Tile organizing question.

Eron

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Hi!

I'm making a custom tileset for Rpg Maker Mv but i can't figure out how the tiles are organized in the spritesheet. The way they are organized in the spritesheet and displayed in the tiles window are a bit confusing to me. I made a grass, sand and snow variations and they also don't match toguether when painted in the map. They only get seamless if i fill the map with only one type of tile, like grass for example... What is the proper way of doing it?
 
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Aloe Guvner

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You can start by viewing the RPG Maker MV Help documentation that is in the engine (click the Help menu or press F1), which will describe the "Asset Standards" and "Tileset Details".

Which kind of tile are you trying to create? A tiles? B-E tiles? Autotiles?

If you are stuck on autotiles, here is a helpful resource. Keep in mind it was written for VXAce, so increase all dimensions by 1.5x and it still works for MV.
 

Andar

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The key here is to know that there are six different formats of tilesheet, with each format having a different combination of tile types (from animated autotile 288*144 Pixels down to regular tiles of 48*48 Pixels).
And in each tilesheet you can only exchange any tile type with another tile of the same type.
 

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You can start by viewing the RPG Maker MV Help documentation that is in the engine (click the Help menu or press F1), which will describe the "Asset Standards" and "Tileset Details".

Which kind of tile are you trying to create? A tiles? B-E tiles? Autotiles?

If you are stuck on autotiles, here is a helpful resource. Keep in mind it was written for VXAce, so increase all dimensions by 1.5x and it still works for MV.
Thanks for the answer.
I'm creating A1 and A2 tilesets. I put the tiles i made in the same order as the default tilesets in both A1 and A2. But they don't work together, they look like this:
test.png

The tile borders (sand to water for example) just don't work. And also i don't know why it created more tiles than i actually had in the tilesheet.

Thanks, i'll take a look at it. Althrough my problem isn't really the autotiles, as i already understand a bit how they work. The real problem is how they are organized in the tilesheet.

The key here is to know that there are six different formats of tilesheet, with each format having a different combination of tile types (from animated autotile 288*144 Pixels down to regular tiles of 48*48 Pixels).
And in each tilesheet you can only exchange any tile type with another tile of the same type.
Thanks for the reply.
Where i can find more about these tilesheet formats?
 
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Andar

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Thanks for the answer.
I'm creating A1 and A2 tilesets. I put the tiles i made in the same order as the default tilesets in both A1 and A2. But they don't work together, they look like this:

Where i can find more about these tilesheet formats?
You were already given the links to all needed definitions in the help and the blog.
Your Screenshot of the editor doesn't help, we would need to see your tilesheet to tell you what is wrong.
But with A1 and A2 the most likely error is that you tried to place regular tiles there.
A1 is for animated autotiles, and most tiles on it have a size of 288*144 pixels - and that means that the editor needs the info in these 288*144 pixels to create a single 48*48 pixel tile.
If you place a regular 48*48 tile on A1 that will never work because the editor needs the full 288*144 tile to work correctly, and that needs to be in the correct structure (three frames of regular 96*144 pixel autotile).
 

Eron

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You were already given the links to all needed definitions in the help and the blog.
Your Screenshot of the editor doesn't help, we would need to see your tilesheet to tell you what is wrong.
But with A1 and A2 the most likely error is that you tried to place regular tiles there.
A1 is for animated autotiles, and most tiles on it have a size of 288*144 pixels - and that means that the editor needs the info in these 288*144 pixels to create a single 48*48 pixel tile.
If you place a regular 48*48 tile on A1 that will never work because the editor needs the full 288*144 tile to work correctly, and that needs to be in the correct structure (three frames of regular 96*144 pixel autotile).
Here is a screenshot of the mockup A1 and A2 tiles i made for testing:
A1:
_rs_World_A1.png
A2:
_rs_World_A2.png

I tried pasting them in the default tilesheet of rmmv but i had the same issues... Here are the default A1 tilesheet i edited:

rs_World_A1_Test.png
 
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Shaz

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I am not seeing what the problem is here. You've got them set up correctly, and they appear to be drawing correctly based on the surrounding tiles.

Your A2 sheet has a "representative" tile in the top left corner, which is what appears on the tile palette in the editor. But the rest of the tiles are just a single colour, and that's what's going to be drawn on the map when you use those tiles. That top left tile is never used for drawing - you will only get that exact tile on the map if the rest of your autotiles are drawn in a way that allows it (as per the first link that I posted).

You are always going to get a hard edge against the other tiles. That is just the way they go together. It's been like this with VX, Ace and MV.

Maybe you should draw a mockup of what you're expecting to see?
 

Andar

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there are reasons why we referred you to the help file. The different types of animated tiles inside A1 are lettered there for good reasons.
you cannot place a water/land autotile into the B-position, because the B position is for deep ocean - it has to be deepwater/transparent or deepwater/water (if you know exactly what you're doing).
 

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I am not seeing what the problem is here. You've got them set up correctly, and they appear to be drawing correctly based on the surrounding tiles.

Your A2 sheet has a "representative" tile in the top left corner, which is what appears on the tile palette in the editor. But the rest of the tiles are just a single colour, and that's what's going to be drawn on the map when you use those tiles. That top left tile is never used for drawing - you will only get that exact tile on the map if the rest of your autotiles are drawn in a way that allows it (as per the first link that I posted).

You are always going to get a hard edge against the other tiles. That is just the way they go together. It's been like this with VX, Ace and MV.

Maybe you should draw a mockup of what you're expecting to see?
I made this in another engine as a example to show what i'm trying to achieve (grass/sand/snow to water and grass to dirt transitions for example):

seamlesstiles.png
 
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Andar

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@Eron land autotiles need to go on A2, A1 is usually for water animation.
 

Eron

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there are reasons why we referred you to the help file. The different types of animated tiles inside A1 are lettered there for good reasons.
you cannot place a water/land autotile into the B-position, because the B position is for deep ocean - it has to be deepwater/transparent or deepwater/water (if you know exactly what you're doing).
I'm expecting to be able to draw tiles such grass/sand together in the same map and also make transitions for them such as grass to dirt. Currently when i use fill the map with the snow tile for example and then try to paint sand/grass it does what you can see in this image below instead of adding sand borders to sand tiles for example:

transitions.png

Also, the way they are arranged in the tilesheet confuses me a lot. Maybe a template showing where to put each tile/transitions would be helpful.
 

Eron

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@Eron land autotiles need to go on A2, A1 is usually for water animation.
I know, my post above explain a bit what i'm expecting to do.

Edit: From what i understand the A2 autotiles use the A1 tiles as borders, that's why it does what i've shown in the image above right? Maybe there is another way of doing that?
 
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Shaz

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The help file explains what tiles will match in the A1 sheet, and what tiles will just butt up against one another. Unfortunately, I think very few will tile together.

I suggest you start a brand new project with just the default resources, and play around with that for a while. I think you will find what you are seeing here is exactly what you are seeing using the RTP as well, and that it's just the way the engine works.
 

Eron

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@Shaz I see in the RTP that only a few tiles actually transitions with another. Is there a work around for that? If there is, where do i place the transitional tiles in the tilesheet?
 

Shaz

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No, that's the way it goes.

The alternative is to use a parallax map, where you draw the transitions yourself. But it's a lot of work.
 

Eron

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No, that's the way it goes.

The alternative is to use a parallax map, where you draw the transitions yourself. But it's a lot of work.
Ok, thanks for all the replies. I'll take a look at parallax mapping, that sounds interesting.
 
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Shaz

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I suppose you could create the transition pieces as B-E tiles (or even A5 tiles) and draw them where they need to go, after doing the quick-n-dirty with the autotiles.

Parallax maps make your project grow very big in size.
 

Eron

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I suppose you could create the transition pieces as B-E tiles (or even A5 tiles) and draw them where they need to go, after doing the quick-n-dirty with the autotiles.

Parallax maps make your project grow very big in size.
Well thats great, didn't tought of that, thanks.
 

Eron

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I suppose you could create the transition pieces as B-E tiles (or even A5 tiles) and draw them where they need to go, after doing the quick-n-dirty with the autotiles.

Parallax maps make your project grow very big in size.
Hey, just one more question. I see that the A5 tilesheet is 384x768 with a 8x16 Grid, can i make it bigger to fit more tiles? I've read that you can change the height of B-E tilesheets. Also, as the Rpg Maker MV auto-tiles uses a 4x4 grid of 24x24 pieces, how should i design this tileset that i'll place in the B-E or A5 tilesheet? I'm thinking in making them 9 48x48 pieces (the common tileset format most engines uses for auto-tiles) as i can't pick the 24x24 minitiles to place them in the map.
And, how does the B-E tiles work? If i place the terrain tiles i'll make in these tilesheets will they work properly?
 
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