Tilesets get cut when importing?

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Antonio

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Hi Forum,


What is the max dimensions (in pixels) for custom tilesets? For example if I find nice tileset over the internets and try to import it, it always seems that bottom half is cut off....


Please advise?
 

Antonio

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Hi Again! 


After some investigation I found out that max tileset that can be imported without any cut offs is 770x770 pixels! 


This information should come useful to anyone trying to use custom made tilesets!


For lack of questions please close this thread
 

Oscar92player

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RPG Maker MV doesn't use the same size for Tilesets than VX/VX Ace anymore.


RPG Maker VX/VX Ace uses 512x512 or 256x512 pixels templates, but MV uses now a 768x768 or 384x768 Tilesets. If you try to use Tilesets smaller or bigger than that, the editor will cut part of the tile. All you can do is find Tilesets that match the new dimensions in pixels or resize those you already have with 3rd party programs, like gimp, photoshop, waifu2x... There are a lot of topics talking about that since the release of RPG Maker MV.
 
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LadyBaskerville

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It depends on what part of the tileset you want to import.


A1 and A2: 768x576


A3: 768x384


A4: 768x720


A5: 384x768


B-E: 768x768


The A1-4 tiles are autotiles and need to be set up in a specific way. If you're dealing with them, you might want to look up a guide or open one of the default tilesets and see how they are set up there. For the B-E tiles you just need to arrange the tiles in a png file with the correct dimensions.
 

Antonio

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It depends on what part of the tileset you want to import.


A1 and A2: 768x576


A3: 768x384


A4: 768x720


A5: 384x768


B-E: 768x768
Thank you so much! That's exactly what I was looking for....Where did you find this information?
 

LadyBaskerville

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In MV's Help file (press F1 to open it) under Documentation -> Asset Standards -> Tileset Details. It's relatively far down in the Table of Contents.
 

Andar

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just as a reminder - that is NOT a simple pixel size for tilesheets.


There are six different tilesheet formats, each a different combination of different types of tiles, and you need to have not only the correct size, but also the correct composition of tile-types.


For example, animated autotiles are 288x144 pixels for a single tile, can only be used in specific positions on the A1 tile (the rest of the A1-Tiles are animated regular tiles)
 

Antonio

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just as a reminder - that is NOT a simple pixel size for tilesheets.


There are six different tilesheet formats, each a different combination of different types of tiles, and you need to have not only the correct size, but also the correct composition of tile-types.


For example, animated autotiles are 288x144 pixels for a single tile, can only be used in specific positions on the A1 tile (the rest of the A1-Tiles are animated regular tiles)


Hi Andar...Speaking of tile animation, are the gif files supported? For example a gif of burning campfire or torch....
 

Andar

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no, they're not - the only animation that exists on the tiles is the special format on A1. The usual way to do a fire is using an event with a sprite (which is again not a gif)
 

LadyBaskerville

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No, RMMV only uses png files. Campfires, torches etc. are usually done as events with a 3 frame "stepping" animation - look at the !Flame.png file in the img/characters folder for some examples of that. There are other possibilities to show animated objects on a map, but they all use png files with the individual frames arranged in a certain manner.
 

Antonio

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Hi again..Would devs consider adding GIF support? massive libraries available
 

Shaz

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It's very unlikely as they've stopped developing (AFAIK) and are only now doing major bug fixes.


Doesn't stop someone else making a plugin to do it.  But I wouldn't hold my breath.
 

YoraeRasante

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I'd rather have it support animated pngs, personally...
 

mlogan

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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