take it :D


    Another possibility would be to create mask files for facesets too. Using mask files, it would be possible to keep the "light" in the eyes for example. Because the current facesets mode is "subfiles", which mean one color per file. And the light of the eyes isn't separated from the irises, hence the white being replaced.
     
    #45
  6. Archeia

    Archeia Level 99 Demi-fiend Staff Member Developer

    Messages:
    14,630
    Likes Received:
    14,379
    Location:
    Game Dev Salt Mines
    First Language:
    Filipino
    Primarily Uses:
    VNM


    That is how it works except don't add the color part. It's just for MV to know what part to grayscale. I can show you the PSD file that emulates it almost exactly if you'd like.


    I also tried this one:


    http://tm.lucky-duet.com/viewtopic.php?f=38&t=543


    And it works great on RM generator but I seem to have problems importing it in this generator :D;


    [​IMG]
     
    Last edited by a moderator: Feb 23, 2016
    #46
  7. Schlangan

    Schlangan A madman with a computer Veteran

    Messages:
    1,320
    Likes Received:
    1,520
    Location:
    Niort, France
    First Language:
    French
    Primarily Uses:
    RMMV
    The size issue comes from the resolution of the PNG file. The way I change the colors is strongly affected by the resolution. By default, RPG Maker MV files are 96x96 DPI. If you import pictures of other resolutions, for example 72x72, the scaling happens. I'm currently trying to get a workaround.


    Concerning the coloring, I don't own photoshop, so I'm not sure I'll be able to read psd files.
     
    Last edited by a moderator: Feb 23, 2016
    #47
  8. Archeia

    Archeia Level 99 Demi-fiend Staff Member Developer

    Messages:
    14,630
    Likes Received:
    14,379
    Location:
    Game Dev Salt Mines
    First Language:
    Filipino
    Primarily Uses:
    VNM
    Hmm, that is weird. The PNG files are 144x144 the same as the default RM assets.

    [​IMG]


    [​IMG]
     
    Last edited by a moderator: Feb 23, 2016
    #48
  9. StarWarrior00

    StarWarrior00 ~ King of Cuteness ~ Veteran

    Messages:
    773
    Likes Received:
    88
    Location:
    Shreveport, LA, United States
    First Language:
    English (US)
    Primarily Uses:
    N/A

    https://www.gimp.org/downloads/
     
    #49
  10. Schlangan

    Schlangan A madman with a computer Veteran

    Messages:
    1,320
    Likes Received:
    1,520
    Location:
    Niort, France
    First Language:
    French
    Primarily Uses:
    RMMV


    The dimensions are indeed the same, but not the resolution, DPI. That's what I noticed. I'll try to find a way to bypass the problem though. I need to rewrite the whole coloring procedure.
     
    #50
  11. Archeia

    Archeia Level 99 Demi-fiend Staff Member Developer

    Messages:
    14,630
    Likes Received:
    14,379
    Location:
    Game Dev Salt Mines
    First Language:
    Filipino
    Primarily Uses:
    VNM


    That can't be right. I just checked the DPI on photoshop and both of them are 72.
     
    Last edited by a moderator: Feb 23, 2016
    #51
  12. Schlangan

    Schlangan A madman with a computer Veteran

    Messages:
    1,320
    Likes Received:
    1,520
    Location:
    Niort, France
    First Language:
    French
    Primarily Uses:
    RMMV
    Strange, other MV files were à 96. I'm trying to code something to avoid the problem though. I'll tell you more about it in a few minutes.


    Edit : My workaround seems to work. I'll release v0.03 if I can quickly solve the coloring .
     
    Last edited by a moderator: Feb 23, 2016
    #52
  13. Archeia

    Archeia Level 99 Demi-fiend Staff Member Developer

    Messages:
    14,630
    Likes Received:
    14,379
    Location:
    Game Dev Salt Mines
    First Language:
    Filipino
    Primarily Uses:
    VNM
    For the coloring, just make the mask file 'transparent' for the lack of better word. Don't use the color in it. It got me stumped for a while too when emulating in Photoshop.
     
    #53
    Schlangan likes this.
  14. Schlangan

    Schlangan A madman with a computer Veteran

    Messages:
    1,320
    Likes Received:
    1,520
    Location:
    Niort, France
    First Language:
    French
    Primarily Uses:
    RMMV
    Hmm, that's okay for picture with mask files, but how I proceed with facesets elements in that case ? They don't have mask color per se.


    Edit : Also I use a single color. How does the gradient work for coloring by the way ? 
     
    Last edited by a moderator: Feb 23, 2016
    #54
  15. Archeia

    Archeia Level 99 Demi-fiend Staff Member Developer

    Messages:
    14,630
    Likes Received:
    14,379
    Location:
    Game Dev Salt Mines
    First Language:
    Filipino
    Primarily Uses:
    VNM
    For faceset elements just make them grayscale then apply gradient mapping/color mapping. They don't really need a mask I believe.
     
    #55
  16. Schlangan

    Schlangan A madman with a computer Veteran

    Messages:
    1,320
    Likes Received:
    1,520
    Location:
    Niort, France
    First Language:
    French
    Primarily Uses:
    RMMV
    If I remember correctly, the gradients were going from white to black with 256 values. Are these mapped according to the grayscale value ? That would explain why the white of the eyes remained white.
     
    #56
  17. Archeia

    Archeia Level 99 Demi-fiend Staff Member Developer

    Messages:
    14,630
    Likes Received:
    14,379
    Location:
    Game Dev Salt Mines
    First Language:
    Filipino
    Primarily Uses:
    VNM
    What they do first is this:


    [​IMG]


    Then gradient mapping happens:


    [​IMG]


    This also took me a while to find in my gallery o(-<

    [​IMG]
     
    Last edited by a moderator: Feb 23, 2016
    #57
  18. Schlangan

    Schlangan A madman with a computer Veteran

    Messages:
    1,320
    Likes Received:
    1,520
    Location:
    Niort, France
    First Language:
    French
    Primarily Uses:
    RMMV
    I couldn't fix the coloring issue tonight, but I found a way; I need to convert the color according to the brightness of the faceset element. Doing so, white will stay white, same for black.  In the meantime, I updated to version alpha 0.03 to at least include the dimensioning issue fix.


    - Download LInk (direct executable)


    I'll work on v0.04 tomorrow to take care of the coloring problem.
     
    #58
  19. Crimson Dragon Inc.

    Crimson Dragon Inc. Crimson Dragon Veteran

    Messages:
    925
    Likes Received:
    133
    Location:
    Sheboygan wisconsin
    First Language:
    english
    Primarily Uses:
    RMMV
    this looks like a great idea.... but.... i don't know if i am willing to fully invest quite yet... but lets see in a couple weeks
     
    #59
  20. kaukusaki

    kaukusaki Awesome Programmer Extraordinaire Veteran

    Messages:
    669
    Likes Received:
    491
    Location:
    Saint Louis, Missouri
    First Language:
    English
    Primarily Uses:
    RMVXA


    gimp supports psd so check that out. gimp is also *free*
     
    #60

Share This Page